blob: a9b8dcd3b263ede72124aef6c10b23c5a58f4f1e [file] [log] [blame]
/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/GrGeometryProcessor.h"
#include "src/core/SkMatrixPriv.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include <queue>
GrGeometryProcessor::GrGeometryProcessor(ClassID classID) : GrProcessor(classID) {}
const GrGeometryProcessor::TextureSampler& GrGeometryProcessor::textureSampler(int i) const {
SkASSERT(i >= 0 && i < this->numTextureSamplers());
return this->onTextureSampler(i);
}
uint32_t GrGeometryProcessor::ComputeCoordTransformsKey(const GrFragmentProcessor& fp) {
// This is highly coupled with the code in ProgramImpl::collectTransforms().
uint32_t key = static_cast<uint32_t>(fp.sampleUsage().kind()) << 1;
// This needs to be updated if GP starts specializing varyings on additional matrix types.
if (fp.sampleUsage().hasPerspective()) {
key |= 0b1;
}
return key;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
static inline GrSamplerState::Filter clamp_filter(GrTextureType type,
GrSamplerState::Filter requestedFilter) {
if (GrTextureTypeHasRestrictedSampling(type)) {
return std::min(requestedFilter, GrSamplerState::Filter::kLinear);
}
return requestedFilter;
}
GrGeometryProcessor::TextureSampler::TextureSampler(GrSamplerState samplerState,
const GrBackendFormat& backendFormat,
const GrSwizzle& swizzle) {
this->reset(samplerState, backendFormat, swizzle);
}
void GrGeometryProcessor::TextureSampler::reset(GrSamplerState samplerState,
const GrBackendFormat& backendFormat,
const GrSwizzle& swizzle) {
fSamplerState = samplerState;
fSamplerState.setFilterMode(clamp_filter(backendFormat.textureType(), samplerState.filter()));
fBackendFormat = backendFormat;
fSwizzle = swizzle;
fIsInitialized = true;
}
//////////////////////////////////////////////////////////////////////////////
using ProgramImpl = GrGeometryProcessor::ProgramImpl;
ProgramImpl::FPCoordsMap ProgramImpl::emitCode(EmitArgs& args, const GrPipeline& pipeline) {
GrGPArgs gpArgs;
this->onEmitCode(args, &gpArgs);
GrShaderVar positionVar = gpArgs.fPositionVar;
// skia:12198
if (args.fGeomProc.willUseTessellationShaders()) {
positionVar = {};
}
FPCoordsMap transformMap = this->collectTransforms(args.fVertBuilder,
args.fVaryingHandler,
args.fUniformHandler,
gpArgs.fLocalCoordVar,
positionVar,
pipeline);
if (args.fGeomProc.willUseTessellationShaders()) {
// Tessellation shaders are temporarily responsible for integrating their own code strings
// while we work out full support.
return transformMap;
}
GrGLSLVertexBuilder* vBuilder = args.fVertBuilder;
// Emit the vertex position to the hardware in the normalized window coordinates it expects.
SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() ||
kFloat3_GrSLType == gpArgs.fPositionVar.getType());
vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(),
gpArgs.fPositionVar.getType());
if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) {
args.fVaryingHandler->setNoPerspective();
}
return transformMap;
}
ProgramImpl::FPCoordsMap ProgramImpl::collectTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
GrGLSLUniformHandler* uniformHandler,
const GrShaderVar& localCoordsVar,
const GrShaderVar& positionVar,
const GrPipeline& pipeline) {
SkASSERT(localCoordsVar.getType() == kFloat2_GrSLType ||
localCoordsVar.getType() == kFloat3_GrSLType ||
localCoordsVar.getType() == kVoid_GrSLType);
SkASSERT(positionVar.getType() == kFloat2_GrSLType ||
positionVar.getType() == kFloat3_GrSLType ||
positionVar.getType() == kVoid_GrSLType);
enum class BaseCoord { kNone, kLocal, kPosition };
auto baseLocalCoordFSVar = [&, baseLocalCoord = GrGLSLVarying()]() mutable {
SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType()));
if (baseLocalCoord.type() == kVoid_GrSLType) {
// Initialize to the GP provided coordinate
baseLocalCoord = GrGLSLVarying(localCoordsVar.getType());
varyingHandler->addVarying("LocalCoord", &baseLocalCoord);
vb->codeAppendf("%s = %s;\n", baseLocalCoord.vsOut(), localCoordsVar.getName().c_str());
}
return baseLocalCoord.fsInVar();
};
bool canUsePosition = positionVar.getType() != kVoid_GrSLType;
FPCoordsMap result;
// Performs a pre-order traversal of FP hierarchy rooted at fp and identifies FPs that are
// sampled with a series of matrices applied to local coords. For each such FP a varying is
// added to the varying handler and added to 'result'.
auto liftTransforms = [&, traversalIndex = 0](
auto& self,
const GrFragmentProcessor& fp,
bool hasPerspective,
const GrFragmentProcessor* lastMatrixFP = nullptr,
int lastMatrixTraversalIndex = -1,
BaseCoord baseCoord = BaseCoord::kLocal) mutable -> void {
++traversalIndex;
switch (fp.sampleUsage().kind()) {
case SkSL::SampleUsage::Kind::kNone:
// This should only happen at the root. Otherwise how did this FP get added?
SkASSERT(!fp.parent());
break;
case SkSL::SampleUsage::Kind::kPassThrough:
break;
case SkSL::SampleUsage::Kind::kUniformMatrix:
// Update tracking of last matrix and matrix props.
hasPerspective |= fp.sampleUsage().hasPerspective();
lastMatrixFP = &fp;
lastMatrixTraversalIndex = traversalIndex;
break;
case SkSL::SampleUsage::Kind::kFragCoord:
hasPerspective = positionVar.getType() == kFloat3_GrSLType;
lastMatrixFP = nullptr;
lastMatrixTraversalIndex = -1;
baseCoord = BaseCoord::kPosition;
break;
case SkSL::SampleUsage::Kind::kExplicit:
baseCoord = BaseCoord::kNone;
break;
}
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto& [varyingFSVar, hasCoordsParam] = result[&fp];
#else
auto& item = result[&fp];
auto& varyingFSVar = item.coordsVarying;
auto& hasCoordsParam = item.hasCoordsParam;
#endif
hasCoordsParam = fp.usesSampleCoordsDirectly();
// We add a varying if we're in a chain of matrices multiplied by local or device coords.
// If the coord is the untransformed local coord we add a varying. We don't if it is
// untransformed device coords since it doesn't save us anything over "sk_FragCoord.xy". Of
// course, if the FP doesn't directly use its coords then we don't add a varying.
if (fp.usesSampleCoordsDirectly() &&
(baseCoord == BaseCoord::kLocal ||
(baseCoord == BaseCoord::kPosition && lastMatrixFP && canUsePosition))) {
// Associate the varying with the highest possible node in the FP tree that shares the
// same coordinates so that multiple FPs in a subtree can share. If there are no matrix
// sample nodes on the way up the tree then directly use the local coord.
if (!lastMatrixFP) {
varyingFSVar = baseLocalCoordFSVar();
} else {
// If there is an already a varying that incorporates all matrices from the root to
// lastMatrixFP just use it. Otherwise, we add it.
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto& [varying, inputCoords, varyingIdx] = fTransformVaryingsMap[lastMatrixFP];
#else
auto& item = fTransformVaryingsMap[lastMatrixFP];
auto& varying = item.varying;
auto& inputCoords = item.inputCoords;
auto& varyingIdx = item.traversalOrder;
#endif
if (varying.type() == kVoid_GrSLType) {
varying = GrGLSLVarying(hasPerspective ? kFloat3_GrSLType : kFloat2_GrSLType);
SkString strVaryingName = SkStringPrintf("TransformedCoords_%d",
lastMatrixTraversalIndex);
varyingHandler->addVarying(strVaryingName.c_str(), &varying);
inputCoords = baseCoord == BaseCoord::kLocal ? localCoordsVar : positionVar;
varyingIdx = lastMatrixTraversalIndex;
}
SkASSERT(varyingIdx == lastMatrixTraversalIndex);
// The FP will use the varying in the fragment shader as its coords.
varyingFSVar = varying.fsInVar();
}
hasCoordsParam = false;
}
for (int c = 0; c < fp.numChildProcessors(); ++c) {
if (auto* child = fp.childProcessor(c)) {
self(self,
*child,
hasPerspective,
lastMatrixFP,
lastMatrixTraversalIndex,
baseCoord);
// If we have a varying then we never need a param. Otherwise, if one of our
// children takes a non-explicit coord then we'll need our coord.
hasCoordsParam |= varyingFSVar.getType() == kVoid_GrSLType &&
!child->sampleUsage().isExplicit() &&
!child->sampleUsage().isFragCoord() &&
result[child].hasCoordsParam;
}
}
};
bool hasPerspective = GrSLTypeVecLength(localCoordsVar.getType()) == 3;
for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) {
liftTransforms(liftTransforms, pipeline.getFragmentProcessor(i), hasPerspective);
}
return result;
}
void ProgramImpl::emitTransformCode(GrGLSLVertexBuilder* vb, GrGLSLUniformHandler* uniformHandler) {
// Because descendant varyings may be computed using the varyings of ancestor FPs we make
// sure to visit the varyings according to FP pre-order traversal by dumping them into a
// priority queue.
using FPAndInfo = std::tuple<const GrFragmentProcessor*, TransformInfo>;
auto compare = [](const FPAndInfo& a, const FPAndInfo& b) {
return std::get<1>(a).traversalOrder > std::get<1>(b).traversalOrder;
};
std::priority_queue<FPAndInfo, std::vector<FPAndInfo>, decltype(compare)> pq(compare);
std::for_each(fTransformVaryingsMap.begin(), fTransformVaryingsMap.end(), [&pq](auto entry) {
pq.push(entry);
});
for (; !pq.empty(); pq.pop()) {
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
const auto& [fp, info] = pq.top();
#else
const GrFragmentProcessor* fp; TransformInfo info;
std::tie(fp, info) = pq.top();
#endif
// If we recorded a transform info, its sample matrix must be uniform
SkASSERT(fp->sampleUsage().isUniformMatrix());
GrShaderVar uniform = uniformHandler->liftUniformToVertexShader(
*fp->parent(), SkString(SkSL::SampleUsage::MatrixUniformName()));
// Start with this matrix and accumulate additional matrices as we walk up the FP tree
// to either the base coords or an ancestor FP that has an associated varying.
SkString transformExpression = uniform.getName();
// If we hit an ancestor with a varying on our walk up then save off the varying as the
// input to our accumulated transformExpression. Start off assuming we'll reach the root.
GrShaderVar inputCoords = info.inputCoords;
for (const auto* base = fp->parent(); base; base = base->parent()) {
if (auto iter = fTransformVaryingsMap.find(base); iter != fTransformVaryingsMap.end()) {
// Can stop here, as this varying already holds all transforms from higher FPs
// We'll apply the residual transformExpression we've accumulated up from our
// starting FP to this varying.
inputCoords = iter->second.varying.vsOutVar();
break;
} else if (base->sampleUsage().isUniformMatrix()) {
// Accumulate any matrices along the path to either the original local/device coords
// or a parent varying. Getting here means this FP was sampled with a uniform matrix
// but all uses of coords below here in the FP hierarchy are beneath additional
// matrix samples and thus this node wasn't assigned a varying.
GrShaderVar parentUniform = uniformHandler->liftUniformToVertexShader(
*base->parent(), SkString(SkSL::SampleUsage::MatrixUniformName()));
transformExpression.appendf(" * %s", parentUniform.getName().c_str());
} else if (base->sampleUsage().isFragCoord()) {
// Our chain of matrices starts here and is based on the device space position.
break;
} else {
// This intermediate FP is just a pass through and doesn't need to be built
// in to the expression, but we must visit its parents in case they add transforms.
SkASSERT(base->sampleUsage().isPassThrough() || !base->sampleUsage().isSampled());
}
}
SkString inputStr;
if (inputCoords.getType() == kFloat2_GrSLType) {
inputStr = SkStringPrintf("%s.xy1", inputCoords.getName().c_str());
} else {
SkASSERT(inputCoords.getType() == kFloat3_GrSLType);
inputStr = inputCoords.getName();
}
vb->codeAppend("{\n");
if (info.varying.type() == kFloat2_GrSLType) {
if (vb->getProgramBuilder()->shaderCaps()->nonsquareMatrixSupport()) {
vb->codeAppendf("%s = float3x2(%s) * %s",
info.varying.vsOut(),
transformExpression.c_str(),
inputStr.c_str());
} else {
vb->codeAppendf("%s = (%s * %s).xy",
info.varying.vsOut(),
transformExpression.c_str(),
inputStr.c_str());
}
} else {
SkASSERT(info.varying.type() == kFloat3_GrSLType);
vb->codeAppendf("%s = %s * %s",
info.varying.vsOut(),
transformExpression.c_str(),
inputStr.c_str());
}
vb->codeAppend(";\n");
vb->codeAppend("}\n");
}
// We don't need this map anymore.
fTransformVaryingsMap.clear();
}
void ProgramImpl::setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder,
GrGLSLUniformHandler* uniformHandler,
const char* outputName,
UniformHandle* colorUniform) {
SkASSERT(colorUniform);
const char* stagedLocalVarName;
*colorUniform = uniformHandler->addUniform(nullptr,
kFragment_GrShaderFlag,
kHalf4_GrSLType,
"Color",
&stagedLocalVarName);
fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
if (fragBuilder->getProgramBuilder()->shaderCaps()->mustObfuscateUniformColor()) {
fragBuilder->codeAppendf("%s = max(%s, half4(0));", outputName, outputName);
}
}
void ProgramImpl::SetTransform(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps& shaderCaps,
const UniformHandle& uniform,
const SkMatrix& matrix,
SkMatrix* state) {
if (!uniform.isValid() || (state && SkMatrixPriv::CheapEqual(*state, matrix))) {
// No update needed
return;
}
if (state) {
*state = matrix;
}
if (matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode()) {
// ComputeMatrixKey and writeX() assume the uniform is a float4 (can't assert since nothing
// is exposed on a handle, but should be caught lower down).
float values[4] = {matrix.getScaleX(), matrix.getTranslateX(),
matrix.getScaleY(), matrix.getTranslateY()};
pdman.set4fv(uniform, 1, values);
} else {
pdman.setSkMatrix(uniform, matrix);
}
}
static void write_passthrough_vertex_position(GrGLSLVertexBuilder* vertBuilder,
const GrShaderVar& inPos,
GrShaderVar* outPos) {
SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType);
SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str());
outPos->set(inPos.getType(), outName.c_str());
vertBuilder->codeAppendf("float%d %s = %s;",
GrSLTypeVecLength(inPos.getType()),
outName.c_str(),
inPos.getName().c_str());
}
static void write_vertex_position(GrGLSLVertexBuilder* vertBuilder,
GrGLSLUniformHandler* uniformHandler,
const GrShaderCaps& shaderCaps,
const GrShaderVar& inPos,
const SkMatrix& matrix,
const char* matrixName,
GrShaderVar* outPos,
ProgramImpl::UniformHandle* matrixUniform) {
SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType);
SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str());
if (matrix.isIdentity() && !shaderCaps.reducedShaderMode()) {
write_passthrough_vertex_position(vertBuilder, inPos, outPos);
return;
}
SkASSERT(matrixUniform);
bool useCompactTransform = matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode();
const char* mangledMatrixName;
*matrixUniform = uniformHandler->addUniform(nullptr,
kVertex_GrShaderFlag,
useCompactTransform ? kFloat4_GrSLType
: kFloat3x3_GrSLType,
matrixName,
&mangledMatrixName);
if (inPos.getType() == kFloat3_GrSLType) {
// A float3 stays a float3 whether or not the matrix adds perspective
if (useCompactTransform) {
vertBuilder->codeAppendf("float3 %s = %s.xz1 * %s + %s.yw0;\n",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str(),
mangledMatrixName);
} else {
vertBuilder->codeAppendf("float3 %s = %s * %s;\n",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str());
}
outPos->set(kFloat3_GrSLType, outName.c_str());
return;
}
if (matrix.hasPerspective()) {
// A float2 is promoted to a float3 if we add perspective via the matrix
SkASSERT(!useCompactTransform);
vertBuilder->codeAppendf("float3 %s = (%s * %s.xy1);",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str());
outPos->set(kFloat3_GrSLType, outName.c_str());
return;
}
if (useCompactTransform) {
vertBuilder->codeAppendf("float2 %s = %s.xz * %s + %s.yw;\n",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str(),
mangledMatrixName);
} else if (shaderCaps.nonsquareMatrixSupport()) {
vertBuilder->codeAppendf("float2 %s = float3x2(%s) * %s.xy1;\n",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str());
} else {
vertBuilder->codeAppendf("float2 %s = (%s * %s.xy1).xy;\n",
outName.c_str(),
mangledMatrixName,
inPos.getName().c_str());
}
outPos->set(kFloat2_GrSLType, outName.c_str());
}
void ProgramImpl::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder,
GrGPArgs* gpArgs,
const char* posName) {
// writeOutputPosition assumes the incoming pos name points to a float2 variable
GrShaderVar inPos(posName, kFloat2_GrSLType);
write_passthrough_vertex_position(vertBuilder, inPos, &gpArgs->fPositionVar);
}
void ProgramImpl::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder,
GrGLSLUniformHandler* uniformHandler,
const GrShaderCaps& shaderCaps,
GrGPArgs* gpArgs,
const char* posName,
const SkMatrix& mat,
UniformHandle* viewMatrixUniform) {
GrShaderVar inPos(posName, kFloat2_GrSLType);
write_vertex_position(vertBuilder,
uniformHandler,
shaderCaps,
inPos,
mat,
"viewMatrix",
&gpArgs->fPositionVar,
viewMatrixUniform);
}
void ProgramImpl::WriteLocalCoord(GrGLSLVertexBuilder* vertBuilder,
GrGLSLUniformHandler* uniformHandler,
const GrShaderCaps& shaderCaps,
GrGPArgs* gpArgs,
GrShaderVar localVar,
const SkMatrix& localMatrix,
UniformHandle* localMatrixUniform) {
write_vertex_position(vertBuilder,
uniformHandler,
shaderCaps,
localVar,
localMatrix,
"localMatrix",
&gpArgs->fLocalCoordVar,
localMatrixUniform);
}