| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef GrShaderCaps_DEFINED |
| #define GrShaderCaps_DEFINED |
| |
| #include "../private/GrSwizzle.h" |
| #include "../private/GrGLSL.h" |
| |
| namespace SkSL { |
| class ShaderCapsFactory; |
| } |
| struct GrContextOptions; |
| |
| class GrShaderCaps : public SkRefCnt { |
| public: |
| /** Info about shader variable precision within a given shader stage. That is, this info |
| is relevant to a float (or vecNf) variable declared with a GrSLPrecision |
| in a given GrShaderType. The info here is hoisted from the OpenGL spec. */ |
| struct PrecisionInfo { |
| PrecisionInfo() { |
| fLogRangeLow = 0; |
| fLogRangeHigh = 0; |
| fBits = 0; |
| } |
| |
| /** Is this precision level allowed in the shader stage? */ |
| bool supported() const { return 0 != fBits; } |
| |
| bool operator==(const PrecisionInfo& that) const { |
| return fLogRangeLow == that.fLogRangeLow && fLogRangeHigh == that.fLogRangeHigh && |
| fBits == that.fBits; |
| } |
| bool operator!=(const PrecisionInfo& that) const { return !(*this == that); } |
| |
| /** floor(log2(|min_value|)) */ |
| int fLogRangeLow; |
| /** floor(log2(|max_value|)) */ |
| int fLogRangeHigh; |
| /** Number of bits of precision. As defined in OpenGL (with names modified to reflect this |
| struct) : |
| """ |
| If the smallest representable value greater than 1 is 1 + e, then fBits will |
| contain floor(log2(e)), and every value in the range [2^fLogRangeLow, |
| 2^fLogRangeHigh] can be represented to at least one part in 2^fBits. |
| """ |
| */ |
| int fBits; |
| }; |
| |
| /** |
| * Indicates how GLSL must interact with advanced blend equations. The KHR extension requires |
| * special layout qualifiers in the fragment shader. |
| */ |
| enum AdvBlendEqInteraction { |
| kNotSupported_AdvBlendEqInteraction, //<! No _blend_equation_advanced extension |
| kAutomatic_AdvBlendEqInteraction, //<! No interaction required |
| kGeneralEnable_AdvBlendEqInteraction, //<! layout(blend_support_all_equations) out |
| kSpecificEnables_AdvBlendEqInteraction, //<! Specific layout qualifiers per equation |
| |
| kLast_AdvBlendEqInteraction = kSpecificEnables_AdvBlendEqInteraction |
| }; |
| |
| GrShaderCaps(const GrContextOptions&); |
| |
| SkString dump() const; |
| |
| bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; } |
| bool geometryShaderSupport() const { return fGeometryShaderSupport; } |
| bool pathRenderingSupport() const { return fPathRenderingSupport; } |
| bool dstReadInShaderSupport() const { return fDstReadInShaderSupport; } |
| bool dualSourceBlendingSupport() const { return fDualSourceBlendingSupport; } |
| bool integerSupport() const { return fIntegerSupport; } |
| bool texelBufferSupport() const { return fTexelBufferSupport; } |
| int imageLoadStoreSupport() const { return fImageLoadStoreSupport; } |
| |
| /** |
| * Get the precision info for a variable of type kFloat_GrSLType, kVec2f_GrSLType, etc in a |
| * given shader type. If the shader type is not supported or the precision level is not |
| * supported in that shader type then the returned struct will report false when supported() is |
| * called. |
| */ |
| const PrecisionInfo& getFloatShaderPrecisionInfo(GrShaderType shaderType, |
| GrSLPrecision precision) const { |
| return fFloatPrecisions[shaderType][precision]; |
| } |
| |
| /** |
| * Is there any difference between the float shader variable precision types? If this is true |
| * then unless the shader type is not supported, any call to getFloatShaderPrecisionInfo() would |
| * report the same info for all precisions in all shader types. |
| */ |
| bool floatPrecisionVaries() const { return fShaderPrecisionVaries; } |
| |
| /** |
| * Some helper functions for encapsulating various extensions to read FB Buffer on openglES |
| * |
| * TODO(joshualitt) On desktop opengl 4.2+ we can achieve something similar to this effect |
| */ |
| bool fbFetchSupport() const { return fFBFetchSupport; } |
| |
| bool fbFetchNeedsCustomOutput() const { return fFBFetchNeedsCustomOutput; } |
| |
| bool bindlessTextureSupport() const { return fBindlessTextureSupport; } |
| |
| const char* versionDeclString() const { return fVersionDeclString; } |
| |
| const char* fbFetchColorName() const { return fFBFetchColorName; } |
| |
| const char* fbFetchExtensionString() const { return fFBFetchExtensionString; } |
| |
| bool dropsTileOnZeroDivide() const { return fDropsTileOnZeroDivide; } |
| |
| bool flatInterpolationSupport() const { return fFlatInterpolationSupport; } |
| |
| bool noperspectiveInterpolationSupport() const { return fNoPerspectiveInterpolationSupport; } |
| |
| bool multisampleInterpolationSupport() const { return fMultisampleInterpolationSupport; } |
| |
| bool sampleVariablesSupport() const { return fSampleVariablesSupport; } |
| |
| bool sampleMaskOverrideCoverageSupport() const { return fSampleMaskOverrideCoverageSupport; } |
| |
| bool externalTextureSupport() const { return fExternalTextureSupport; } |
| |
| bool texelFetchSupport() const { return fTexelFetchSupport; } |
| |
| bool vertexIDSupport() const { return fVertexIDSupport; } |
| |
| AdvBlendEqInteraction advBlendEqInteraction() const { return fAdvBlendEqInteraction; } |
| |
| bool mustEnableAdvBlendEqs() const { |
| return fAdvBlendEqInteraction >= kGeneralEnable_AdvBlendEqInteraction; |
| } |
| |
| bool mustEnableSpecificAdvBlendEqs() const { |
| return fAdvBlendEqInteraction == kSpecificEnables_AdvBlendEqInteraction; |
| } |
| |
| bool mustDeclareFragmentShaderOutput() const { |
| return fGLSLGeneration > k110_GrGLSLGeneration; |
| } |
| |
| bool usesPrecisionModifiers() const { return fUsesPrecisionModifiers; } |
| |
| // Returns whether we can use the glsl function any() in our shader code. |
| bool canUseAnyFunctionInShader() const { return fCanUseAnyFunctionInShader; } |
| |
| bool canUseMinAndAbsTogether() const { return fCanUseMinAndAbsTogether; } |
| |
| bool mustForceNegatedAtanParamToFloat() const { return fMustForceNegatedAtanParamToFloat; } |
| |
| // Returns whether a device incorrectly implements atan(y,x) as atan(y/x) |
| bool atan2ImplementedAsAtanYOverX() const { return fAtan2ImplementedAsAtanYOverX; } |
| |
| bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; } |
| |
| // On MacBook, geometry shaders break if they have more than one invocation. |
| bool mustImplementGSInvocationsWithLoop() const { return fMustImplementGSInvocationsWithLoop; } |
| |
| bool mustObfuscateUniformColor() const { return fMustObfuscateUniformColor; } |
| |
| // Returns the string of an extension that must be enabled in the shader to support |
| // derivatives. If nullptr is returned then no extension needs to be enabled. Before calling |
| // this function, the caller should check that shaderDerivativeSupport exists. |
| const char* shaderDerivativeExtensionString() const { |
| SkASSERT(this->shaderDerivativeSupport()); |
| return fShaderDerivativeExtensionString; |
| } |
| |
| // Returns the string of an extension that will do all necessary coord transfomations needed |
| // when reading the fragment position. If such an extension does not exisits, this function |
| // returns a nullptr, and all transforms of the frag position must be done manually in the |
| // shader. |
| const char* fragCoordConventionsExtensionString() const { |
| return fFragCoordConventionsExtensionString; |
| } |
| |
| // This returns the name of an extension that must be enabled in the shader, if such a thing is |
| // required in order to use a secondary output in the shader. This returns a nullptr if no such |
| // extension is required. However, the return value of this function does not say whether dual |
| // source blending is supported. |
| const char* secondaryOutputExtensionString() const { |
| return fSecondaryOutputExtensionString; |
| } |
| |
| const char* externalTextureExtensionString() const { |
| SkASSERT(this->externalTextureSupport()); |
| return fExternalTextureExtensionString; |
| } |
| |
| const char* texelBufferExtensionString() const { |
| SkASSERT(this->texelBufferSupport()); |
| return fTexelBufferExtensionString; |
| } |
| |
| const char* noperspectiveInterpolationExtensionString() const { |
| SkASSERT(this->noperspectiveInterpolationSupport()); |
| return fNoPerspectiveInterpolationExtensionString; |
| } |
| |
| const char* multisampleInterpolationExtensionString() const { |
| SkASSERT(this->multisampleInterpolationSupport()); |
| return fMultisampleInterpolationExtensionString; |
| } |
| |
| const char* sampleVariablesExtensionString() const { |
| SkASSERT(this->sampleVariablesSupport()); |
| return fSampleVariablesExtensionString; |
| } |
| |
| const char* imageLoadStoreExtensionString() const { |
| SkASSERT(this->imageLoadStoreSupport()); |
| return fImageLoadStoreExtensionString; |
| } |
| |
| int maxVertexSamplers() const { return fMaxVertexSamplers; } |
| |
| int maxGeometrySamplers() const { return fMaxGeometrySamplers; } |
| |
| int maxFragmentSamplers() const { return fMaxFragmentSamplers; } |
| |
| int maxCombinedSamplers() const { return fMaxCombinedSamplers; } |
| |
| int maxVertexImageStorages() const { return fMaxVertexImageStorages; } |
| |
| int maxGeometryImageStorages() const { return fMaxGeometryImageStorages; } |
| |
| int maxFragmentImageStorages() const { return fMaxFragmentImageStorages; } |
| |
| int maxCombinedImageStorages() const { return fMaxCombinedImageStorages; } |
| |
| /** |
| * Given a texture's config, this determines what swizzle must be appended to accesses to the |
| * texture in generated shader code. Swizzling may be implemented in texture parameters or a |
| * sampler rather than in the shader. In this case the returned swizzle will always be "rgba". |
| */ |
| const GrSwizzle& configTextureSwizzle(GrPixelConfig config) const { |
| return fConfigTextureSwizzle[config]; |
| } |
| |
| /** Swizzle that should occur on the fragment shader outputs for a given config. */ |
| const GrSwizzle& configOutputSwizzle(GrPixelConfig config) const { |
| return fConfigOutputSwizzle[config]; |
| } |
| |
| /** Precision qualifier that should be used with a sampler, given its config and visibility. */ |
| GrSLPrecision samplerPrecision(GrPixelConfig config, GrShaderFlags visibility) const { |
| return static_cast<GrSLPrecision>(fSamplerPrecisions[visibility][config]); |
| } |
| |
| GrGLSLGeneration generation() const { return fGLSLGeneration; } |
| |
| private: |
| /** GrCaps subclasses must call this after filling in the shader precision table. */ |
| void initSamplerPrecisionTable(); |
| |
| void applyOptionsOverrides(const GrContextOptions& options); |
| |
| GrGLSLGeneration fGLSLGeneration; |
| |
| bool fShaderDerivativeSupport : 1; |
| bool fGeometryShaderSupport : 1; |
| bool fPathRenderingSupport : 1; |
| bool fDstReadInShaderSupport : 1; |
| bool fDualSourceBlendingSupport : 1; |
| bool fIntegerSupport : 1; |
| bool fTexelBufferSupport : 1; |
| bool fImageLoadStoreSupport : 1; |
| bool fShaderPrecisionVaries : 1; |
| bool fDropsTileOnZeroDivide : 1; |
| bool fFBFetchSupport : 1; |
| bool fFBFetchNeedsCustomOutput : 1; |
| bool fBindlessTextureSupport : 1; |
| bool fUsesPrecisionModifiers : 1; |
| bool fCanUseAnyFunctionInShader : 1; |
| bool fFlatInterpolationSupport : 1; |
| bool fNoPerspectiveInterpolationSupport : 1; |
| bool fMultisampleInterpolationSupport : 1; |
| bool fSampleVariablesSupport : 1; |
| bool fSampleMaskOverrideCoverageSupport : 1; |
| bool fExternalTextureSupport : 1; |
| bool fTexelFetchSupport : 1; |
| bool fVertexIDSupport : 1; |
| |
| // Used for specific driver bug work arounds |
| bool fCanUseMinAndAbsTogether : 1; |
| bool fMustForceNegatedAtanParamToFloat : 1; |
| bool fAtan2ImplementedAsAtanYOverX : 1; |
| bool fRequiresLocalOutputColorForFBFetch : 1; |
| bool fMustImplementGSInvocationsWithLoop : 1; |
| bool fMustObfuscateUniformColor : 1; |
| |
| PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount]; |
| |
| const char* fVersionDeclString; |
| |
| const char* fShaderDerivativeExtensionString; |
| const char* fFragCoordConventionsExtensionString; |
| const char* fSecondaryOutputExtensionString; |
| const char* fExternalTextureExtensionString; |
| const char* fTexelBufferExtensionString; |
| const char* fNoPerspectiveInterpolationExtensionString; |
| const char* fMultisampleInterpolationExtensionString; |
| const char* fSampleVariablesExtensionString; |
| const char* fImageLoadStoreExtensionString; |
| |
| const char* fFBFetchColorName; |
| const char* fFBFetchExtensionString; |
| |
| int fMaxVertexSamplers; |
| int fMaxGeometrySamplers; |
| int fMaxFragmentSamplers; |
| int fMaxCombinedSamplers; |
| |
| int fMaxVertexImageStorages; |
| int fMaxGeometryImageStorages; |
| int fMaxFragmentImageStorages; |
| int fMaxCombinedImageStorages; |
| |
| AdvBlendEqInteraction fAdvBlendEqInteraction; |
| |
| GrSwizzle fConfigTextureSwizzle[kGrPixelConfigCnt]; |
| GrSwizzle fConfigOutputSwizzle[kGrPixelConfigCnt]; |
| |
| uint8_t fSamplerPrecisions[(1 << kGrShaderTypeCount)][kGrPixelConfigCnt]; |
| |
| friend class GrGLCaps; // For initialization. |
| friend class GrVkCaps; |
| friend class SkSL::ShaderCapsFactory; |
| }; |
| |
| #endif |