blob: c53abd79abe3a3774129c8aff17b75201e556a19 [file] [log] [blame]
/*
* 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);
}