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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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24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) | 24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) |
25 | 25 |
26 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 26 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
27 | 27 |
28 GrGLProgram::GrGLProgram(GrGLGpu* gpu, | 28 GrGLProgram::GrGLProgram(GrGLGpu* gpu, |
29 const GrProgramDesc& desc, | 29 const GrProgramDesc& desc, |
30 const BuiltinUniformHandles& builtinUniforms, | 30 const BuiltinUniformHandles& builtinUniforms, |
31 GrGLuint programID, | 31 GrGLuint programID, |
32 const UniformInfoArray& uniforms, | 32 const UniformInfoArray& uniforms, |
33 const VaryingInfoArray& pathProcVaryings, | 33 const VaryingInfoArray& pathProcVaryings, |
34 GrGLInstalledGeoProc* geometryProcessor, | 34 GrGLSLPrimitiveProcessor* geometryProcessor, |
35 GrGLInstalledXferProc* xferProcessor, | 35 GrGLSLXferProcessor* xferProcessor, |
36 GrGLInstalledFragProcs* fragmentProcessors, | 36 const GrGLSLFragProcs& fragmentProcessors, |
37 SkTArray<UniformHandle>* passSamplerUniforms) | 37 SkTArray<UniformHandle>* passSamplerUniforms) |
38 : fBuiltinUniformHandles(builtinUniforms) | 38 : fBuiltinUniformHandles(builtinUniforms) |
39 , fProgramID(programID) | 39 , fProgramID(programID) |
40 , fGeometryProcessor(geometryProcessor) | 40 , fGeometryProcessor(geometryProcessor) |
41 , fXferProcessor(xferProcessor) | 41 , fXferProcessor(xferProcessor) |
42 , fFragmentProcessors(SkRef(fragmentProcessors)) | 42 , fFragmentProcessors(fragmentProcessors) |
43 , fDesc(desc) | 43 , fDesc(desc) |
44 , fGpu(gpu) | 44 , fGpu(gpu) |
45 , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) { | 45 , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) { |
46 fSamplerUniforms.swap(passSamplerUniforms); | 46 fSamplerUniforms.swap(passSamplerUniforms); |
47 // Assign texture units to sampler uniforms one time up front. | 47 // Assign texture units to sampler uniforms one time up front. |
48 GL_CALL(UseProgram(fProgramID)); | 48 GL_CALL(UseProgram(fProgramID)); |
49 for (int i = 0; i < fSamplerUniforms.count(); i++) { | 49 for (int i = 0; i < fSamplerUniforms.count(); i++) { |
50 fProgramDataManager.setSampler(fSamplerUniforms[i], i); | 50 fProgramDataManager.setSampler(fSamplerUniforms[i], i); |
51 } | 51 } |
52 } | 52 } |
53 | 53 |
54 GrGLProgram::~GrGLProgram() { | 54 GrGLProgram::~GrGLProgram() { |
55 if (fProgramID) { | 55 if (fProgramID) { |
56 GL_CALL(DeleteProgram(fProgramID)); | 56 GL_CALL(DeleteProgram(fProgramID)); |
57 } | 57 } |
| 58 for (int i = 0; i < fFragmentProcessors.count(); ++i) { |
| 59 delete fFragmentProcessors[i]; |
| 60 } |
58 } | 61 } |
59 | 62 |
60 void GrGLProgram::abandon() { | 63 void GrGLProgram::abandon() { |
61 fProgramID = 0; | 64 fProgramID = 0; |
62 } | 65 } |
63 | 66 |
64 /////////////////////////////////////////////////////////////////////////////// | 67 /////////////////////////////////////////////////////////////////////////////// |
65 | 68 |
66 template <class Proc> | 69 static void append_texture_bindings(const GrProcessor& processor, |
67 static void append_texture_bindings(const Proc* ip, | |
68 const GrProcessor& processor, | |
69 SkTArray<const GrTextureAccess*>* textureBin
dings) { | 70 SkTArray<const GrTextureAccess*>* textureBin
dings) { |
70 if (int numTextures = processor.numTextures()) { | 71 if (int numTextures = processor.numTextures()) { |
71 SkASSERT(textureBindings->count() == ip->fSamplersIdx); | |
72 const GrTextureAccess** bindings = textureBindings->push_back_n(numTextu
res); | 72 const GrTextureAccess** bindings = textureBindings->push_back_n(numTextu
res); |
73 int i = 0; | 73 int i = 0; |
74 do { | 74 do { |
75 bindings[i] = &processor.textureAccess(i); | 75 bindings[i] = &processor.textureAccess(i); |
76 } while (++i < numTextures); | 76 } while (++i < numTextures); |
77 } | 77 } |
78 } | 78 } |
79 | 79 |
80 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, | 80 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, |
81 const GrPipeline& pipeline, | 81 const GrPipeline& pipeline, |
82 SkTArray<const GrTextureAccess*>* textureBindings) { | 82 SkTArray<const GrTextureAccess*>* textureBindings) { |
83 this->setRenderTargetState(primProc, pipeline); | 83 this->setRenderTargetState(primProc, pipeline); |
84 | 84 |
85 // we set the textures, and uniforms for installed processors in a generic w
ay, but subclasses | 85 // we set the textures, and uniforms for installed processors in a generic w
ay, but subclasses |
86 // of GLProgram determine how to set coord transforms | 86 // of GLProgram determine how to set coord transforms |
87 fGeometryProcessor->fGLProc->setData(fProgramDataManager, primProc); | 87 fGeometryProcessor->setData(fProgramDataManager, primProc); |
88 append_texture_bindings(fGeometryProcessor.get(), primProc, textureBindings)
; | 88 append_texture_bindings(primProc, textureBindings); |
89 | 89 |
90 this->setFragmentData(primProc, pipeline, textureBindings); | 90 this->setFragmentData(primProc, pipeline, textureBindings); |
91 | 91 |
92 const GrXferProcessor& xp = pipeline.getXferProcessor(); | 92 const GrXferProcessor& xp = pipeline.getXferProcessor(); |
93 fXferProcessor->fGLProc->setData(fProgramDataManager, xp); | 93 fXferProcessor->setData(fProgramDataManager, xp); |
94 append_texture_bindings(fXferProcessor.get(), xp, textureBindings); | 94 append_texture_bindings(xp, textureBindings); |
95 } | 95 } |
96 | 96 |
97 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, | 97 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, |
98 const GrPipeline& pipeline, | 98 const GrPipeline& pipeline, |
99 SkTArray<const GrTextureAccess*>* textureBindi
ngs) { | 99 SkTArray<const GrTextureAccess*>* textureBindi
ngs) { |
100 int numProcessors = fFragmentProcessors->fProcs.count(); | 100 int numProcessors = fFragmentProcessors.count(); |
101 for (int i = 0; i < numProcessors; ++i) { | 101 for (int i = 0; i < numProcessors; ++i) { |
102 const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); | 102 const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); |
103 fFragmentProcessors->fProcs[i]->fGLProc->setData(fProgramDataManager, pr
ocessor); | 103 fFragmentProcessors[i]->setData(fProgramDataManager, processor); |
104 this->setTransformData(primProc, | 104 this->setTransformData(primProc, processor, i); |
105 processor, | 105 append_texture_bindings(processor, textureBindings); |
106 i, | |
107 fFragmentProcessors->fProcs[i]); | |
108 append_texture_bindings(fFragmentProcessors->fProcs[i], processor, textu
reBindings); | |
109 } | 106 } |
110 } | 107 } |
111 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, | 108 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, |
112 const GrFragmentProcessor& processor, | 109 const GrFragmentProcessor& processor, |
113 int index, | 110 int index) { |
114 GrGLInstalledFragProc* ip) { | 111 fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index, |
115 GrGLSLPrimitiveProcessor* gp = fGeometryProcessor.get()->fGLProc.get(); | 112 processor.coordTransforms()); |
116 gp->setTransformData(primProc, fProgramDataManager, index, | |
117 processor.coordTransforms()); | |
118 } | 113 } |
119 | 114 |
120 void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, | 115 void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, |
121 const GrPipeline& pipeline) { | 116 const GrPipeline& pipeline) { |
122 // Load the RT height uniform if it is needed to y-flip gl_FragCoord. | 117 // Load the RT height uniform if it is needed to y-flip gl_FragCoord. |
123 if (fBuiltinUniformHandles.fRTHeightUni.isValid() && | 118 if (fBuiltinUniformHandles.fRTHeightUni.isValid() && |
124 fRenderTargetState.fRenderTargetSize.fHeight != pipeline.getRenderTarget
()->height()) { | 119 fRenderTargetState.fRenderTargetSize.fHeight != pipeline.getRenderTarget
()->height()) { |
125 fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, | 120 fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, |
126 SkIntToScalar(pipeline.getRenderTarget()->hei
ght())); | 121 SkIntToScalar(pipeline.getRenderTarget()->hei
ght())); |
127 } | 122 } |
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140 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); | 135 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); |
141 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni,
1, rtAdjustmentVec); | 136 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni,
1, rtAdjustmentVec); |
142 } | 137 } |
143 } else { | 138 } else { |
144 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); | 139 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); |
145 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); | 140 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); |
146 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), | 141 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), |
147 size, rt->origin()); | 142 size, rt->origin()); |
148 } | 143 } |
149 } | 144 } |
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