const char* GrGLFragmentShaderBuilder::dstColor() { fHasReadDstColor = true; GrGLGpu* gpu = fProgramBuilder->gpu(); if (gpu->glCaps().glslCaps()->fbFetchSupport()) { this->addFeature(1 << (GrGLFragmentShaderBuilder::kLastGLSLPrivateFeature + 1), gpu->glCaps().glslCaps()->fbFetchExtensionString()); // Some versions of this extension string require declaring custom color output on ES 3.0+ const char* fbFetchColorName = gpu->glCaps().glslCaps()->fbFetchColorName(); if (gpu->glCaps().glslCaps()->fbFetchNeedsCustomOutput()) { this->enableCustomOutput(); fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOut_TypeModifier); fbFetchColorName = declared_color_output_name(); } return fbFetchColorName; } else { return kDstTextureColorName; } }
const char* GrGLFragmentShaderBuilder::fragmentPosition() { fHasReadFragmentPosition = true; GrGLGpu* gpu = fProgramBuilder->gpu(); // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the // declaration varies in earlier GLSL specs. So it is simpler to omit it. if (fTopLeftFragPosRead) { fSetupFragPosition = true; return "gl_FragCoord"; } else if (gpu->glCaps().fragCoordConventionsSupport()) { if (!fSetupFragPosition) { if (gpu->glslGeneration() < k150_GrGLSLGeneration) { this->addFeature(1 << kFragCoordConventions_GLSLPrivateFeature, "GL_ARB_fragment_coord_conventions"); } fInputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kIn_TypeModifier, "gl_FragCoord", kDefault_GrSLPrecision, GrGLShaderVar::kUpperLeft_Origin); fSetupFragPosition = true; } return "gl_FragCoord"; } else { static const char* kTempName = "tmpXYFragCoord"; static const char* kCoordName = "fragCoordYDown"; if (!fSetupFragPosition) { // temporarily change the stage index because we're inserting non-stage code. GrGLProgramBuilder::AutoStageRestore asr(fProgramBuilder); SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid()); const char* rtHeightName; fProgramBuilder->fUniformHandles.fRTHeightUni = fProgramBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "RTHeight", &rtHeightName); // The Adreno compiler seems to be very touchy about access to "gl_FragCoord". // Accessing glFragCoord.zw can cause a program to fail to link. Additionally, // depending on the surrounding code, accessing .xy with a uniform involved can // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand // (and only accessing .xy) seems to "fix" things. this->codePrependf("\tvec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n", kCoordName, kTempName, rtHeightName, kTempName); this->codePrependf("vec2 %s = gl_FragCoord.xy;", kTempName); fSetupFragPosition = true; } SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid()); return kCoordName; } }
const char* GrGLFragmentShaderBuilder::dstColor() { fHasReadDstColor = true; GrGLGpu* gpu = fProgramBuilder->gpu(); if (gpu->glCaps().fbFetchSupport()) { this->addFeature(1 << (GrGLFragmentShaderBuilder::kLastGLSLPrivateFeature + 1), gpu->glCaps().fbFetchExtensionString()); // On ES 3.0 we have to declare this, and use the custom color output name const char* fbFetchColorName = gpu->glCaps().fbFetchColorName(); if (gpu->glslGeneration() >= k330_GrGLSLGeneration) { this->enableCustomOutput(); fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOut_TypeModifier); fbFetchColorName = declared_color_output_name(); } return fbFetchColorName; } else if (fProgramBuilder->fUniformHandles.fDstCopySamplerUni.isValid()) { return kDstCopyColorName; } else { return ""; } }
const char* GrGLFragmentShaderBuilder::fragmentPosition() { fHasReadFragmentPosition = true; GrGLGpu* gpu = fProgramBuilder->gpu(); // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the // declaration varies in earlier GLSL specs. So it is simpler to omit it. if (fTopLeftFragPosRead) { fSetupFragPosition = true; return "gl_FragCoord"; } else if (gpu->glCaps().fragCoordConventionsSupport()) { if (!fSetupFragPosition) { if (gpu->glslGeneration() < k150_GrGLSLGeneration) { this->addFeature(1 << kFragCoordConventions_GLSLPrivateFeature, "GL_ARB_fragment_coord_conventions"); } fInputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kIn_TypeModifier, "gl_FragCoord", kDefault_GrSLPrecision, GrGLShaderVar::kUpperLeft_Origin); fSetupFragPosition = true; } return "gl_FragCoord"; } else { static const char* kCoordName = "fragCoordYDown"; if (!fSetupFragPosition) { // temporarily change the stage index because we're inserting non-stage code. GrGLProgramBuilder::AutoStageRestore asr(fProgramBuilder); SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid()); const char* rtHeightName; fProgramBuilder->fUniformHandles.fRTHeightUni = fProgramBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "RTHeight", &rtHeightName); // Using glFragCoord.zw for the last two components tickles an Adreno driver bug that // causes programs to fail to link. Making this function return a vec2() didn't fix the // problem but using 1.0 for the last two components does. this->codePrependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, " "1.0);\n", kCoordName, rtHeightName); fSetupFragPosition = true; } SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid()); return kCoordName; } }
bool GrGLFragmentShaderBuilder::enableFeature(GLSLFeature feature) { switch (feature) { case kStandardDerivatives_GLSLFeature: { GrGLGpu* gpu = fProgramBuilder->gpu(); if (!gpu->glCaps().shaderCaps()->shaderDerivativeSupport()) { return false; } if (kGLES_GrGLStandard == gpu->glStandard() && k110_GrGLSLGeneration == gpu->glslGeneration()) { this->addFeature(1 << kStandardDerivatives_GLSLFeature, "GL_OES_standard_derivatives"); } return true; } default: SkFAIL("Unexpected GLSLFeature requested."); return false; } }