| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkMatrix.h" |
| #include "gl/GrGLProgramDataManager.h" |
| #include "gl/GrGLGpu.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| |
| #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ |
| SkASSERT((COUNT) <= (UNI).fArrayCount || \ |
| (1 == (COUNT) && GrShaderVar::kNonArray == (UNI).fArrayCount)) |
| |
| GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID, |
| const UniformInfoArray& uniforms, |
| const VaryingInfoArray& pathProcVaryings) |
| : fGpu(gpu) |
| , fProgramID(programID) { |
| int count = uniforms.count(); |
| fUniforms.push_back_n(count); |
| for (int i = 0; i < count; i++) { |
| Uniform& uniform = fUniforms[i]; |
| const UniformInfo& builderUniform = uniforms[i]; |
| SkASSERT(GrShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() || |
| builderUniform.fVariable.getArrayCount() > 0); |
| SkDEBUGCODE( |
| uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); |
| uniform.fType = builderUniform.fVariable.getType(); |
| ); |
| uniform.fLocation = builderUniform.fLocation; |
| } |
| |
| // NVPR programs have separable varyings |
| count = pathProcVaryings.count(); |
| fPathProcVaryings.push_back_n(count); |
| for (int i = 0; i < count; i++) { |
| SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); |
| PathProcVarying& pathProcVarying = fPathProcVaryings[i]; |
| const VaryingInfo& builderPathProcVarying = pathProcVaryings[i]; |
| SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() || |
| builderPathProcVarying.fVariable.getArrayCount() > 0); |
| SkDEBUGCODE( |
| pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount(); |
| pathProcVarying.fType = builderPathProcVarying.fVariable.getType(); |
| ); |
| pathProcVarying.fLocation = builderPathProcVarying.fLocation; |
| } |
| } |
| |
| void GrGLProgramDataManager::setSamplerUniforms(const UniformInfoArray& samplers, |
| int startUnit) const { |
| for (int i = 0; i < samplers.count(); ++i) { |
| const UniformInfo& sampler = samplers[i]; |
| SkASSERT(sampler.fVisibility); |
| if (kUnusedUniform != sampler.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit)); |
| } |
| } |
| } |
| |
| void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType); |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set1iv(UniformHandle u, |
| int arrayCount, |
| const int v[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType); |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set1fv(UniformHandle u, |
| int arrayCount, |
| const float v[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| // This assert fires in some instances of the two-pt gradient for its VSParams. |
| // Once the uniform manager is responsible for inserting the duplicate uniform |
| // arrays in VS and FS driver bug workaround, this can be enabled. |
| // this->printUni(uni); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType); |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set2fv(UniformHandle u, |
| int arrayCount, |
| const float v[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType); |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set3fv(UniformHandle u, |
| int arrayCount, |
| const float v[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set4f(UniformHandle u, |
| float v0, |
| float v1, |
| float v2, |
| float v3) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType); |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set4fv(UniformHandle u, |
| int arrayCount, |
| const float v[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const { |
| this->setMatrices<2>(u, 1, matrix); |
| } |
| |
| void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const { |
| this->setMatrices<3>(u, 1, matrix); |
| } |
| |
| void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const { |
| this->setMatrices<4>(u, 1, matrix); |
| } |
| |
| void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const { |
| this->setMatrices<2>(u, arrayCount, m); |
| } |
| |
| void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const { |
| this->setMatrices<3>(u, arrayCount, m); |
| } |
| |
| void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const { |
| this->setMatrices<4>(u, arrayCount, m); |
| } |
| |
| template<int N> struct set_uniform_matrix; |
| |
| template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u, |
| int arrayCount, |
| const float matrices[]) const { |
| const Uniform& uni = fUniforms[u.toIndex()]; |
| SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) || |
| uni.fType == kHalf2x2_GrSLType + (N - 2)); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| if (kUnusedUniform != uni.fLocation) { |
| set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices); |
| } |
| } |
| |
| template<> struct set_uniform_matrix<2> { |
| inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { |
| GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m)); |
| } |
| }; |
| |
| template<> struct set_uniform_matrix<3> { |
| inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { |
| GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m)); |
| } |
| }; |
| |
| template<> struct set_uniform_matrix<4> { |
| inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { |
| GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m)); |
| } |
| }; |
| |
| void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u, |
| int components, |
| const SkMatrix& matrix) const { |
| SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); |
| const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()]; |
| |
| SkASSERT((components == 2 && (fragmentInput.fType == kFloat2_GrSLType || |
| fragmentInput.fType == kHalf2_GrSLType)) || |
| (components == 3 && (fragmentInput.fType == kFloat3_GrSLType || |
| fragmentInput.fType == kHalf3_GrSLType))); |
| |
| fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID, |
| fragmentInput.fLocation, |
| GR_GL_OBJECT_LINEAR, |
| components, |
| matrix); |
| } |