xref: /aosp_15_r20/external/skia/src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2015 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrGLSLProgramBuilder_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrGLSLProgramBuilder_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Swizzle.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrFragmentProcessor.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrPipeline.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProgramInfo.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSamplerState.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrXferProcessor.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
28*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
29*c8dee2aaSAndroid Build Coastguard Worker #include <string>
30*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker class GrBackendFormat;
33*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVaryingHandler;
34*c8dee2aaSAndroid Build Coastguard Worker class GrProgramDesc;
35*c8dee2aaSAndroid Build Coastguard Worker class SkString;
36*c8dee2aaSAndroid Build Coastguard Worker enum GrSurfaceOrigin : int;
37*c8dee2aaSAndroid Build Coastguard Worker struct GrShaderCaps;
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLProgramBuilder {
40*c8dee2aaSAndroid Build Coastguard Worker public:
41*c8dee2aaSAndroid Build Coastguard Worker     using UniformHandle      = GrGLSLUniformHandler::UniformHandle;
42*c8dee2aaSAndroid Build Coastguard Worker     using SamplerHandle      = GrGLSLUniformHandler::SamplerHandle;
43*c8dee2aaSAndroid Build Coastguard Worker 
44*c8dee2aaSAndroid Build Coastguard Worker     virtual ~GrGLSLProgramBuilder();
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     virtual const GrCaps* caps() const = 0;
shaderCaps()47*c8dee2aaSAndroid Build Coastguard Worker     const GrShaderCaps* shaderCaps() const { return this->caps()->shaderCaps(); }
48*c8dee2aaSAndroid Build Coastguard Worker 
origin()49*c8dee2aaSAndroid Build Coastguard Worker     GrSurfaceOrigin origin() const { return fProgramInfo.origin(); }
pipeline()50*c8dee2aaSAndroid Build Coastguard Worker     const GrPipeline& pipeline() const { return fProgramInfo.pipeline(); }
geometryProcessor()51*c8dee2aaSAndroid Build Coastguard Worker     const GrGeometryProcessor& geometryProcessor() const { return fProgramInfo.geomProc(); }
snapVerticesToPixelCenters()52*c8dee2aaSAndroid Build Coastguard Worker     bool snapVerticesToPixelCenters() const {
53*c8dee2aaSAndroid Build Coastguard Worker         return fProgramInfo.pipeline().snapVerticesToPixelCenters();
54*c8dee2aaSAndroid Build Coastguard Worker     }
hasPointSize()55*c8dee2aaSAndroid Build Coastguard Worker     bool hasPointSize() const { return fProgramInfo.primitiveType() == GrPrimitiveType::kPoints; }
56*c8dee2aaSAndroid Build Coastguard Worker 
desc()57*c8dee2aaSAndroid Build Coastguard Worker     const GrProgramDesc& desc() const { return fDesc; }
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker     void appendUniformDecls(GrShaderFlags visibility, SkString*) const;
60*c8dee2aaSAndroid Build Coastguard Worker 
samplerVariable(SamplerHandle handle)61*c8dee2aaSAndroid Build Coastguard Worker     const char* samplerVariable(SamplerHandle handle) const {
62*c8dee2aaSAndroid Build Coastguard Worker         return this->uniformHandler()->samplerVariable(handle);
63*c8dee2aaSAndroid Build Coastguard Worker     }
64*c8dee2aaSAndroid Build Coastguard Worker 
samplerSwizzle(SamplerHandle handle)65*c8dee2aaSAndroid Build Coastguard Worker     skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const {
66*c8dee2aaSAndroid Build Coastguard Worker         return this->uniformHandler()->samplerSwizzle(handle);
67*c8dee2aaSAndroid Build Coastguard Worker     }
68*c8dee2aaSAndroid Build Coastguard Worker 
inputSamplerVariable(SamplerHandle handle)69*c8dee2aaSAndroid Build Coastguard Worker     const char* inputSamplerVariable(SamplerHandle handle) const {
70*c8dee2aaSAndroid Build Coastguard Worker         return this->uniformHandler()->inputSamplerVariable(handle);
71*c8dee2aaSAndroid Build Coastguard Worker     }
72*c8dee2aaSAndroid Build Coastguard Worker 
inputSamplerSwizzle(SamplerHandle handle)73*c8dee2aaSAndroid Build Coastguard Worker     skgpu::Swizzle inputSamplerSwizzle(SamplerHandle handle) const {
74*c8dee2aaSAndroid Build Coastguard Worker         return this->uniformHandler()->inputSamplerSwizzle(handle);
75*c8dee2aaSAndroid Build Coastguard Worker     }
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker     // Used to add a uniform for render target flip (used for dFdy, sk_Clockwise, and sk_FragCoord)
78*c8dee2aaSAndroid Build Coastguard Worker     // without mangling the name of the uniform inside of a stage.
79*c8dee2aaSAndroid Build Coastguard Worker     void addRTFlipUniform(const char* name);
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker     // Generates a name for a variable. The generated string will be name prefixed by the prefix
82*c8dee2aaSAndroid Build Coastguard Worker     // char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
83*c8dee2aaSAndroid Build Coastguard Worker     // explicitly asked not to. `nameVariable` can also be used to generate names for functions or
84*c8dee2aaSAndroid Build Coastguard Worker     // other types of symbols where unique names are important.
85*c8dee2aaSAndroid Build Coastguard Worker     SkString nameVariable(char prefix, const char* name, bool mangle = true);
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker     /**
88*c8dee2aaSAndroid Build Coastguard Worker      * Emits samplers for TextureEffect fragment processors as needed. `fp` can be a TextureEffect,
89*c8dee2aaSAndroid Build Coastguard Worker      * or a tree containing zero or more TextureEffects.
90*c8dee2aaSAndroid Build Coastguard Worker      */
91*c8dee2aaSAndroid Build Coastguard Worker     bool emitTextureSamplersForFPs(const GrFragmentProcessor& fp,
92*c8dee2aaSAndroid Build Coastguard Worker                                    GrFragmentProcessor::ProgramImpl& impl,
93*c8dee2aaSAndroid Build Coastguard Worker                                    int* samplerIndex);
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker     /**
96*c8dee2aaSAndroid Build Coastguard Worker      * advanceStage is called by program creator between each processor's emit code.  It increments
97*c8dee2aaSAndroid Build Coastguard Worker      * the stage index for variable name mangling, and also ensures verification variables in the
98*c8dee2aaSAndroid Build Coastguard Worker      * fragment shader are cleared.
99*c8dee2aaSAndroid Build Coastguard Worker      */
advanceStage()100*c8dee2aaSAndroid Build Coastguard Worker     void advanceStage() {
101*c8dee2aaSAndroid Build Coastguard Worker         fStageIndex++;
102*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGCODE(fFS.debugOnly_resetPerStageVerification();)
103*c8dee2aaSAndroid Build Coastguard Worker         fFS.nextStage();
104*c8dee2aaSAndroid Build Coastguard Worker     }
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker     /** Adds the SkSL function that implements an FP assuming its children are already written. */
107*c8dee2aaSAndroid Build Coastguard Worker     void writeFPFunction(const GrFragmentProcessor& fp, GrFragmentProcessor::ProgramImpl& impl);
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker     /**
110*c8dee2aaSAndroid Build Coastguard Worker      * Returns a function-call invocation of `fp` in string form, passing the appropriate
111*c8dee2aaSAndroid Build Coastguard Worker      * combination of `inputColor`, `destColor` and `fLocalCoordsVar` for the FP.
112*c8dee2aaSAndroid Build Coastguard Worker      */
113*c8dee2aaSAndroid Build Coastguard Worker     std::string invokeFP(const GrFragmentProcessor& fp,
114*c8dee2aaSAndroid Build Coastguard Worker                          const GrFragmentProcessor::ProgramImpl& impl,
115*c8dee2aaSAndroid Build Coastguard Worker                          const char* inputColor,
116*c8dee2aaSAndroid Build Coastguard Worker                          const char* destColor,
117*c8dee2aaSAndroid Build Coastguard Worker                          const char* coords) const;
118*c8dee2aaSAndroid Build Coastguard Worker     /**
119*c8dee2aaSAndroid Build Coastguard Worker      * If the FP's coords are unused or all uses have been lifted to interpolated varyings then
120*c8dee2aaSAndroid Build Coastguard Worker      * don't put coords in the FP's function signature or call sites.
121*c8dee2aaSAndroid Build Coastguard Worker      */
122*c8dee2aaSAndroid Build Coastguard Worker     bool fragmentProcessorHasCoordsParam(const GrFragmentProcessor*) const;
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker     virtual GrGLSLUniformHandler* uniformHandler() = 0;
125*c8dee2aaSAndroid Build Coastguard Worker     virtual const GrGLSLUniformHandler* uniformHandler() const = 0;
126*c8dee2aaSAndroid Build Coastguard Worker     virtual GrGLSLVaryingHandler* varyingHandler() = 0;
127*c8dee2aaSAndroid Build Coastguard Worker 
128*c8dee2aaSAndroid Build Coastguard Worker     // Used for backend customization of the secondary color variable from the fragment processor.
129*c8dee2aaSAndroid Build Coastguard Worker     // Only used if the output is explicitly declared in the shaders.
finalizeFragmentSecondaryColor(GrShaderVar & outputColor)130*c8dee2aaSAndroid Build Coastguard Worker     virtual void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {}
131*c8dee2aaSAndroid Build Coastguard Worker 
132*c8dee2aaSAndroid Build Coastguard Worker     // number of each input/output type in a single allocation block, used by many builders
133*c8dee2aaSAndroid Build Coastguard Worker     static const int kVarsPerBlock;
134*c8dee2aaSAndroid Build Coastguard Worker 
135*c8dee2aaSAndroid Build Coastguard Worker     GrGLSLVertexBuilder          fVS;
136*c8dee2aaSAndroid Build Coastguard Worker     GrGLSLFragmentShaderBuilder  fFS;
137*c8dee2aaSAndroid Build Coastguard Worker 
138*c8dee2aaSAndroid Build Coastguard Worker     const GrProgramDesc&         fDesc;
139*c8dee2aaSAndroid Build Coastguard Worker     const GrProgramInfo&         fProgramInfo;
140*c8dee2aaSAndroid Build Coastguard Worker 
141*c8dee2aaSAndroid Build Coastguard Worker     GrGLSLBuiltinUniformHandles  fUniformHandles;
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrGeometryProcessor::ProgramImpl>               fGPImpl;
144*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrXferProcessor::ProgramImpl>                   fXPImpl;
145*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>>  fFPImpls;
146*c8dee2aaSAndroid Build Coastguard Worker 
147*c8dee2aaSAndroid Build Coastguard Worker     SamplerHandle fDstTextureSamplerHandle;
148*c8dee2aaSAndroid Build Coastguard Worker     GrSurfaceOrigin fDstTextureOrigin;
149*c8dee2aaSAndroid Build Coastguard Worker 
150*c8dee2aaSAndroid Build Coastguard Worker protected:
151*c8dee2aaSAndroid Build Coastguard Worker     explicit GrGLSLProgramBuilder(const GrProgramDesc&, const GrProgramInfo&);
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker     void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
154*c8dee2aaSAndroid Build Coastguard Worker 
155*c8dee2aaSAndroid Build Coastguard Worker     bool emitAndInstallProcs();
156*c8dee2aaSAndroid Build Coastguard Worker 
157*c8dee2aaSAndroid Build Coastguard Worker     void finalizeShaders();
158*c8dee2aaSAndroid Build Coastguard Worker 
fragColorIsInOut()159*c8dee2aaSAndroid Build Coastguard Worker     bool fragColorIsInOut() const { return fFS.primaryColorOutputIsInOut(); }
160*c8dee2aaSAndroid Build Coastguard Worker 
161*c8dee2aaSAndroid Build Coastguard Worker private:
162*c8dee2aaSAndroid Build Coastguard Worker     SkString getMangleSuffix() const;
163*c8dee2aaSAndroid Build Coastguard Worker 
164*c8dee2aaSAndroid Build Coastguard Worker     // Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
165*c8dee2aaSAndroid Build Coastguard Worker     void nameExpression(SkString*, const char* baseName);
166*c8dee2aaSAndroid Build Coastguard Worker 
167*c8dee2aaSAndroid Build Coastguard Worker     bool emitAndInstallPrimProc(SkString* outputColor, SkString* outputCoverage);
168*c8dee2aaSAndroid Build Coastguard Worker     bool emitAndInstallDstTexture();
169*c8dee2aaSAndroid Build Coastguard Worker     /** Adds the root FPs */
170*c8dee2aaSAndroid Build Coastguard Worker     bool emitAndInstallFragProcs(SkString* colorInOut, SkString* coverageInOut);
171*c8dee2aaSAndroid Build Coastguard Worker     /** Adds a single root FP tree. */
172*c8dee2aaSAndroid Build Coastguard Worker     SkString emitRootFragProc(const GrFragmentProcessor& fp,
173*c8dee2aaSAndroid Build Coastguard Worker                               GrFragmentProcessor::ProgramImpl& impl,
174*c8dee2aaSAndroid Build Coastguard Worker                               const SkString& input,
175*c8dee2aaSAndroid Build Coastguard Worker                               SkString output);
176*c8dee2aaSAndroid Build Coastguard Worker     /** Recursive step to write out children FPs' functions before parent's. */
177*c8dee2aaSAndroid Build Coastguard Worker     void writeChildFPFunctions(const GrFragmentProcessor& fp,
178*c8dee2aaSAndroid Build Coastguard Worker                                GrFragmentProcessor::ProgramImpl& impl);
179*c8dee2aaSAndroid Build Coastguard Worker     bool emitAndInstallXferProc(const SkString& colorIn, const SkString& coverageIn);
180*c8dee2aaSAndroid Build Coastguard Worker     SamplerHandle emitSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&,
181*c8dee2aaSAndroid Build Coastguard Worker                               const char* name);
182*c8dee2aaSAndroid Build Coastguard Worker     SamplerHandle emitInputSampler(const skgpu::Swizzle& swizzle, const char* name);
183*c8dee2aaSAndroid Build Coastguard Worker     bool checkSamplerCounts();
184*c8dee2aaSAndroid Build Coastguard Worker 
185*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
186*c8dee2aaSAndroid Build Coastguard Worker     void verify(const GrGeometryProcessor&);
187*c8dee2aaSAndroid Build Coastguard Worker     void verify(const GrFragmentProcessor&);
188*c8dee2aaSAndroid Build Coastguard Worker     void verify(const GrXferProcessor&);
189*c8dee2aaSAndroid Build Coastguard Worker #endif
190*c8dee2aaSAndroid Build Coastguard Worker 
191*c8dee2aaSAndroid Build Coastguard Worker     // This is used to check that we don't excede the allowable number of resources in a shader.
192*c8dee2aaSAndroid Build Coastguard Worker     int fNumFragmentSamplers;
193*c8dee2aaSAndroid Build Coastguard Worker 
194*c8dee2aaSAndroid Build Coastguard Worker     GrGeometryProcessor::ProgramImpl::FPCoordsMap fFPCoordsMap;
195*c8dee2aaSAndroid Build Coastguard Worker     GrShaderVar                                   fLocalCoordsVar;
196*c8dee2aaSAndroid Build Coastguard Worker 
197*c8dee2aaSAndroid Build Coastguard Worker     /**
198*c8dee2aaSAndroid Build Coastguard Worker      * Each root processor has an stage index. The GP is stage 0. The first root FP is stage 1,
199*c8dee2aaSAndroid Build Coastguard Worker      * the second root FP is stage 2, etc. The XP's stage index is last and its value depends on
200*c8dee2aaSAndroid Build Coastguard Worker      * how many root FPs there are. Names are mangled by appending _S<stage-index>.
201*c8dee2aaSAndroid Build Coastguard Worker      */
202*c8dee2aaSAndroid Build Coastguard Worker     int fStageIndex = -1;
203*c8dee2aaSAndroid Build Coastguard Worker 
204*c8dee2aaSAndroid Build Coastguard Worker     /**
205*c8dee2aaSAndroid Build Coastguard Worker      * When emitting FP stages we track the children FPs as "substages" and do additional name
206*c8dee2aaSAndroid Build Coastguard Worker      * mangling based on where in the FP hierarchy we are. The first FP is stage index 1. It's first
207*c8dee2aaSAndroid Build Coastguard Worker      * child would be substage 0 of stage 1. If that FP also has three children then its third child
208*c8dee2aaSAndroid Build Coastguard Worker      * would be substage 2 of stubstage 0 of stage 1 and would be mangled as "_S1_c0_c2".
209*c8dee2aaSAndroid Build Coastguard Worker      */
210*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<int> fSubstageIndices;
211*c8dee2aaSAndroid Build Coastguard Worker };
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker #endif
214