| /* |
| * 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 "GrGLProgramDataManager.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| |
| class GrGLSLFragmentProcessor; |
| class GrGLSLPrimitiveProcessor; |
| class GrGLSLXferProcessor; |
| class GrPipeline; |
| class GrPrimitiveProcessor; |
| class GrRenderTargetProxy; |
| class GrTextureProxy; |
| |
| /** |
| * This class manages a GPU program and records per-program information. It also records the vertex |
| * and instance attribute layouts that are to be used with the program. |
| */ |
| class GrGLProgram : public SkRefCnt { |
| public: |
| /** |
| * This class has its own Attribute representation as it does not need the name and we don't |
| * want to worry about copying the name string to memory with life time of GrGLProgram. |
| * Additionally, these store the attribute location. |
| */ |
| struct Attribute { |
| GrVertexAttribType fCPUType; |
| GrSLType fGPUType; |
| size_t fOffset; |
| GrGLint fLocation; |
| }; |
| |
| using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| using UniformInfoArray = GrGLProgramDataManager::UniformInfoArray; |
| using VaryingInfoArray = GrGLProgramDataManager::VaryingInfoArray; |
| |
| /** |
| * The attribute array consists of vertexAttributeCnt + instanceAttributeCnt elements with |
| * the vertex attributes preceding the instance attributes. |
| */ |
| GrGLProgram(GrGLGpu*, |
| const GrGLSLBuiltinUniformHandles&, |
| GrGLuint programID, |
| const UniformInfoArray& uniforms, |
| const UniformInfoArray& textureSamplers, |
| const VaryingInfoArray&, // used for NVPR only currently |
| std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor, |
| std::unique_ptr<GrGLSLXferProcessor> xferProcessor, |
| std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fragmentProcessors, |
| int fragmentProcessorCnt, |
| std::unique_ptr<Attribute[]>, |
| int vertexAttributeCnt, |
| int instanceAttributeCnt, |
| int vertexStride, |
| int instanceStride); |
| |
| ~GrGLProgram(); |
| |
| /** |
| * Call to abandon GL objects owned by this program. |
| */ |
| void abandon(); |
| |
| /** |
| * 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 float4 that adjusts the position from Skia device coords to GL's normalized device |
| * coords. Assuming the transformed position, pos, is a homogeneous float3, the vec, v, is |
| * applied as such: |
| * pos.x = dot(v.xy, pos.xz) |
| * pos.y = dot(v.zw, pos.yz) |
| */ |
| void getRTAdjustmentVec(float* 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, calls each GrGLSL*Processor's setData. It binds all fragment |
| * processor textures. Primitive process textures can be bound using this function or by |
| * calling updatePrimitiveProcessorTextureBindings. |
| * |
| * It is the caller's responsibility to ensure the program is bound before calling. |
| */ |
| void updateUniformsAndTextureBindings(const GrPrimitiveProcessor&, const GrPipeline&, |
| const GrTextureProxy* const primitiveProcessorTextures[]); |
| |
| void updatePrimitiveProcessorTextureBindings(const GrPrimitiveProcessor&, |
| const GrTextureProxy* const[]); |
| |
| int vertexStride() const { return fVertexStride; } |
| int instanceStride() const { return fInstanceStride; } |
| |
| int numVertexAttributes() const { return fVertexAttributeCnt; } |
| const Attribute& vertexAttribute(int i) const { |
| SkASSERT(i >= 0 && i < fVertexAttributeCnt); |
| return fAttributes[i]; |
| } |
| |
| int numInstanceAttributes() const { return fInstanceAttributeCnt; } |
| const Attribute& instanceAttribute(int i) const { |
| SkASSERT(i >= 0 && i < fInstanceAttributeCnt); |
| return fAttributes[i + fVertexAttributeCnt]; |
| } |
| |
| private: |
| // A helper to loop over effects, set the transforms (via subclass) and bind textures |
| void setFragmentData(const GrPipeline&, int* nextTexSamplerIdx); |
| |
| // Helper for setData() that sets the view matrix and loads the render target height uniform |
| void setRenderTargetState(const GrPrimitiveProcessor&, const GrRenderTargetProxy*); |
| |
| // these reflect the current values of uniforms (GL uniform values travel with program) |
| RenderTargetState fRenderTargetState; |
| GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; |
| GrGLuint fProgramID; |
| |
| // the installed effects |
| std::unique_ptr<GrGLSLPrimitiveProcessor> fPrimitiveProcessor; |
| std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors; |
| int fFragmentProcessorCnt; |
| |
| std::unique_ptr<Attribute[]> fAttributes; |
| int fVertexAttributeCnt; |
| int fInstanceAttributeCnt; |
| int fVertexStride; |
| int fInstanceStride; |
| |
| GrGLGpu* fGpu; |
| GrGLProgramDataManager fProgramDataManager; |
| |
| int fNumTextureSamplers; |
| |
| typedef SkRefCnt INHERITED; |
| }; |
| |
| #endif |