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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 "builders/GrGLNvprProgramBuilder.h"
#include "GrDrawState.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;
/**
* 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; }
/*
* The base class always has a vertex shader, only the NVPR variants may omit a vertex shader
*/
virtual bool hasVertexShader() const { return true; }
/**
* The GrDrawState's view matrix along with the aspects of the render target determine the
* matrix sent to GL. The size of the render target affects the GL matrix because we must
* convert from Skia device coords to GL's normalized coords. Also the origin of the render
* target may require us to perform a mirror-flip.
*/
struct MatrixState {
SkMatrix fViewMatrix;
SkISize fRenderTargetSize;
GrSurfaceOrigin fRenderTargetOrigin;
MatrixState() { this->invalidate(); }
void invalidate() {
fViewMatrix = SkMatrix::InvalidMatrix();
fRenderTargetSize.fWidth = -1;
fRenderTargetSize.fHeight = -1;
fRenderTargetOrigin = (GrSurfaceOrigin) -1;
}
/**
* Gets a matrix that goes from local coords to Skia's device coordinates.
*/
template<int Size> void getGLMatrix(GrGLfloat* destMatrix) {
GrGLGetMatrix<Size>(destMatrix, fViewMatrix);
}
/**
* Gets a matrix that goes from local coordinates to GL normalized device coords.
*/
template<int Size> void getRTAdjustedGLMatrix(GrGLfloat* destMatrix) {
SkMatrix combined;
if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) {
combined.setAll(SkIntToScalar(2) / fRenderTargetSize.fWidth, 0, -SK_Scalar1,
0, -SkIntToScalar(2) / fRenderTargetSize.fHeight, SK_Scalar1,
0, 0, 1);
} else {
combined.setAll(SkIntToScalar(2) / fRenderTargetSize.fWidth, 0, -SK_Scalar1,
0, SkIntToScalar(2) / fRenderTargetSize.fHeight, -SK_Scalar1,
0, 0, 1);
}
combined.preConcat(fViewMatrix);
GrGLGetMatrix<Size>(destMatrix, combined);
}
/**
* 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
* GrGpuGL object to bind the textures required by the GrGLProcessors. The color and coverage
* stages come from GrGLProgramDesc::Build().
*/
void setData(const GrOptDrawState&);
protected:
typedef GrGLProgramDataManager::UniformHandle UniformHandle;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
GrGLProgram(GrGpuGL*,
const GrProgramDesc&,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledGeoProc* geometryProcessor,
GrGLInstalledFragProcs* fragmentProcessors);
// Sets the texture units for samplers.
void initSamplerUniforms();
void initSamplers(GrGLInstalledProc*, int* texUnitIdx);
// Helper for setData(). Makes GL calls to specify the initial color when there is not
// per-vertex colors.
void setColor(const GrOptDrawState&, GrColor color);
// Helper for setData(). Makes GL calls to specify the initial coverage when there is not
// per-vertex coverages.
void setCoverage(const GrOptDrawState&, uint8_t coverage);
// A templated helper to loop over effects, set the transforms(via subclass) and bind textures
void setFragmentData(const GrOptDrawState&);
virtual void setTransformData(const GrPendingFragmentStage&, GrGLInstalledFragProc*);
void bindTextures(const GrGLInstalledProc*, 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(GrGpu::DrawType);
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setMatrixAndRenderTargetHeight(const GrOptDrawState&);
virtual void onSetMatrixAndRenderTargetHeight(const GrOptDrawState&);
// these reflect the current values of uniforms (GL uniform values travel with program)
MatrixState fMatrixState;
GrColor fColor;
uint8_t fCoverage;
int fDstCopyTexUnit;
BuiltinUniformHandles fBuiltinUniformHandles;
GrGLuint fProgramID;
// the installed effects
SkAutoTDelete<GrGLInstalledGeoProc> fGeometryProcessor;
SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
GrProgramDesc fDesc;
GrGpuGL* 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 GrGLNvprProgramBase : public GrGLProgram {
protected:
GrGLNvprProgramBase(GrGpuGL*,
const GrProgramDesc&,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledFragProcs* fragmentProcessors);
virtual void onSetMatrixAndRenderTargetHeight(const GrOptDrawState&);
typedef GrGLProgram INHERITED;
};
class GrGLNvprProgram : public GrGLNvprProgramBase {
public:
virtual bool hasVertexShader() const SK_OVERRIDE { return true; }
private:
typedef GrGLNvprProgramBuilder::SeparableVaryingInfo SeparableVaryingInfo;
typedef GrGLNvprProgramBuilder::SeparableVaryingInfoArray SeparableVaryingInfoArray;
GrGLNvprProgram(GrGpuGL*,
const GrProgramDesc&,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledFragProcs* fragmentProcessors,
const SeparableVaryingInfoArray& separableVaryings);
virtual void didSetData(GrGpu::DrawType) SK_OVERRIDE;
virtual void setTransformData(const GrPendingFragmentStage&,
GrGLInstalledFragProc*) SK_OVERRIDE;
struct Varying {
GrGLint fLocation;
SkDEBUGCODE(
GrSLType fType;
);
};
SkTArray<Varying, true> fVaryings;
friend class GrGLNvprProgramBuilder;
typedef GrGLNvprProgramBase INHERITED;
};
class GrGLLegacyNvprProgram : public GrGLNvprProgramBase {
public:
virtual bool hasVertexShader() const SK_OVERRIDE { return false; }
private:
GrGLLegacyNvprProgram(GrGpuGL* gpu,
const GrProgramDesc& desc,
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
GrGLInstalledFragProcs* fragmentProcessors,
int texCoordSetCnt);
virtual void didSetData(GrGpu::DrawType) SK_OVERRIDE;
virtual void setTransformData(const GrPendingFragmentStage&,
GrGLInstalledFragProc*) SK_OVERRIDE;
int fTexCoordSetCnt;
friend class GrGLLegacyNvprProgramBuilder;
typedef GrGLNvprProgramBase INHERITED;
};
#endif