| /* |
| * 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 "gl/builders/GrGLProgramBuilder.h" |
| #include "gl/GrGLPathRendering.h" |
| #include "gl/GrGLProgram.h" |
| #include "gl/GrGLUniformHandle.h" |
| #include "gl/GrGpuGL.h" |
| #include "SkMatrix.h" |
| |
| #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ |
| SkASSERT(arrayCount <= uni.fArrayCount || \ |
| (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) |
| |
| GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu, |
| GrGLProgram* program, |
| const GrGLProgramBuilder& builder) |
| : fGpu(gpu), |
| fProgram(program) { |
| int count = builder.getUniformInfos().count(); |
| fUniforms.push_back_n(count); |
| for (int i = 0; i < count; i++) { |
| Uniform& uniform = fUniforms[i]; |
| const GrGLProgramBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i]; |
| SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() || |
| builderUniform.fVariable.getArrayCount() > 0); |
| SkDEBUGCODE( |
| uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); |
| uniform.fType = builderUniform.fVariable.getType(); |
| ); |
| // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. |
| |
| if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) { |
| uniform.fVSLocation = builderUniform.fLocation; |
| } else { |
| uniform.fVSLocation = kUnusedUniform; |
| } |
| if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) { |
| uniform.fFSLocation = builderUniform.fLocation; |
| } else { |
| uniform.fFSLocation = kUnusedUniform; |
| } |
| } |
| |
| count = builder.getSeparableVaryingInfos().count(); |
| fVaryings.push_back_n(count); |
| for (int i = 0; i < count; i++) { |
| Varying& varying = fVaryings[i]; |
| const GrGLProgramBuilder::SeparableVaryingInfo& builderVarying = |
| builder.getSeparableVaryingInfos()[i]; |
| SkASSERT(GrGLShaderVar::kNonArray == builderVarying.fVariable.getArrayCount()); |
| SkDEBUGCODE( |
| varying.fType = builderVarying.fVariable.getType(); |
| ); |
| varying.fLocation = builderVarying.fLocation; |
| } |
| } |
| |
| void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kSampler2D_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| // FIXME: We still insert a single sampler uniform for every stage. If the shader does not |
| // reference the sampler then the compiler may have optimized it out. Uncomment this assert |
| // once stages insert their own samplers. |
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kFloat_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set1fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat v[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kFloat_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. |
| //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec2f_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set2fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat v[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec2f_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec3f_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set3fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat v[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec3f_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set4f(UniformHandle u, |
| GrGLfloat v0, |
| GrGLfloat v1, |
| GrGLfloat v2, |
| GrGLfloat v3) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec4f_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3)); |
| } |
| } |
| |
| void GrGLProgramDataManager::set4fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat v[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kVec4f_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kMat33f_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| // TODO: Re-enable this assert once texture matrices aren't forced on all effects |
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kMat44f_GrSLType); |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat matrices[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kMat33f_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), |
| UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), |
| UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, |
| int arrayCount, |
| const GrGLfloat matrices[]) const { |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; |
| SkASSERT(uni.fType == kMat44f_GrSLType); |
| SkASSERT(arrayCount > 0); |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
| if (kUnusedUniform != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), |
| UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices)); |
| } |
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
| GR_GL_CALL(fGpu->glInterface(), |
| UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices)); |
| } |
| } |
| |
| void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const { |
| GrGLfloat mt[] = { |
| matrix.get(SkMatrix::kMScaleX), |
| matrix.get(SkMatrix::kMSkewY), |
| matrix.get(SkMatrix::kMPersp0), |
| matrix.get(SkMatrix::kMSkewX), |
| matrix.get(SkMatrix::kMScaleY), |
| matrix.get(SkMatrix::kMPersp1), |
| matrix.get(SkMatrix::kMTransX), |
| matrix.get(SkMatrix::kMTransY), |
| matrix.get(SkMatrix::kMPersp2), |
| }; |
| this->setMatrix3f(u, mt); |
| } |
| |
| void GrGLProgramDataManager::setProgramPathFragmentInputTransform(VaryingHandle i, |
| unsigned components, |
| const SkMatrix& matrix) const { |
| const Varying& fragmentInput = fVaryings[i.toProgramDataIndex()]; |
| fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgram->programID(), |
| fragmentInput.fLocation, |
| GR_GL_OBJECT_LINEAR, |
| components, |
| matrix); |
| } |