01b476a028
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>
325 lines
13 KiB
C++
325 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 SkJSONWriter;
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class GrShaderCaps : public SkRefCnt {
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public:
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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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void dumpJSON(SkJSONWriter*) const;
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bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; }
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bool geometryShaderSupport() const { return fGeometryShaderSupport; }
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bool gsInvocationsSupport() const { return fGSInvocationsSupport; }
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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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* 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 preferFlatInterpolation() const { return fPreferFlatInterpolation; }
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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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bool vertexIDSupport() const { return fVertexIDSupport; }
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bool floatIs32Bits() const { return fFloatIs32Bits; }
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bool halfIs32Bits() const { return fHalfIs32Bits; }
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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 canUseFractForNegativeValues() const { return fCanUseFractForNegativeValues; }
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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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// If this returns true some operation (could be a no op) must be called between floor and abs
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// to make sure the driver compiler doesn't inline them together which can cause a driver bug in
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// the shader.
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bool mustDoOpBetweenFloorAndAbs() const { return fMustDoOpBetweenFloorAndAbs; }
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// If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
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bool canUseFragCoord() const { return fCanUseFragCoord; }
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// If true interpolated vertex shader outputs are inaccurate.
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bool interpolantsAreInaccurate() const { return fInterpolantsAreInaccurate; }
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bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; }
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bool mustObfuscateUniformColor() const { return fMustObfuscateUniformColor; }
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// The D3D shader compiler, when targeting PS 3.0 (ie within ANGLE) fails to compile certain
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// constructs. See detailed comments in GrGLCaps.cpp.
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bool mustGuardDivisionEvenAfterExplicitZeroCheck() const {
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return fMustGuardDivisionEvenAfterExplicitZeroCheck;
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}
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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 must be enabled in the shader to support geometry
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// shaders. If nullptr is returned then no extension needs to be enabled. Before calling this
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// function, the caller must verify that geometryShaderSupport exists.
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const char* geometryShaderExtensionString() const {
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SkASSERT(this->geometryShaderSupport());
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return fGeometryShaderExtensionString;
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}
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// Returns the string of an extension that must be enabled in the shader to support
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// geometry shader invocations. If nullptr is returned then no extension needs to be enabled.
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// Before calling this function, the caller must verify that gsInvocationsSupport exists.
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const char* gsInvocationsExtensionString() const {
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SkASSERT(this->gsInvocationsSupport());
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return fGSInvocationsExtensionString;
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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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/**
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* In general using multiple texture units for image rendering seems to be a win at smaller
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* sizes of dst rects and a loss at larger sizes. Dst rects above this pixel area threshold will
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* not use multitexturing.
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*/
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size_t disableImageMultitexturingDstRectAreaThreshold() const {
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return fDisableImageMultitexturingDstRectAreaThreshold;
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}
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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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GrGLSLGeneration generation() const { return fGLSLGeneration; }
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private:
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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 fGSInvocationsSupport : 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 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 fFlatInterpolationSupport : 1;
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bool fPreferFlatInterpolation : 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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bool fVertexIDSupport : 1;
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bool fFloatIs32Bits : 1;
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bool fHalfIs32Bits : 1;
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// Used for specific driver bug work arounds
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bool fCanUseAnyFunctionInShader : 1;
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bool fCanUseMinAndAbsTogether : 1;
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bool fCanUseFractForNegativeValues : 1;
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bool fMustForceNegatedAtanParamToFloat : 1;
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bool fAtan2ImplementedAsAtanYOverX : 1;
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bool fMustDoOpBetweenFloorAndAbs : 1;
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bool fRequiresLocalOutputColorForFBFetch : 1;
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bool fMustObfuscateUniformColor : 1;
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bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
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bool fCanUseFragCoord : 1;
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bool fInterpolantsAreInaccurate : 1;
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const char* fVersionDeclString;
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const char* fShaderDerivativeExtensionString;
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const char* fGeometryShaderExtensionString;
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const char* fGSInvocationsExtensionString;
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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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size_t fDisableImageMultitexturingDstRectAreaThreshold;
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AdvBlendEqInteraction fAdvBlendEqInteraction;
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GrSwizzle fConfigTextureSwizzle[kGrPixelConfigCnt];
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GrSwizzle fConfigOutputSwizzle[kGrPixelConfigCnt];
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friend class GrCaps; // For initialization.
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friend class GrGLCaps;
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friend class GrMockCaps;
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friend class GrMtlCaps;
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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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