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* Copyright 2015 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrGLSLVarying_DEFINED
#define GrGLSLVarying_DEFINED
#include "include/private/GrTypesPriv.h"
#include "src/gpu/GrAllocator.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrShaderVar.h"
#include "src/gpu/glsl/GrGLSLProgramDataManager.h"
class GrGLSLProgramBuilder;
#ifdef SK_DEBUG
static bool is_matrix(GrSLType type) {
switch (type) {
case kFloat2x2_GrSLType:
case kFloat3x3_GrSLType:
case kFloat4x4_GrSLType:
case kHalf2x2_GrSLType:
case kHalf3x3_GrSLType:
case kHalf4x4_GrSLType:
return true;
return false;
class GrGLSLVarying {
enum class Scope {
GrGLSLVarying() = default;
GrGLSLVarying(GrSLType type, Scope scope = Scope::kVertToFrag)
: fType(type)
, fScope(scope) {
// Metal doesn't support varying matrices, so we disallow them everywhere for consistency
void reset(GrSLType type, Scope scope = Scope::kVertToFrag) {
// Metal doesn't support varying matrices, so we disallow them everywhere for consistency
*this = GrGLSLVarying();
fType = type;
fScope = scope;
GrSLType type() const { return fType; }
Scope scope() const { return fScope; }
bool isInVertexShader() const { return Scope::kGeoToFrag != fScope; }
bool isInFragmentShader() const { return Scope::kVertToGeo != fScope; }
const char* vsOut() const { SkASSERT(this->isInVertexShader()); return fVsOut; }
const char* gsIn() const { return fGsIn; }
const char* gsOut() const { return fGsOut; }
const char* fsIn() const { SkASSERT(this->isInFragmentShader()); return fFsIn; }
GrSLType fType = kVoid_GrSLType;
Scope fScope = Scope::kVertToFrag;
const char* fVsOut = nullptr;
const char* fGsIn = nullptr;
const char* fGsOut = nullptr;
const char* fFsIn = nullptr;
friend class GrGLSLVaryingHandler;
static const int kVaryingsPerBlock = 8;
class GrGLSLVaryingHandler {
explicit GrGLSLVaryingHandler(GrGLSLProgramBuilder* program)
: fVaryings(kVaryingsPerBlock)
, fVertexInputs(kVaryingsPerBlock)
, fVertexOutputs(kVaryingsPerBlock)
, fGeomInputs(kVaryingsPerBlock)
, fGeomOutputs(kVaryingsPerBlock)
, fFragInputs(kVaryingsPerBlock)
, fFragOutputs(kVaryingsPerBlock)
, fProgramBuilder(program)
, fDefaultInterpolationModifier(nullptr) {}
virtual ~GrGLSLVaryingHandler() {}
* Notifies the varying handler that this shader will never emit geometry in perspective and
* therefore does not require perspective-correct interpolation. When supported, this allows
* varyings to use the "noperspective" keyword, which means the GPU can use cheaper math for
* interpolation.
void setNoPerspective();
enum class Interpolation {
kCanBeFlat, // Use "flat" if it will be faster.
kMustBeFlat // Use "flat" even if it is known to be slow.
* addVarying allows fine grained control for setting up varyings between stages. Calling this
* function will make sure all necessary decls are setup for the client. The client however is
* responsible for setting up all shader code (e.g "vOut = vIn;") If you just need to take an
* attribute and pass it through to an output value in a fragment shader, use
* addPassThroughAttribute.
* TODO convert most uses of addVarying to addPassThroughAttribute
void addVarying(const char* name, GrGLSLVarying* varying,
Interpolation = Interpolation::kInterpolated);
* The GP can use these calls to pass an attribute through all shaders directly to 'output' in
* the fragment shader. Though these calls affect both the vertex shader and fragment shader,
* they expect 'output' to be defined in the fragment shader before the call is made. If there
* is a geometry shader, we will simply take the value of the varying from the first vertex and
* that will be set as the output varying for all emitted vertices.
* TODO it might be nicer behavior to have a flag to declare output inside these calls
void addPassThroughAttribute(const GrGeometryProcessor::Attribute&, const char* output,
Interpolation = Interpolation::kInterpolated);
void emitAttributes(const GrGeometryProcessor& gp);
// This should be called once all attributes and varyings have been added to the
// GrGLSLVaryingHanlder and before getting/adding any of the declarations to the shaders.
void finalize();
void getVertexDecls(SkString* inputDecls, SkString* outputDecls) const;
void getGeomDecls(SkString* inputDecls, SkString* outputDecls) const;
void getFragDecls(SkString* inputDecls, SkString* outputDecls) const;
struct VaryingInfo {
GrSLType fType;
bool fIsFlat;
SkString fVsOut;
SkString fGsOut;
GrShaderFlags fVisibility;
typedef GrTAllocator<VaryingInfo> VaryingList;
typedef GrTAllocator<GrShaderVar> VarArray;
typedef GrGLSLProgramDataManager::VaryingHandle VaryingHandle;
VaryingList fVaryings;
VarArray fVertexInputs;
VarArray fVertexOutputs;
VarArray fGeomInputs;
VarArray fGeomOutputs;
VarArray fFragInputs;
VarArray fFragOutputs;
// This is not owned by the class
GrGLSLProgramBuilder* fProgramBuilder;
void addAttribute(const GrShaderVar& var);
virtual void onFinalize() = 0;
// helper function for get*Decls
void appendDecls(const VarArray& vars, SkString* out) const;
const char* fDefaultInterpolationModifier;
friend class GrGLSLProgramBuilder;