xref: /aosp_15_r20/external/skia/src/gpu/ganesh/effects/GrAtlasedShaderHelpers.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef GrAtlasedShaderHelpers_DEFINED
9 #define GrAtlasedShaderHelpers_DEFINED
10 
11 #include "include/private/base/SkAssert.h"
12 #include "src/core/SkSLTypeShared.h"
13 #include "src/gpu/ganesh/GrGeometryProcessor.h"
14 #include "src/gpu/ganesh/GrShaderCaps.h"
15 #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
16 #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
17 #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
18 
append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const char * inTexCoordsName,const char * atlasDimensionsInvName,GrGLSLVarying * uv,GrGLSLVarying * texIdx,GrGLSLVarying * st)19 static inline void append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
20                                             int numTextureSamplers,
21                                             const char* inTexCoordsName,
22                                             const char* atlasDimensionsInvName,
23                                             GrGLSLVarying* uv,
24                                             GrGLSLVarying* texIdx,
25                                             GrGLSLVarying* st) {
26     using Interpolation = GrGLSLVaryingHandler::Interpolation;
27     // This extracts the texture index and texel coordinates from the same variable
28     // Packing structure: texel coordinates have the 2-bit texture page encoded in bits 13 & 14 of
29     // the x coordinate. It would be nice to use bits 14 and 15, but iphone6 has problem with those
30     // bits when in gles. Iphone6 works fine with bits 14 and 15 in metal.
31     if (args.fShaderCaps->fIntegerSupport) {
32         if (numTextureSamplers <= 1) {
33             args.fVertBuilder->codeAppendf(
34                 "int texIdx = 0;"
35                 "float2 unormTexCoords = float2(%s.x, %s.y);"
36            , inTexCoordsName, inTexCoordsName);
37         } else {
38             args.fVertBuilder->codeAppendf(
39                 "int2 coords = int2(%s.x, %s.y);"
40                 "int texIdx = coords.x >> 13;"
41                 "float2 unormTexCoords = float2(coords.x & 0x1FFF, coords.y);"
42             , inTexCoordsName, inTexCoordsName);
43         }
44     } else {
45         if (numTextureSamplers <= 1) {
46             args.fVertBuilder->codeAppendf(
47                 "float texIdx = 0;"
48                 "float2 unormTexCoords = float2(%s.x, %s.y);"
49             , inTexCoordsName, inTexCoordsName);
50         } else {
51             args.fVertBuilder->codeAppendf(
52                 "float2 coord = float2(%s.x, %s.y);"
53                 "float texIdx = floor(coord.x * exp2(-13));"
54                 "float2 unormTexCoords = float2(coord.x - texIdx * exp2(13), coord.y);"
55             , inTexCoordsName, inTexCoordsName);
56         }
57     }
58 
59     // Multiply by 1/atlasDimensions to get normalized texture coordinates
60     uv->reset(SkSLType::kFloat2);
61     args.fVaryingHandler->addVarying("TextureCoords", uv);
62     args.fVertBuilder->codeAppendf(
63             "%s = unormTexCoords * %s;", uv->vsOut(), atlasDimensionsInvName);
64 
65     // On ANGLE there is a significant cost to using an int varying. We don't know of any case where
66     // it is worse to use a float so for now we always do.
67     texIdx->reset(SkSLType::kFloat);
68     // If we computed the local var "texIdx" as an int we will need to cast it to float
69     const char* cast = args.fShaderCaps->fIntegerSupport ? "float" : "";
70     args.fVaryingHandler->addVarying("TexIndex", texIdx, Interpolation::kCanBeFlat);
71     args.fVertBuilder->codeAppendf("%s = %s(texIdx);", texIdx->vsOut(), cast);
72 
73     if (st) {
74         st->reset(SkSLType::kFloat2);
75         args.fVaryingHandler->addVarying("IntTextureCoords", st);
76         args.fVertBuilder->codeAppendf("%s = unormTexCoords;", st->vsOut());
77     }
78 }
79 
append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * colorName)80 static inline void append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
81                                               int numTextureSamplers,
82                                               const GrGLSLVarying& texIdx,
83                                               const char* coordName,
84                                               const char* colorName) {
85     SkASSERT(numTextureSamplers > 0);
86     // This shouldn't happen, but will avoid a crash if it does
87     if (numTextureSamplers <= 0) {
88         args.fFragBuilder->codeAppendf("%s = float4(1);", colorName);
89         return;
90     }
91 
92     // conditionally load from the indexed texture sampler
93     for (int i = 0; i < numTextureSamplers-1; ++i) {
94         args.fFragBuilder->codeAppendf("if (%s == %d) { %s = ", texIdx.fsIn(), i, colorName);
95         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i],
96                                                coordName);
97         args.fFragBuilder->codeAppend("; } else ");
98     }
99     args.fFragBuilder->codeAppendf("{ %s = ", colorName);
100     args.fFragBuilder->appendTextureLookup(args.fTexSamplers[numTextureSamplers - 1],
101                                            coordName);
102     args.fFragBuilder->codeAppend("; }");
103 }
104 
105 // Special lookup function for sdf lcd -- avoids duplicating conditional logic three times
append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * offsetName,const char * distanceName)106 static inline void append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
107                                                   int numTextureSamplers,
108                                                   const GrGLSLVarying& texIdx,
109                                                   const char* coordName,
110                                                   const char* offsetName,
111                                                   const char* distanceName) {
112     SkASSERT(numTextureSamplers > 0);
113     // This shouldn't happen, but will avoid a crash if it does
114     if (numTextureSamplers <= 0) {
115         args.fFragBuilder->codeAppendf("%s = half3(1);", distanceName);
116         return;
117     }
118 
119     // conditionally load from the indexed texture sampler
120     for (int i = 0; i < numTextureSamplers; ++i) {
121         args.fFragBuilder->codeAppendf("if (%s == %d) {", texIdx.fsIn(), i);
122 
123         // green is distance to uv center
124         args.fFragBuilder->codeAppendf("%s.y = ", distanceName);
125         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], coordName);
126         args.fFragBuilder->codeAppend(".r;");
127 
128         // red is distance to left offset
129         args.fFragBuilder->codeAppendf("half2 uv_adjusted = half2(%s) - %s;",
130                                        coordName, offsetName);
131         args.fFragBuilder->codeAppendf("%s.x = ", distanceName);
132         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
133         args.fFragBuilder->codeAppend(".r;");
134 
135         // blue is distance to right offset
136         args.fFragBuilder->codeAppendf("uv_adjusted = half2(%s) + %s;", coordName, offsetName);
137         args.fFragBuilder->codeAppendf("%s.z = ", distanceName);
138         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
139         args.fFragBuilder->codeAppend(".r;");
140 
141         if (i < numTextureSamplers-1) {
142             args.fFragBuilder->codeAppend("} else ");
143         } else {
144             args.fFragBuilder->codeAppend("}");
145         }
146     }
147 }
148 
149 #endif
150