1 /*
2  * Copyright 2014 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 #include "src/gpu/glsl/GrGLSLShaderBuilder.h"
9 
10 #include "src/gpu/GrShaderCaps.h"
11 #include "src/gpu/GrShaderVar.h"
12 #include "src/gpu/GrSwizzle.h"
13 #include "src/gpu/glsl/GrGLSLBlend.h"
14 #include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
15 #include "src/gpu/glsl/GrGLSLProgramBuilder.h"
16 
GrGLSLShaderBuilder(GrGLSLProgramBuilder * program)17 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
18     : fProgramBuilder(program)
19     , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
20     , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
21     , fFeaturesAddedMask(0)
22     , fCodeIndex(kCode)
23     , fFinalized(false) {
24     // We push back some dummy pointers which will later become our header
25     for (int i = 0; i <= kCode; i++) {
26         fShaderStrings.push_back();
27     }
28 
29     this->main() = "void main() {";
30 }
31 
declAppend(const GrShaderVar & var)32 void GrGLSLShaderBuilder::declAppend(const GrShaderVar& var) {
33     SkString tempDecl;
34     var.appendDecl(fProgramBuilder->shaderCaps(), &tempDecl);
35     this->codeAppendf("%s;", tempDecl.c_str());
36 }
37 
declareGlobal(const GrShaderVar & v)38 void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) {
39     v.appendDecl(this->getProgramBuilder()->shaderCaps(), &this->definitions());
40     this->definitions().append(";");
41 }
42 
emitFunction(GrSLType returnType,const char * name,int argCnt,const GrShaderVar * args,const char * body,SkString * outName)43 void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
44                                        const char* name,
45                                        int argCnt,
46                                        const GrShaderVar* args,
47                                        const char* body,
48                                        SkString* outName) {
49     this->functions().append(GrGLSLTypeString(returnType));
50     fProgramBuilder->nameVariable(outName, '\0', name);
51     this->functions().appendf(" %s", outName->c_str());
52     this->functions().append("(");
53     for (int i = 0; i < argCnt; ++i) {
54         args[i].appendDecl(fProgramBuilder->shaderCaps(), &this->functions());
55         if (i < argCnt - 1) {
56             this->functions().append(", ");
57         }
58     }
59     this->functions().append(") {\n");
60     this->functions().append(body);
61     this->functions().append("}\n\n");
62 }
63 
append_texture_swizzle(SkString * out,GrSwizzle swizzle)64 static inline void append_texture_swizzle(SkString* out, GrSwizzle swizzle) {
65     if (swizzle != GrSwizzle::RGBA()) {
66         out->appendf(".%s", swizzle.asString().c_str());
67     }
68 }
69 
appendTextureLookup(SkString * out,SamplerHandle samplerHandle,const char * coordName) const70 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
71                                               SamplerHandle samplerHandle,
72                                               const char* coordName) const {
73     const char* sampler = fProgramBuilder->samplerVariable(samplerHandle);
74     out->appendf("sample(%s, %s)", sampler, coordName);
75     append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
76 }
77 
appendTextureLookup(SamplerHandle samplerHandle,const char * coordName,GrGLSLColorSpaceXformHelper * colorXformHelper)78 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
79                                               const char* coordName,
80                                               GrGLSLColorSpaceXformHelper* colorXformHelper) {
81     SkString lookup;
82     this->appendTextureLookup(&lookup, samplerHandle, coordName);
83     this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
84 }
85 
appendTextureLookupAndBlend(const char * dst,SkBlendMode mode,SamplerHandle samplerHandle,const char * coordName,GrGLSLColorSpaceXformHelper * colorXformHelper)86 void GrGLSLShaderBuilder::appendTextureLookupAndBlend(
87         const char* dst,
88         SkBlendMode mode,
89         SamplerHandle samplerHandle,
90         const char* coordName,
91         GrGLSLColorSpaceXformHelper* colorXformHelper) {
92     if (!dst) {
93         dst = "half4(1)";
94     }
95     SkString lookup;
96     // This works around an issue in SwiftShader where the texture lookup is messed up
97     // if we use blend_modulate instead of simply operator * on dst and the sampled result.
98     // At this time it's unknown if the same problem exists for other modes.
99     if (mode == SkBlendMode::kModulate) {
100         this->codeAppend("(");
101         this->appendTextureLookup(&lookup, samplerHandle, coordName);
102         this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
103         this->codeAppendf(" * %s)", dst);
104     } else {
105         this->codeAppendf("%s(", GrGLSLBlend::BlendFuncName(mode));
106         this->appendTextureLookup(&lookup, samplerHandle, coordName);
107         this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
108         this->codeAppendf(", %s)", dst);
109     }
110 }
111 
appendColorGamutXform(SkString * out,const char * srcColor,GrGLSLColorSpaceXformHelper * colorXformHelper)112 void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out,
113                                                 const char* srcColor,
114                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
115     if (!colorXformHelper || colorXformHelper->isNoop()) {
116         *out = srcColor;
117         return;
118     }
119 
120     GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
121 
122     // We define up to three helper functions, to keep things clearer. One for the source transfer
123     // function, one for the (inverse) destination transfer function, and one for the gamut xform.
124     // Any combination of these may be present, although some configurations are much more likely.
125 
126     auto emitTFFunc = [=](const char* name, GrGLSLProgramDataManager::UniformHandle uniform,
127                           TFKind kind) {
128         const GrShaderVar gTFArgs[] = { GrShaderVar("x", kHalf_GrSLType) };
129         const char* coeffs = uniformHandler->getUniformCStr(uniform);
130         SkString body;
131         // Temporaries to make evaluation line readable. We always use the sRGBish names, so the
132         // PQ and HLG math is confusing.
133         body.appendf("half G = %s[0];", coeffs);
134         body.appendf("half A = %s[1];", coeffs);
135         body.appendf("half B = %s[2];", coeffs);
136         body.appendf("half C = %s[3];", coeffs);
137         body.appendf("half D = %s[4];", coeffs);
138         body.appendf("half E = %s[5];", coeffs);
139         body.appendf("half F = %s[6];", coeffs);
140         body.append("half s = sign(x);");
141         body.append("x = abs(x);");
142         switch (kind) {
143             case TFKind::sRGBish_TF:
144                 body.append("x = (x < D) ? (C * x) + F : pow(A * x + B, G) + E;");
145                 break;
146             case TFKind::PQish_TF:
147                 body.append("x = pow(max(A + B * pow(x, C), 0) / (D + E * pow(x, C)), F);");
148                 break;
149             case TFKind::HLGish_TF:
150                 body.append("x = (x*A <= 1) ? pow(x*A, B) : exp((x-E)*C) + D;");
151                 break;
152             case TFKind::HLGinvish_TF:
153                 body.append("x = (x <= 1) ? A * pow(x, B) : C * log(x - D) + E;");
154                 break;
155             default:
156                 SkASSERT(false);
157                 break;
158         }
159         body.append("return s * x;");
160         SkString funcName;
161         this->emitFunction(kHalf_GrSLType, name, SK_ARRAY_COUNT(gTFArgs), gTFArgs, body.c_str(),
162                            &funcName);
163         return funcName;
164     };
165 
166     SkString srcTFFuncName;
167     if (colorXformHelper->applySrcTF()) {
168         srcTFFuncName = emitTFFunc("src_tf", colorXformHelper->srcTFUniform(),
169                                    colorXformHelper->srcTFKind());
170     }
171 
172     SkString dstTFFuncName;
173     if (colorXformHelper->applyDstTF()) {
174         dstTFFuncName = emitTFFunc("dst_tf", colorXformHelper->dstTFUniform(),
175                                    colorXformHelper->dstTFKind());
176     }
177 
178     SkString gamutXformFuncName;
179     if (colorXformHelper->applyGamutXform()) {
180         const GrShaderVar gGamutXformArgs[] = { GrShaderVar("color", kHalf4_GrSLType) };
181         const char* xform = uniformHandler->getUniformCStr(colorXformHelper->gamutXformUniform());
182         SkString body;
183         body.appendf("color.rgb = (%s * color.rgb);", xform);
184         body.append("return color;");
185         this->emitFunction(kHalf4_GrSLType, "gamut_xform", SK_ARRAY_COUNT(gGamutXformArgs),
186                            gGamutXformArgs, body.c_str(), &gamutXformFuncName);
187     }
188 
189     // Now define a wrapper function that applies all the intermediate steps
190     {
191         // Some GPUs require full float to get results that are as accurate as expected/required.
192         // Most GPUs work just fine with half float. Strangely, the GPUs that have this bug
193         // (Mali G series) only require us to promote the type of a few temporaries here --
194         // the helper functions above can always be written to use half.
195         bool useFloat = fProgramBuilder->shaderCaps()->colorSpaceMathNeedsFloat();
196 
197         const GrShaderVar gColorXformArgs[] = {
198                 GrShaderVar("color", useFloat ? kFloat4_GrSLType : kHalf4_GrSLType)};
199         SkString body;
200         if (colorXformHelper->applyUnpremul()) {
201             body.appendf("%s nonZeroAlpha = max(color.a, 0.0001);", useFloat ? "float" : "half");
202             body.appendf("color = %s(color.rgb / nonZeroAlpha, nonZeroAlpha);",
203                          useFloat ? "float4" : "half4");
204         }
205         if (colorXformHelper->applySrcTF()) {
206             body.appendf("color.r = %s(half(color.r));", srcTFFuncName.c_str());
207             body.appendf("color.g = %s(half(color.g));", srcTFFuncName.c_str());
208             body.appendf("color.b = %s(half(color.b));", srcTFFuncName.c_str());
209         }
210         if (colorXformHelper->applyGamutXform()) {
211             body.appendf("color = %s(half4(color));", gamutXformFuncName.c_str());
212         }
213         if (colorXformHelper->applyDstTF()) {
214             body.appendf("color.r = %s(half(color.r));", dstTFFuncName.c_str());
215             body.appendf("color.g = %s(half(color.g));", dstTFFuncName.c_str());
216             body.appendf("color.b = %s(half(color.b));", dstTFFuncName.c_str());
217         }
218         if (colorXformHelper->applyPremul()) {
219             body.append("color.rgb *= color.a;");
220         }
221         body.append("return half4(color);");
222         SkString colorXformFuncName;
223         this->emitFunction(kHalf4_GrSLType, "color_xform", SK_ARRAY_COUNT(gColorXformArgs),
224                            gColorXformArgs, body.c_str(), &colorXformFuncName);
225         out->appendf("%s(%s)", colorXformFuncName.c_str(), srcColor);
226     }
227 }
228 
appendColorGamutXform(const char * srcColor,GrGLSLColorSpaceXformHelper * colorXformHelper)229 void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor,
230                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
231     SkString xform;
232     this->appendColorGamutXform(&xform, srcColor, colorXformHelper);
233     this->codeAppend(xform.c_str());
234 }
235 
addFeature(uint32_t featureBit,const char * extensionName)236 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
237     if (featureBit & fFeaturesAddedMask) {
238         return false;
239     }
240     this->extensions().appendf("#extension %s: require\n", extensionName);
241     fFeaturesAddedMask |= featureBit;
242     return true;
243 }
244 
appendDecls(const VarArray & vars,SkString * out) const245 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
246     for (const auto& v : vars.items()) {
247         v.appendDecl(fProgramBuilder->shaderCaps(), out);
248         out->append(";\n");
249     }
250 }
251 
addLayoutQualifier(const char * param,InterfaceQualifier interface)252 void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
253     SkASSERT(fProgramBuilder->shaderCaps()->generation() >= k330_GrGLSLGeneration ||
254              fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs());
255     fLayoutParams[interface].push_back() = param;
256 }
257 
compileAndAppendLayoutQualifiers()258 void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
259     static const char* interfaceQualifierNames[] = {
260         "in",
261         "out"
262     };
263 
264     for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
265         const SkTArray<SkString>& params = fLayoutParams[interface];
266         if (params.empty()) {
267             continue;
268         }
269         this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
270         for (int i = 1; i < params.count(); ++i) {
271             this->layoutQualifiers().appendf(", %s", params[i].c_str());
272         }
273         this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
274     }
275 
276     static_assert(0 == GrGLSLShaderBuilder::kIn_InterfaceQualifier, "");
277     static_assert(1 == GrGLSLShaderBuilder::kOut_InterfaceQualifier, "");
278     static_assert(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1, "");
279 }
280 
finalize(uint32_t visibility)281 void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
282     SkASSERT(!fFinalized);
283     this->compileAndAppendLayoutQualifiers();
284     SkASSERT(visibility);
285     fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
286     this->appendDecls(fInputs, &this->inputs());
287     this->appendDecls(fOutputs, &this->outputs());
288     this->onFinalize();
289     // append the 'footer' to code
290     this->code().append("}");
291 
292     for (int i = 0; i <= fCodeIndex; i++) {
293         fCompilerString.append(fShaderStrings[i].c_str(), fShaderStrings[i].size());
294     }
295 
296     fFinalized = true;
297 }
298