skia2/include/gpu/GrShaderCaps.h
Brian Salomon 01b476a028 Start of adding GrContextOption that overrides driver workarounds.
This handles most of the GL driver workarounds but not Vulkan (yet). GL wokarounds related to config support are still not handled.

Change-Id: I3d0f62ac8a0f6e9ba13632ea82acdc493912c63d
Reviewed-on: https://skia-review.googlesource.com/98382
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2018-01-23 18:33:49 +00:00

325 lines
13 KiB
C++

/*
* 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 SkJSONWriter;
class GrShaderCaps : public SkRefCnt {
public:
/**
* 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&);
void dumpJSON(SkJSONWriter*) const;
bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; }
bool geometryShaderSupport() const { return fGeometryShaderSupport; }
bool gsInvocationsSupport() const { return fGSInvocationsSupport; }
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; }
/**
* 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 preferFlatInterpolation() const { return fPreferFlatInterpolation; }
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; }
bool floatIs32Bits() const { return fFloatIs32Bits; }
bool halfIs32Bits() const { return fHalfIs32Bits; }
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 canUseFractForNegativeValues() const { return fCanUseFractForNegativeValues; }
bool mustForceNegatedAtanParamToFloat() const { return fMustForceNegatedAtanParamToFloat; }
// Returns whether a device incorrectly implements atan(y,x) as atan(y/x)
bool atan2ImplementedAsAtanYOverX() const { return fAtan2ImplementedAsAtanYOverX; }
// If this returns true some operation (could be a no op) must be called between floor and abs
// to make sure the driver compiler doesn't inline them together which can cause a driver bug in
// the shader.
bool mustDoOpBetweenFloorAndAbs() const { return fMustDoOpBetweenFloorAndAbs; }
// If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
bool canUseFragCoord() const { return fCanUseFragCoord; }
// If true interpolated vertex shader outputs are inaccurate.
bool interpolantsAreInaccurate() const { return fInterpolantsAreInaccurate; }
bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; }
bool mustObfuscateUniformColor() const { return fMustObfuscateUniformColor; }
// The D3D shader compiler, when targeting PS 3.0 (ie within ANGLE) fails to compile certain
// constructs. See detailed comments in GrGLCaps.cpp.
bool mustGuardDivisionEvenAfterExplicitZeroCheck() const {
return fMustGuardDivisionEvenAfterExplicitZeroCheck;
}
// 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 must be enabled in the shader to support geometry
// shaders. If nullptr is returned then no extension needs to be enabled. Before calling this
// function, the caller must verify that geometryShaderSupport exists.
const char* geometryShaderExtensionString() const {
SkASSERT(this->geometryShaderSupport());
return fGeometryShaderExtensionString;
}
// Returns the string of an extension that must be enabled in the shader to support
// geometry shader invocations. If nullptr is returned then no extension needs to be enabled.
// Before calling this function, the caller must verify that gsInvocationsSupport exists.
const char* gsInvocationsExtensionString() const {
SkASSERT(this->gsInvocationsSupport());
return fGSInvocationsExtensionString;
}
// 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; }
/**
* In general using multiple texture units for image rendering seems to be a win at smaller
* sizes of dst rects and a loss at larger sizes. Dst rects above this pixel area threshold will
* not use multitexturing.
*/
size_t disableImageMultitexturingDstRectAreaThreshold() const {
return fDisableImageMultitexturingDstRectAreaThreshold;
}
/**
* 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];
}
GrGLSLGeneration generation() const { return fGLSLGeneration; }
private:
void applyOptionsOverrides(const GrContextOptions& options);
GrGLSLGeneration fGLSLGeneration;
bool fShaderDerivativeSupport : 1;
bool fGeometryShaderSupport : 1;
bool fGSInvocationsSupport : 1;
bool fPathRenderingSupport : 1;
bool fDstReadInShaderSupport : 1;
bool fDualSourceBlendingSupport : 1;
bool fIntegerSupport : 1;
bool fTexelBufferSupport : 1;
bool fImageLoadStoreSupport : 1;
bool fDropsTileOnZeroDivide : 1;
bool fFBFetchSupport : 1;
bool fFBFetchNeedsCustomOutput : 1;
bool fBindlessTextureSupport : 1;
bool fUsesPrecisionModifiers : 1;
bool fFlatInterpolationSupport : 1;
bool fPreferFlatInterpolation : 1;
bool fNoPerspectiveInterpolationSupport : 1;
bool fMultisampleInterpolationSupport : 1;
bool fSampleVariablesSupport : 1;
bool fSampleMaskOverrideCoverageSupport : 1;
bool fExternalTextureSupport : 1;
bool fTexelFetchSupport : 1;
bool fVertexIDSupport : 1;
bool fFloatIs32Bits : 1;
bool fHalfIs32Bits : 1;
// Used for specific driver bug work arounds
bool fCanUseAnyFunctionInShader : 1;
bool fCanUseMinAndAbsTogether : 1;
bool fCanUseFractForNegativeValues : 1;
bool fMustForceNegatedAtanParamToFloat : 1;
bool fAtan2ImplementedAsAtanYOverX : 1;
bool fMustDoOpBetweenFloorAndAbs : 1;
bool fRequiresLocalOutputColorForFBFetch : 1;
bool fMustObfuscateUniformColor : 1;
bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
bool fCanUseFragCoord : 1;
bool fInterpolantsAreInaccurate : 1;
const char* fVersionDeclString;
const char* fShaderDerivativeExtensionString;
const char* fGeometryShaderExtensionString;
const char* fGSInvocationsExtensionString;
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;
size_t fDisableImageMultitexturingDstRectAreaThreshold;
AdvBlendEqInteraction fAdvBlendEqInteraction;
GrSwizzle fConfigTextureSwizzle[kGrPixelConfigCnt];
GrSwizzle fConfigOutputSwizzle[kGrPixelConfigCnt];
friend class GrCaps; // For initialization.
friend class GrGLCaps;
friend class GrMockCaps;
friend class GrMtlCaps;
friend class GrVkCaps;
friend class SkSL::ShaderCapsFactory;
};
#endif