42c456fd20
Change-Id: Ib727b0749a5a7da95832970e79804417e8b6a247 Reviewed-on: https://skia-review.googlesource.com/9300 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
333 lines
13 KiB
C++
333 lines
13 KiB
C++
/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrShaderCaps_DEFINED
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#define GrShaderCaps_DEFINED
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#include "../private/GrSwizzle.h"
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#include "../private/GrGLSL.h"
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namespace SkSL {
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class ShaderCapsFactory;
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}
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struct GrContextOptions;
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class GrShaderCaps : public SkRefCnt {
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public:
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/** Info about shader variable precision within a given shader stage. That is, this info
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is relevant to a float (or vecNf) variable declared with a GrSLPrecision
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in a given GrShaderType. The info here is hoisted from the OpenGL spec. */
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struct PrecisionInfo {
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PrecisionInfo() {
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fLogRangeLow = 0;
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fLogRangeHigh = 0;
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fBits = 0;
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}
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/** Is this precision level allowed in the shader stage? */
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bool supported() const { return 0 != fBits; }
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bool operator==(const PrecisionInfo& that) const {
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return fLogRangeLow == that.fLogRangeLow && fLogRangeHigh == that.fLogRangeHigh &&
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fBits == that.fBits;
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}
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bool operator!=(const PrecisionInfo& that) const { return !(*this == that); }
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/** floor(log2(|min_value|)) */
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int fLogRangeLow;
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/** floor(log2(|max_value|)) */
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int fLogRangeHigh;
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/** Number of bits of precision. As defined in OpenGL (with names modified to reflect this
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struct) :
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"""
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If the smallest representable value greater than 1 is 1 + e, then fBits will
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contain floor(log2(e)), and every value in the range [2^fLogRangeLow,
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2^fLogRangeHigh] can be represented to at least one part in 2^fBits.
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"""
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*/
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int fBits;
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};
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/**
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* Indicates how GLSL must interact with advanced blend equations. The KHR extension requires
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* special layout qualifiers in the fragment shader.
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*/
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enum AdvBlendEqInteraction {
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kNotSupported_AdvBlendEqInteraction, //<! No _blend_equation_advanced extension
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kAutomatic_AdvBlendEqInteraction, //<! No interaction required
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kGeneralEnable_AdvBlendEqInteraction, //<! layout(blend_support_all_equations) out
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kSpecificEnables_AdvBlendEqInteraction, //<! Specific layout qualifiers per equation
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kLast_AdvBlendEqInteraction = kSpecificEnables_AdvBlendEqInteraction
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};
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GrShaderCaps(const GrContextOptions&);
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SkString dump() const;
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bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; }
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bool geometryShaderSupport() const { return fGeometryShaderSupport; }
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bool pathRenderingSupport() const { return fPathRenderingSupport; }
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bool dstReadInShaderSupport() const { return fDstReadInShaderSupport; }
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bool dualSourceBlendingSupport() const { return fDualSourceBlendingSupport; }
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bool integerSupport() const { return fIntegerSupport; }
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bool texelBufferSupport() const { return fTexelBufferSupport; }
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int imageLoadStoreSupport() const { return fImageLoadStoreSupport; }
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/**
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* Get the precision info for a variable of type kFloat_GrSLType, kVec2f_GrSLType, etc in a
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* given shader type. If the shader type is not supported or the precision level is not
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* supported in that shader type then the returned struct will report false when supported() is
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* called.
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*/
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const PrecisionInfo& getFloatShaderPrecisionInfo(GrShaderType shaderType,
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GrSLPrecision precision) const {
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return fFloatPrecisions[shaderType][precision];
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}
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/**
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* Is there any difference between the float shader variable precision types? If this is true
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* then unless the shader type is not supported, any call to getFloatShaderPrecisionInfo() would
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* report the same info for all precisions in all shader types.
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*/
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bool floatPrecisionVaries() const { return fShaderPrecisionVaries; }
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/**
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* Some helper functions for encapsulating various extensions to read FB Buffer on openglES
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*
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* TODO(joshualitt) On desktop opengl 4.2+ we can achieve something similar to this effect
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*/
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bool fbFetchSupport() const { return fFBFetchSupport; }
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bool fbFetchNeedsCustomOutput() const { return fFBFetchNeedsCustomOutput; }
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bool bindlessTextureSupport() const { return fBindlessTextureSupport; }
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const char* versionDeclString() const { return fVersionDeclString; }
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const char* fbFetchColorName() const { return fFBFetchColorName; }
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const char* fbFetchExtensionString() const { return fFBFetchExtensionString; }
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bool dropsTileOnZeroDivide() const { return fDropsTileOnZeroDivide; }
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bool flatInterpolationSupport() const { return fFlatInterpolationSupport; }
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bool noperspectiveInterpolationSupport() const { return fNoPerspectiveInterpolationSupport; }
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bool multisampleInterpolationSupport() const { return fMultisampleInterpolationSupport; }
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bool sampleVariablesSupport() const { return fSampleVariablesSupport; }
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bool sampleMaskOverrideCoverageSupport() const { return fSampleMaskOverrideCoverageSupport; }
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bool externalTextureSupport() const { return fExternalTextureSupport; }
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bool texelFetchSupport() const { return fTexelFetchSupport; }
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AdvBlendEqInteraction advBlendEqInteraction() const { return fAdvBlendEqInteraction; }
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bool mustEnableAdvBlendEqs() const {
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return fAdvBlendEqInteraction >= kGeneralEnable_AdvBlendEqInteraction;
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}
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bool mustEnableSpecificAdvBlendEqs() const {
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return fAdvBlendEqInteraction == kSpecificEnables_AdvBlendEqInteraction;
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}
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bool mustDeclareFragmentShaderOutput() const {
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return fGLSLGeneration > k110_GrGLSLGeneration;
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}
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bool usesPrecisionModifiers() const { return fUsesPrecisionModifiers; }
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// Returns whether we can use the glsl function any() in our shader code.
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bool canUseAnyFunctionInShader() const { return fCanUseAnyFunctionInShader; }
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bool canUseMinAndAbsTogether() const { return fCanUseMinAndAbsTogether; }
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bool mustForceNegatedAtanParamToFloat() const { return fMustForceNegatedAtanParamToFloat; }
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// Returns whether a device incorrectly implements atan(y,x) as atan(y/x)
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bool atan2ImplementedAsAtanYOverX() const { return fAtan2ImplementedAsAtanYOverX; }
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bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; }
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// On MacBook, geometry shaders break if they have more than one invocation.
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bool mustImplementGSInvocationsWithLoop() const { return fMustImplementGSInvocationsWithLoop; }
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// Returns the string of an extension that must be enabled in the shader to support
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// derivatives. If nullptr is returned then no extension needs to be enabled. Before calling
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// this function, the caller should check that shaderDerivativeSupport exists.
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const char* shaderDerivativeExtensionString() const {
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SkASSERT(this->shaderDerivativeSupport());
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return fShaderDerivativeExtensionString;
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}
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// Returns the string of an extension that will do all necessary coord transfomations needed
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// when reading the fragment position. If such an extension does not exisits, this function
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// returns a nullptr, and all transforms of the frag position must be done manually in the
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// shader.
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const char* fragCoordConventionsExtensionString() const {
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return fFragCoordConventionsExtensionString;
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}
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// This returns the name of an extension that must be enabled in the shader, if such a thing is
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// required in order to use a secondary output in the shader. This returns a nullptr if no such
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// extension is required. However, the return value of this function does not say whether dual
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// source blending is supported.
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const char* secondaryOutputExtensionString() const {
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return fSecondaryOutputExtensionString;
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}
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const char* externalTextureExtensionString() const {
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SkASSERT(this->externalTextureSupport());
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return fExternalTextureExtensionString;
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}
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const char* texelBufferExtensionString() const {
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SkASSERT(this->texelBufferSupport());
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return fTexelBufferExtensionString;
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}
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const char* noperspectiveInterpolationExtensionString() const {
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SkASSERT(this->noperspectiveInterpolationSupport());
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return fNoPerspectiveInterpolationExtensionString;
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}
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const char* multisampleInterpolationExtensionString() const {
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SkASSERT(this->multisampleInterpolationSupport());
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return fMultisampleInterpolationExtensionString;
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}
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const char* sampleVariablesExtensionString() const {
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SkASSERT(this->sampleVariablesSupport());
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return fSampleVariablesExtensionString;
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}
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const char* imageLoadStoreExtensionString() const {
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SkASSERT(this->imageLoadStoreSupport());
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return fImageLoadStoreExtensionString;
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}
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int maxVertexSamplers() const { return fMaxVertexSamplers; }
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int maxGeometrySamplers() const { return fMaxGeometrySamplers; }
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int maxFragmentSamplers() const { return fMaxFragmentSamplers; }
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int maxCombinedSamplers() const { return fMaxCombinedSamplers; }
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int maxVertexImageStorages() const { return fMaxVertexImageStorages; }
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int maxGeometryImageStorages() const { return fMaxGeometryImageStorages; }
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int maxFragmentImageStorages() const { return fMaxFragmentImageStorages; }
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int maxCombinedImageStorages() const { return fMaxCombinedImageStorages; }
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/**
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* Given a texture's config, this determines what swizzle must be appended to accesses to the
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* texture in generated shader code. Swizzling may be implemented in texture parameters or a
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* sampler rather than in the shader. In this case the returned swizzle will always be "rgba".
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*/
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const GrSwizzle& configTextureSwizzle(GrPixelConfig config) const {
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return fConfigTextureSwizzle[config];
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}
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/** Swizzle that should occur on the fragment shader outputs for a given config. */
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const GrSwizzle& configOutputSwizzle(GrPixelConfig config) const {
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return fConfigOutputSwizzle[config];
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}
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/** Precision qualifier that should be used with a sampler, given its config and visibility. */
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GrSLPrecision samplerPrecision(GrPixelConfig config, GrShaderFlags visibility) const {
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return static_cast<GrSLPrecision>(fSamplerPrecisions[visibility][config]);
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}
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GrGLSLGeneration generation() const { return fGLSLGeneration; }
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private:
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/** GrCaps subclasses must call this after filling in the shader precision table. */
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void initSamplerPrecisionTable();
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void applyOptionsOverrides(const GrContextOptions& options);
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GrGLSLGeneration fGLSLGeneration;
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bool fShaderDerivativeSupport : 1;
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bool fGeometryShaderSupport : 1;
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bool fPathRenderingSupport : 1;
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bool fDstReadInShaderSupport : 1;
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bool fDualSourceBlendingSupport : 1;
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bool fIntegerSupport : 1;
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bool fTexelBufferSupport : 1;
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bool fImageLoadStoreSupport : 1;
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bool fShaderPrecisionVaries : 1;
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bool fDropsTileOnZeroDivide : 1;
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bool fFBFetchSupport : 1;
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bool fFBFetchNeedsCustomOutput : 1;
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bool fBindlessTextureSupport : 1;
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bool fUsesPrecisionModifiers : 1;
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bool fCanUseAnyFunctionInShader : 1;
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bool fFlatInterpolationSupport : 1;
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bool fNoPerspectiveInterpolationSupport : 1;
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bool fMultisampleInterpolationSupport : 1;
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bool fSampleVariablesSupport : 1;
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bool fSampleMaskOverrideCoverageSupport : 1;
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bool fExternalTextureSupport : 1;
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bool fTexelFetchSupport : 1;
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// Used for specific driver bug work arounds
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bool fCanUseMinAndAbsTogether : 1;
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bool fMustForceNegatedAtanParamToFloat : 1;
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bool fAtan2ImplementedAsAtanYOverX : 1;
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bool fRequiresLocalOutputColorForFBFetch : 1;
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bool fMustImplementGSInvocationsWithLoop : 1;
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PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount];
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const char* fVersionDeclString;
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const char* fShaderDerivativeExtensionString;
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const char* fFragCoordConventionsExtensionString;
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const char* fSecondaryOutputExtensionString;
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const char* fExternalTextureExtensionString;
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const char* fTexelBufferExtensionString;
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const char* fNoPerspectiveInterpolationExtensionString;
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const char* fMultisampleInterpolationExtensionString;
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const char* fSampleVariablesExtensionString;
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const char* fImageLoadStoreExtensionString;
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const char* fFBFetchColorName;
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const char* fFBFetchExtensionString;
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int fMaxVertexSamplers;
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int fMaxGeometrySamplers;
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int fMaxFragmentSamplers;
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int fMaxCombinedSamplers;
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int fMaxVertexImageStorages;
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int fMaxGeometryImageStorages;
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int fMaxFragmentImageStorages;
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int fMaxCombinedImageStorages;
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AdvBlendEqInteraction fAdvBlendEqInteraction;
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GrSwizzle fConfigTextureSwizzle[kGrPixelConfigCnt];
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GrSwizzle fConfigOutputSwizzle[kGrPixelConfigCnt];
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uint8_t fSamplerPrecisions[(1 << kGrShaderTypeCount)][kGrPixelConfigCnt];
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friend class GrGLCaps; // For initialization.
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friend class GrVkCaps;
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friend class SkSL::ShaderCapsFactory;
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};
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#endif
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