| /* |
| * Copyright 2011 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef GrGLProgram_DEFINED |
| #define GrGLProgram_DEFINED |
| |
| #include "GrGLContext.h" |
| #include "GrProgramDesc.h" |
| #include "GrGLTexture.h" |
| #include "GrGLProgramDataManager.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| |
| #include "SkString.h" |
| #include "SkXfermode.h" |
| |
| #include "builders/GrGLProgramBuilder.h" |
| |
| class GrGLInstalledProcessors; |
| class GrGLProgramBuilder; |
| class GrPipeline; |
| |
| /** |
| * This class manages a GPU program and records per-program information. |
| * We can specify the attribute locations so that they are constant |
| * across our shaders. But the driver determines the uniform locations |
| * at link time. We don't need to remember the sampler uniform location |
| * because we will bind a texture slot to it and never change it |
| * Uniforms are program-local so we can't rely on fHWState to hold the |
| * previous uniform state after a program change. |
| */ |
| class GrGLProgram : public SkRefCnt { |
| public: |
| typedef GrGLSLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles; |
| |
| ~GrGLProgram(); |
| |
| /** |
| * Call to abandon GL objects owned by this program. |
| */ |
| void abandon(); |
| |
| const GrProgramDesc& getDesc() { return fDesc; } |
| |
| /** |
| * Gets the GL program ID for this program. |
| */ |
| GrGLuint programID() const { return fProgramID; } |
| |
| /** |
| * We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device |
| * space and to make device space positions have the correct origin for processors that require |
| * them. |
| */ |
| struct RenderTargetState { |
| SkISize fRenderTargetSize; |
| GrSurfaceOrigin fRenderTargetOrigin; |
| |
| RenderTargetState() { this->invalidate(); } |
| void invalidate() { |
| fRenderTargetSize.fWidth = -1; |
| fRenderTargetSize.fHeight = -1; |
| fRenderTargetOrigin = (GrSurfaceOrigin) -1; |
| } |
| |
| /** |
| * Gets a vec4 that adjusts the position from Skia device coords to GL's normalized device |
| * coords. Assuming the transformed position, pos, is a homogeneous vec3, the vec, v, is |
| * applied as such: |
| * pos.x = dot(v.xy, pos.xz) |
| * pos.y = dot(v.zw, pos.yz) |
| */ |
| void getRTAdjustmentVec(float* destVec) { |
| destVec[0] = 2.f / fRenderTargetSize.fWidth; |
| destVec[1] = -1.f; |
| if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { |
| destVec[2] = -2.f / fRenderTargetSize.fHeight; |
| destVec[3] = 1.f; |
| } else { |
| destVec[2] = 2.f / fRenderTargetSize.fHeight; |
| destVec[3] = -1.f; |
| } |
| } |
| }; |
| |
| /** |
| * This function uploads uniforms, calls each GrGL*Processor's setData, and retrieves the |
| * textures that need to be bound on each unit. It is the caller's responsibility to ensure |
| * the program is bound before calling, and to bind the outgoing textures to their respective |
| * units upon return. (Each index in the array corresponds to its matching GL texture unit.) |
| */ |
| void setData(const GrPrimitiveProcessor&, const GrPipeline&); |
| |
| /** |
| * This function retrieves the textures that need to be used by each GrGL*Processor, and |
| * ensures that any textures requiring mipmaps have their mipmaps correctly built. |
| */ |
| void generateMipmaps(const GrPrimitiveProcessor&, const GrPipeline&); |
| |
| protected: |
| typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
| typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; |
| typedef GrGLProgramDataManager::VaryingInfoArray VaryingInfoArray; |
| |
| GrGLProgram(GrGLGpu*, |
| const GrProgramDesc&, |
| const BuiltinUniformHandles&, |
| GrGLuint programID, |
| const UniformInfoArray& uniforms, |
| const UniformInfoArray& samplers, |
| const VaryingInfoArray&, // used for NVPR only currently |
| GrGLSLPrimitiveProcessor* geometryProcessor, |
| GrGLSLXferProcessor* xferProcessor, |
| const GrGLSLFragProcs& fragmentProcessors); |
| |
| // A helper to loop over effects, set the transforms (via subclass) and bind textures |
| void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&, int* nextSamplerIdx); |
| |
| // Helper for setData() that sets the view matrix and loads the render target height uniform |
| void setRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&); |
| |
| // Helper for setData() that binds textures and texel buffers to the appropriate texture units |
| void bindTextures(const GrProcessor&, bool allowSRGBInputs, int* nextSamplerIdx); |
| |
| // Helper for generateMipmaps() that ensures mipmaps are up to date |
| void generateMipmaps(const GrProcessor&, bool allowSRGBInputs); |
| |
| // these reflect the current values of uniforms (GL uniform values travel with program) |
| RenderTargetState fRenderTargetState; |
| BuiltinUniformHandles fBuiltinUniformHandles; |
| GrGLuint fProgramID; |
| |
| // the installed effects |
| std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor; |
| std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| GrGLSLFragProcs fFragmentProcessors; |
| |
| GrProgramDesc fDesc; |
| GrGLGpu* fGpu; |
| GrGLProgramDataManager fProgramDataManager; |
| |
| friend class GrGLProgramBuilder; |
| |
| typedef SkRefCnt INHERITED; |
| }; |
| |
| #endif |