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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "GrGLProgram.h" | 8 #include "GrGLProgram.h" |
9 | 9 |
10 #include "GrAllocator.h" | 10 #include "GrAllocator.h" |
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27 | 27 |
28 //////////////////////////////////////////////////////////////////////////////// /////////////////// | 28 //////////////////////////////////////////////////////////////////////////////// /////////////////// |
29 | 29 |
30 GrGLProgram::GrGLProgram(GrGLGpu* gpu, | 30 GrGLProgram::GrGLProgram(GrGLGpu* gpu, |
31 const GrProgramDesc& desc, | 31 const GrProgramDesc& desc, |
32 const BuiltinUniformHandles& builtinUniforms, | 32 const BuiltinUniformHandles& builtinUniforms, |
33 GrGLuint programID, | 33 GrGLuint programID, |
34 const UniformInfoArray& uniforms, | 34 const UniformInfoArray& uniforms, |
35 GrGLInstalledGeoProc* geometryProcessor, | 35 GrGLInstalledGeoProc* geometryProcessor, |
36 GrGLInstalledXferProc* xferProcessor, | 36 GrGLInstalledXferProc* xferProcessor, |
37 GrGLInstalledFragProcs* fragmentProcessors) | 37 GrGLInstalledFragProcs* fragmentProcessors, |
38 SkTArray<UniformHandle>* passSamplerUniforms) | |
38 : fColor(GrColor_ILLEGAL) | 39 : fColor(GrColor_ILLEGAL) |
39 , fCoverage(0) | 40 , fCoverage(0) |
40 , fDstTextureUnit(-1) | 41 , fDstTextureUnit(-1) |
41 , fBuiltinUniformHandles(builtinUniforms) | 42 , fBuiltinUniformHandles(builtinUniforms) |
42 , fProgramID(programID) | 43 , fProgramID(programID) |
43 , fGeometryProcessor(geometryProcessor) | 44 , fGeometryProcessor(geometryProcessor) |
44 , fXferProcessor(xferProcessor) | 45 , fXferProcessor(xferProcessor) |
45 , fFragmentProcessors(SkRef(fragmentProcessors)) | 46 , fFragmentProcessors(SkRef(fragmentProcessors)) |
46 , fDesc(desc) | 47 , fDesc(desc) |
47 , fGpu(gpu) | 48 , fGpu(gpu) |
48 , fProgramDataManager(gpu, uniforms) { | 49 , fProgramDataManager(gpu, uniforms) { |
49 this->initSamplerUniforms(); | 50 fSamplerUniforms.swap(passSamplerUniforms); |
51 // Assign texture units to sampler uniforms one time up front. | |
52 GL_CALL(UseProgram(fProgramID)); | |
53 for (int i = 0; i < fSamplerUniforms.count(); i++) { | |
54 fProgramDataManager.setSampler(fSamplerUniforms[i], i); | |
55 } | |
50 } | 56 } |
51 | 57 |
52 GrGLProgram::~GrGLProgram() { | 58 GrGLProgram::~GrGLProgram() { |
53 if (fProgramID) { | 59 if (fProgramID) { |
54 GL_CALL(DeleteProgram(fProgramID)); | 60 GL_CALL(DeleteProgram(fProgramID)); |
55 } | 61 } |
56 } | 62 } |
57 | 63 |
58 void GrGLProgram::abandon() { | 64 void GrGLProgram::abandon() { |
59 fProgramID = 0; | 65 fProgramID = 0; |
60 } | 66 } |
61 | 67 |
62 void GrGLProgram::initSamplerUniforms() { | 68 /////////////////////////////////////////////////////////////////////////////// |
63 GL_CALL(UseProgram(fProgramID)); | 69 |
64 GrGLint texUnitIdx = 0; | 70 template <class Proc> |
65 this->initSamplers(fGeometryProcessor.get(), &texUnitIdx); | 71 static void append_texture_bindings(const Proc* ip, |
66 if (fXferProcessor.get()) { | 72 const GrProcessor& processor, |
67 this->initSamplers(fXferProcessor.get(), &texUnitIdx); | 73 SkTArray<const GrTextureAccess*>* textureBin dings) { |
68 } | 74 if (int numTextures = processor.numTextures()) { |
69 int numProcs = fFragmentProcessors->fProcs.count(); | 75 SkASSERT(textureBindings->count() == ip->fSamplersIdx); |
70 for (int i = 0; i < numProcs; i++) { | 76 const GrTextureAccess** bindings = textureBindings->push_back_n(numTextu res); |
71 this->initSamplers(fFragmentProcessors->fProcs[i], &texUnitIdx); | 77 int i = 0; |
78 do { | |
79 bindings[i] = &processor.textureAccess(i); | |
80 } while (++i < numTextures); | |
joshualitt
2015/06/18 15:51:27
why not just a regular for loop?
Chris Dalton
2015/06/18 18:13:51
Philosophical reasons I guess. No need for a top t
| |
72 } | 81 } |
73 } | 82 } |
74 | 83 |
75 template <class Proc> | 84 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, |
76 void GrGLProgram::initSamplers(Proc* ip, int* texUnitIdx) { | 85 const GrPipeline& pipeline, |
77 SkTArray<typename Proc::Sampler, true>& samplers = ip->fSamplers; | 86 const GrBatchTracker& batchTracker, |
78 int numSamplers = samplers.count(); | 87 SkTArray<const GrTextureAccess*>* textureBindings) { |
79 for (int s = 0; s < numSamplers; ++s) { | |
80 SkASSERT(samplers[s].fUniform.isValid()); | |
81 fProgramDataManager.setSampler(samplers[s].fUniform, *texUnitIdx); | |
82 samplers[s].fTextureUnit = (*texUnitIdx)++; | |
83 } | |
84 } | |
85 | |
86 template <class Proc> | |
87 void GrGLProgram::bindTextures(const Proc* ip, const GrProcessor& processor) { | |
88 const SkTArray<typename Proc::Sampler, true>& samplers = ip->fSamplers; | |
89 int numSamplers = samplers.count(); | |
90 SkASSERT(numSamplers == processor.numTextures()); | |
91 for (int s = 0; s < numSamplers; ++s) { | |
92 SkASSERT(samplers[s].fTextureUnit >= 0); | |
93 const GrTextureAccess& textureAccess = processor.textureAccess(s); | |
94 fGpu->bindTexture(samplers[s].fTextureUnit, | |
95 textureAccess.getParams(), | |
96 static_cast<GrGLTexture*>(textureAccess.getTexture())) ; | |
97 } | |
98 } | |
99 | |
100 | |
101 /////////////////////////////////////////////////////////////////////////////// | |
102 | |
103 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline & pipeline, | |
104 const GrBatchTracker& batchTracker) { | |
105 this->setRenderTargetState(primProc, pipeline); | 88 this->setRenderTargetState(primProc, pipeline); |
106 | 89 |
107 // we set the textures, and uniforms for installed processors in a generic w ay, but subclasses | 90 // we set the textures, and uniforms for installed processors in a generic w ay, but subclasses |
108 // of GLProgram determine how to set coord transforms | 91 // of GLProgram determine how to set coord transforms |
109 fGeometryProcessor->fGLProc->setData(fProgramDataManager, primProc, batchTra cker); | 92 fGeometryProcessor->fGLProc->setData(fProgramDataManager, primProc, batchTra cker); |
110 this->bindTextures(fGeometryProcessor.get(), primProc); | 93 append_texture_bindings(fGeometryProcessor.get(), primProc, textureBindings) ; |
94 | |
95 this->setFragmentData(primProc, pipeline, textureBindings); | |
111 | 96 |
112 const GrXferProcessor& xp = *pipeline.getXferProcessor(); | 97 const GrXferProcessor& xp = *pipeline.getXferProcessor(); |
113 fXferProcessor->fGLProc->setData(fProgramDataManager, xp); | 98 fXferProcessor->fGLProc->setData(fProgramDataManager, xp); |
114 this->bindTextures(fXferProcessor.get(), xp); | 99 append_texture_bindings(fXferProcessor.get(), xp, textureBindings); |
115 | |
116 this->setFragmentData(primProc, pipeline); | |
117 | 100 |
118 // Some of GrGLProgram subclasses need to update state here | 101 // Some of GrGLProgram subclasses need to update state here |
119 this->didSetData(); | 102 this->didSetData(); |
120 } | 103 } |
121 | 104 |
122 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, | 105 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, |
123 const GrPipeline& pipeline) { | 106 const GrPipeline& pipeline, |
107 SkTArray<const GrTextureAccess*>* textureBindi ngs) { | |
124 int numProcessors = fFragmentProcessors->fProcs.count(); | 108 int numProcessors = fFragmentProcessors->fProcs.count(); |
125 for (int e = 0; e < numProcessors; ++e) { | 109 for (int e = 0; e < numProcessors; ++e) { |
126 const GrPendingFragmentStage& stage = pipeline.getFragmentStage(e); | 110 const GrPendingFragmentStage& stage = pipeline.getFragmentStage(e); |
127 const GrProcessor& processor = *stage.processor(); | 111 const GrProcessor& processor = *stage.processor(); |
128 fFragmentProcessors->fProcs[e]->fGLProc->setData(fProgramDataManager, pr ocessor); | 112 fFragmentProcessors->fProcs[e]->fGLProc->setData(fProgramDataManager, pr ocessor); |
129 this->setTransformData(primProc, | 113 this->setTransformData(primProc, |
130 stage, | 114 stage, |
131 e, | 115 e, |
132 fFragmentProcessors->fProcs[e]); | 116 fFragmentProcessors->fProcs[e]); |
133 this->bindTextures(fFragmentProcessors->fProcs[e], processor); | 117 append_texture_bindings(fFragmentProcessors->fProcs[e], processor, textu reBindings); |
134 } | 118 } |
135 } | 119 } |
136 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, | 120 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, |
137 const GrPendingFragmentStage& processor, | 121 const GrPendingFragmentStage& processor, |
138 int index, | 122 int index, |
139 GrGLInstalledFragProc* ip) { | 123 GrGLInstalledFragProc* ip) { |
140 GrGLGeometryProcessor* gp = | 124 GrGLGeometryProcessor* gp = |
141 static_cast<GrGLGeometryProcessor*>(fGeometryProcessor.get()->fGLPro c.get()); | 125 static_cast<GrGLGeometryProcessor*>(fGeometryProcessor.get()->fGLPro c.get()); |
142 gp->setTransformData(primProc, fProgramDataManager, index, | 126 gp->setTransformData(primProc, fProgramDataManager, index, |
143 processor.processor()->coordTransforms()); | 127 processor.processor()->coordTransforms()); |
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174 | 158 |
175 //////////////////////////////////////////////////////////////////////////////// ///////// | 159 //////////////////////////////////////////////////////////////////////////////// ///////// |
176 | 160 |
177 GrGLNvprProgram::GrGLNvprProgram(GrGLGpu* gpu, | 161 GrGLNvprProgram::GrGLNvprProgram(GrGLGpu* gpu, |
178 const GrProgramDesc& desc, | 162 const GrProgramDesc& desc, |
179 const BuiltinUniformHandles& builtinUniforms, | 163 const BuiltinUniformHandles& builtinUniforms, |
180 GrGLuint programID, | 164 GrGLuint programID, |
181 const UniformInfoArray& uniforms, | 165 const UniformInfoArray& uniforms, |
182 GrGLInstalledGeoProc* primProc, | 166 GrGLInstalledGeoProc* primProc, |
183 GrGLInstalledXferProc* xferProcessor, | 167 GrGLInstalledXferProc* xferProcessor, |
184 GrGLInstalledFragProcs* fragmentProcessors) | 168 GrGLInstalledFragProcs* fragmentProcessors, |
169 SkTArray<UniformHandle>* passSamplerUniforms) | |
185 : INHERITED(gpu, desc, builtinUniforms, programID, uniforms, primProc, | 170 : INHERITED(gpu, desc, builtinUniforms, programID, uniforms, primProc, |
186 xferProcessor, fragmentProcessors) { | 171 xferProcessor, fragmentProcessors, passSamplerUniforms) { |
187 } | 172 } |
188 void GrGLNvprProgram::didSetData() { | 173 void GrGLNvprProgram::didSetData() { |
189 GrGLPathProcessor* pathProc = | 174 GrGLPathProcessor* pathProc = |
190 static_cast<GrGLPathProcessor*>(fGeometryProcessor.get()->fGLProc.ge t()); | 175 static_cast<GrGLPathProcessor*>(fGeometryProcessor.get()->fGLProc.ge t()); |
191 pathProc->didSetData(fGpu->glPathRendering()); | 176 pathProc->didSetData(fGpu->glPathRendering()); |
192 } | 177 } |
193 | 178 |
194 void GrGLNvprProgram::setTransformData(const GrPrimitiveProcessor& primProc, | 179 void GrGLNvprProgram::setTransformData(const GrPrimitiveProcessor& primProc, |
195 const GrPendingFragmentStage& proc, | 180 const GrPendingFragmentStage& proc, |
196 int index, | 181 int index, |
197 GrGLInstalledFragProc* ip) { | 182 GrGLInstalledFragProc* ip) { |
198 GrGLPathProcessor* pathProc = | 183 GrGLPathProcessor* pathProc = |
199 static_cast<GrGLPathProcessor*>(fGeometryProcessor.get()->fGLProc.ge t()); | 184 static_cast<GrGLPathProcessor*>(fGeometryProcessor.get()->fGLProc.ge t()); |
200 pathProc->setTransformData(primProc, index, proc.processor()->coordTransform s(), | 185 pathProc->setTransformData(primProc, index, proc.processor()->coordTransform s(), |
201 fGpu->glPathRendering(), fProgramID); | 186 fGpu->glPathRendering(), fProgramID); |
202 } | 187 } |
203 | 188 |
204 void GrGLNvprProgram::onSetRenderTargetState(const GrPrimitiveProcessor& primPro c, | 189 void GrGLNvprProgram::onSetRenderTargetState(const GrPrimitiveProcessor& primPro c, |
205 const GrPipeline& pipeline) { | 190 const GrPipeline& pipeline) { |
206 SkASSERT(!primProc.willUseGeoShader() && primProc.numAttribs() == 0); | 191 SkASSERT(!primProc.willUseGeoShader() && primProc.numAttribs() == 0); |
207 const GrRenderTarget* rt = pipeline.getRenderTarget(); | 192 const GrRenderTarget* rt = pipeline.getRenderTarget(); |
208 SkISize size; | 193 SkISize size; |
209 size.set(rt->width(), rt->height()); | 194 size.set(rt->width(), rt->height()); |
210 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); | 195 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); |
211 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), | 196 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), |
212 size, rt->origin()); | 197 size, rt->origin()); |
213 } | 198 } |
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