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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 "GrDrawState.h"
#include "GrGLContext.h"
#include "GrGLProgramDesc.h"
#include "GrGLSL.h"
#include "GrGLTexture.h"
#include "GrGLUniformManager.h"
#include "SkString.h"
#include "SkXfermode.h"
class GrBinHashKeyBuilder;
class GrGLEffect;
class GrGLShaderBuilder;
/**
* 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 GrRefCnt {
public:
SK_DECLARE_INST_COUNT(GrGLProgram)
static GrGLProgram* Create(const GrGLContext& gl,
const GrGLProgramDesc& desc,
const GrEffectStage* stages[]);
virtual ~GrGLProgram();
/**
* Call to abandon GL objects owned by this program.
*/
void abandon();
/**
* The shader may modify the blend coefficients. Params are in/out.
*/
void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const;
const GrGLProgramDesc& getDesc() { return fDesc; }
/**
* Gets the GL program ID for this program.
*/
GrGLuint programID() const { return fProgramID; }
/**
* Some GL state that is relevant to programs is not stored per-program. In particular color
* and coverage attributes can be global state. This struct is read and updated by
* GrGLProgram::setColor and GrGLProgram::setCoverage to allow us to avoid setting this state
* redundantly.
*/
struct SharedGLState {
GrColor fConstAttribColor;
int fConstAttribColorIndex;
GrColor fConstAttribCoverage;
int fConstAttribCoverageIndex;
SharedGLState() { this->invalidate(); }
void invalidate() {
fConstAttribColor = GrColor_ILLEGAL;
fConstAttribColorIndex = -1;
fConstAttribCoverage = GrColor_ILLEGAL;
fConstAttribCoverageIndex = -1;
}
};
/**
* 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;
}
};
/**
* This function uploads uniforms and calls each GrGLEffect'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 GrGLEffects.
*/
void setData(GrGpuGL*,
GrDrawState::BlendOptFlags,
const GrEffectStage* stages[], // output of GrGLProgramDesc:Build()
const GrDeviceCoordTexture* dstCopy, // can be NULL
SharedGLState*);
private:
GrGLProgram(const GrGLContext& gl,
const GrGLProgramDesc& desc,
const GrEffectStage* stages[]);
bool succeeded() const { return 0 != fProgramID; }
/**
* This is the heavy initialization routine for building a GLProgram. stages is all the enabled
* color stages followed by all the enabled coverage stages as output by
* GrGLProgramDesc::Build()
*/
bool genProgram(const GrEffectStage* stages[]);
GrSLConstantVec genInputColor(GrGLShaderBuilder* builder, SkString* inColor);
GrSLConstantVec genInputCoverage(GrGLShaderBuilder* builder, SkString* inCoverage);
void genGeometryShader(GrGLShaderBuilder* segments) const;
typedef GrGLUniformManager::UniformHandle UniformHandle;
// Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder,
bool bindColorOut,
bool bindDualSrcOut);
// Sets the texture units for samplers
void initSamplerUniforms();
bool compileShaders(const GrGLShaderBuilder& builder);
const char* adjustInColor(const SkString& inColor) const;
// Helper for setData(). Makes GL calls to specify the initial color when there is not
// per-vertex colors.
void setColor(const GrDrawState&, GrColor color, SharedGLState*);
// Helper for setData(). Makes GL calls to specify the initial coverage when there is not
// per-vertex coverages.
void setCoverage(const GrDrawState&, GrColor coverage, SharedGLState*);
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setMatrixAndRenderTargetHeight(const GrDrawState&);
// handles for uniforms (aside from per-effect samplers)
struct UniformHandles {
UniformHandle fViewMatrixUni;
UniformHandle fColorUni;
UniformHandle fCoverageUni;
UniformHandle fColorFilterUni;
// We use the render target height to provide a y-down frag coord when specifying
// origin_upper_left is not supported.
UniformHandle fRTHeightUni;
// Uniforms for computing texture coords to do the dst-copy lookup
UniformHandle fDstCopyTopLeftUni;
UniformHandle fDstCopyScaleUni;
UniformHandle fDstCopySamplerUni;
UniformHandles() {
fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle;
fColorUni = GrGLUniformManager::kInvalidUniformHandle;
fCoverageUni = GrGLUniformManager::kInvalidUniformHandle;
fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle;
fRTHeightUni = GrGLUniformManager::kInvalidUniformHandle;
fDstCopyTopLeftUni = GrGLUniformManager::kInvalidUniformHandle;
fDstCopyScaleUni = GrGLUniformManager::kInvalidUniformHandle;
fDstCopySamplerUni = GrGLUniformManager::kInvalidUniformHandle;
}
};
typedef SkSTArray<4, UniformHandle, true> SamplerUniSArray;
typedef SkSTArray<4, int, true> TextureUnitSArray;
struct EffectAndSamplers {
EffectAndSamplers() : fGLEffect(NULL) {}
~EffectAndSamplers() { delete fGLEffect; }
GrGLEffect* fGLEffect;
SamplerUniSArray fSamplerUnis; // sampler uni handles for effect's GrTextureAccess
TextureUnitSArray fTextureUnits; // texture unit used for each entry of fSamplerUnis
};
// GL IDs
GrGLuint fVShaderID;
GrGLuint fGShaderID;
GrGLuint fFShaderID;
GrGLuint fProgramID;
// these reflect the current values of uniforms (GL uniform values travel with program)
MatrixState fMatrixState;
GrColor fColor;
GrColor fCoverage;
GrColor fColorFilterColor;
int fDstCopyTexUnit;
SkTArray<EffectAndSamplers> fEffectStates;
GrGLProgramDesc fDesc;
const GrGLContext& fContext;
GrGLUniformManager fUniformManager;
UniformHandles fUniformHandles;
typedef GrRefCnt INHERITED;
};
#endif