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/*
* 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 "builders/GrGLProgramBuilder.h"
#include "GrGLContext.h"
#include "GrGLProgramDesc.h"
#include "GrGLSL.h"
#include "GrGLTexture.h"
#include "GrGLProgramDataManager.h"
#include "SkString.h"
#include "SkXfermode.h"
class GrGLProcessor;
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:
SK_DECLARE_INST_COUNT(GrGLProgram)
typedef GrGLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles;
virtual ~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.zq, pos.yz)
*/
void getRTAdjustmentVec(GrGLfloat* 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 and calls each GrGLProcessor's setData. It is called before a
* draw occurs using the program after the program has already been bound. It also uses the
* GrGLGpu object to bind the textures required by the GrGLProcessors. The color and coverage
* stages come from GrGLProgramDesc::Build().
*/
void setData(const GrPrimitiveProcessor&, const GrPipeline&, const GrBatchTracker&);
protected:
typedef GrGLProgramDataManager::UniformHandle UniformHandle;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
GrGLProgram(GrGLGpu*,
const GrProgramDesc&,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledGeoProc* geometryProcessor,
GrGLInstalledXferProc* xferProcessor,
GrGLInstalledFragProcs* fragmentProcessors);
// Sets the texture units for samplers.
void initSamplerUniforms();
template <class Proc>
void initSamplers(Proc*, int* texUnitIdx);
// A templated helper to loop over effects, set the transforms(via subclass) and bind textures
void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&);
virtual void setTransformData(const GrPrimitiveProcessor&,
const GrPendingFragmentStage&,
int index,
GrGLInstalledFragProc*);
template <class Proc>
void bindTextures(const Proc*, const GrProcessor&);
/*
* Legacy NVPR needs a hook here to flush path tex gen settings.
* TODO when legacy nvpr is removed, remove this call.
*/
virtual void didSetData() {}
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&);
virtual void onSetRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&);
// these reflect the current values of uniforms (GL uniform values travel with program)
RenderTargetState fRenderTargetState;
GrColor fColor;
uint8_t fCoverage;
int fDstTextureUnit;
BuiltinUniformHandles fBuiltinUniformHandles;
GrGLuint fProgramID;
// the installed effects
SkAutoTDelete<GrGLInstalledGeoProc> fGeometryProcessor;
SkAutoTDelete<GrGLInstalledXferProc> fXferProcessor;
SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
GrProgramDesc fDesc;
GrGLGpu* fGpu;
GrGLProgramDataManager fProgramDataManager;
friend class GrGLProgramBuilder;
typedef SkRefCnt INHERITED;
};
/*
* Below are slight specializations of the program object for the different types of programs
* The default GrGL programs consist of at the very least a vertex and fragment shader.
* Legacy Nvpr only has a fragment shader, 1.3+ Nvpr ignores the vertex shader, but both require
* specialized methods for setting transform data. Both types of NVPR also require setting the
* projection matrix through a special function call
*/
class GrGLNvprProgram : public GrGLProgram {
protected:
GrGLNvprProgram(GrGLGpu*,
const GrProgramDesc&,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledGeoProc*,
GrGLInstalledXferProc* xferProcessor,
GrGLInstalledFragProcs* fragmentProcessors);
private:
void didSetData() override;
virtual void setTransformData(const GrPrimitiveProcessor&,
const GrPendingFragmentStage&,
int index,
GrGLInstalledFragProc*) override;
virtual void onSetRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&);
friend class GrGLNvprProgramBuilder;
typedef GrGLProgram INHERITED;
};
#endif