Make GrGLProgram no longer depend on kNumStages
R=robertphillips@google.com
Review URL: https://codereview.chromium.org/16158007
git-svn-id: http://skia.googlecode.com/svn/trunk@9462 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 0445073..1039b3b 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -58,12 +58,12 @@
fFShaderID = 0;
fProgramID = 0;
+ fDstCopyTexUnit = -1;
+
fColor = GrColor_ILLEGAL;
fColorFilterColor = GrColor_ILLEGAL;
- for (int s = 0; s < GrDrawState::kNumStages; ++s) {
- fEffects[s] = NULL;
- }
+ fEffectStates.reset(desc.numTotalEffects());
this->genProgram(stages);
}
@@ -81,10 +81,6 @@
if (fProgramID) {
GL_CALL(DeleteProgram(fProgramID));
}
-
- for (int i = 0; i < GrDrawState::kNumStages; ++i) {
- delete fEffects[i];
- }
}
void GrGLProgram::abandon() {
@@ -488,11 +484,14 @@
need_blend_inputs(filterColorCoeff, colorCoeff, &needFilterColor, &needColor);
// used in order for builder to return the per-stage uniform handles.
- SkTArray<GrGLUniformManager::UniformHandle, true>* stageUniformArrays[GrDrawState::kNumStages];
+ typedef SkTArray<GrGLUniformManager::UniformHandle, true>* UniHandleArrayPtr;
+ int maxColorOrCovEffectCnt = GrMax(fDesc.numColorEffects(), fDesc.numCoverageEffects());
+ SkAutoTArray<UniHandleArrayPtr> effectUniformArrays(maxColorOrCovEffectCnt);
+ SkAutoTArray<GrGLEffect*> glEffects(maxColorOrCovEffectCnt);
if (needColor) {
- for (int s = 0; s < fDesc.numColorEffects(); ++s) {
- stageUniformArrays[s] = &fUniformHandles.fEffectSamplerUnis[s];
+ for (int e = 0; e < fDesc.numColorEffects(); ++e) {
+ effectUniformArrays[e] = &fEffectStates[e].fSamplerUnis;
}
builder.emitEffects(stages,
@@ -500,8 +499,12 @@
fDesc.numColorEffects(),
&inColor,
&knownColorValue,
- stageUniformArrays,
- fEffects);
+ effectUniformArrays.get(),
+ glEffects.get());
+
+ for (int e = 0; e < fDesc.numColorEffects(); ++e) {
+ fEffectStates[e].fGLEffect = glEffects[e];
+ }
}
// Insert the color filter. This will soon be replaced by a color effect.
@@ -531,8 +534,8 @@
SkString inCoverage;
GrSLConstantVec knownCoverageValue = this->genInputCoverage(&builder, &inCoverage);
- for (int s = 0; s < fDesc.numCoverageEffects(); ++s) {
- stageUniformArrays[s] = &fUniformHandles.fEffectSamplerUnis[s + fDesc.numColorEffects()];
+ for (int e = 0; e < fDesc.numCoverageEffects(); ++e) {
+ effectUniformArrays[e] = &fEffectStates[e + fDesc.numColorEffects()].fSamplerUnis;
}
builder.emitEffects(stages + fDesc.numColorEffects(),
@@ -540,8 +543,11 @@
fDesc.numCoverageEffects(),
&inCoverage,
&knownCoverageValue,
- stageUniformArrays,
- fEffects + fDesc.numColorEffects());
+ effectUniformArrays.get(),
+ glEffects.get());
+ for (int e = 0; e < fDesc.numCoverageEffects(); ++e) {
+ fEffectStates[e + fDesc.numColorEffects()].fGLEffect = glEffects[e];
+ }
// discard if coverage is zero
if (header.fDiscardIfZeroCoverage && kOnes_GrSLConstantVec != knownCoverageValue) {
@@ -742,21 +748,20 @@
void GrGLProgram::initSamplerUniforms() {
GL_CALL(UseProgram(fProgramID));
- // We simply bind the uniforms to successive texture units beginning at 0. setData() assumes
- // this behavior.
GrGLint texUnitIdx = 0;
if (GrGLUniformManager::kInvalidUniformHandle != fUniformHandles.fDstCopySamplerUni) {
fUniformManager.setSampler(fUniformHandles.fDstCopySamplerUni, texUnitIdx);
- ++texUnitIdx;
+ fDstCopyTexUnit = texUnitIdx++;
}
- for (int s = 0; s < GrDrawState::kNumStages; ++s) {
- int numSamplers = fUniformHandles.fEffectSamplerUnis[s].count();
- for (int u = 0; u < numSamplers; ++u) {
- UniformHandle handle = fUniformHandles.fEffectSamplerUnis[s][u];
+ for (int e = 0; e < fEffectStates.count(); ++e) {
+ int numSamplers = fEffectStates[e].fSamplerUnis.count();
+ fEffectStates[e].fTextureUnits.reset(numSamplers);
+ for (int s = 0; s < numSamplers; ++s) {
+ UniformHandle handle = fEffectStates[e].fSamplerUnis[s];
if (GrGLUniformManager::kInvalidUniformHandle != handle) {
fUniformManager.setSampler(handle, texUnitIdx);
- ++texUnitIdx;
+ fEffectStates[e].fTextureUnits[s] = texUnitIdx++;
}
}
}
@@ -797,7 +802,6 @@
fColorFilterColor = drawState.getColorFilterColor();
}
- GrGLint texUnitIdx = 0;
if (NULL != dstCopy) {
if (GrGLUniformManager::kInvalidUniformHandle != fUniformHandles.fDstCopyTopLeftUni) {
GrAssert(GrGLUniformManager::kInvalidUniformHandle != fUniformHandles.fDstCopyScaleUni);
@@ -811,8 +815,7 @@
1.f / dstCopy->texture()->height());
GrGLTexture* texture = static_cast<GrGLTexture*>(dstCopy->texture());
static GrTextureParams kParams; // the default is clamp, nearest filtering.
- gpu->bindTexture(texUnitIdx, kParams, texture);
- ++texUnitIdx;
+ gpu->bindTexture(fDstCopyTexUnit, kParams, texture);
} else {
GrAssert(GrGLUniformManager::kInvalidUniformHandle ==
fUniformHandles.fDstCopyScaleUni);
@@ -830,18 +833,19 @@
GrAssert(NULL != stages[e]);
// We may have omitted the GrGLEffect because of the color filter logic in genProgram.
// This can be removed when the color filter is an effect.
- if (NULL != fEffects[e]) {
+ if (NULL != fEffectStates[e].fGLEffect) {
bool explicitLocalCoords = -1 != fDesc.getHeader().fLocalCoordAttributeIndex;
GrDrawEffect drawEffect(*stages[e], explicitLocalCoords);
- fEffects[e]->setData(fUniformManager, drawEffect);
- int numSamplers = fUniformHandles.fEffectSamplerUnis[e].count();
- for (int u = 0; u < numSamplers; ++u) {
- UniformHandle handle = fUniformHandles.fEffectSamplerUnis[e][u];
+ fEffectStates[e].fGLEffect->setData(fUniformManager, drawEffect);
+ int numSamplers = fEffectStates[e].fSamplerUnis.count();
+ GrAssert((*stages[e]->getEffect())->numTextures() == numSamplers);
+ for (int s = 0; s < numSamplers; ++s) {
+ UniformHandle handle = fEffectStates[e].fSamplerUnis[s];
if (GrGLUniformManager::kInvalidUniformHandle != handle) {
- const GrTextureAccess& access = (*stages[e]->getEffect())->textureAccess(u);
+ const GrTextureAccess& access = (*stages[e]->getEffect())->textureAccess(s);
GrGLTexture* texture = static_cast<GrGLTexture*>(access.getTexture());
- gpu->bindTexture(texUnitIdx, access.getParams(), texture);
- ++texUnitIdx;
+ int unit = fEffectStates[e].fTextureUnits[s];
+ gpu->bindTexture(unit, access.getParams(), texture);
}
}
}