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Side by Side Diff: src/gpu/gl/GrGLProgramDataManager.cpp

Issue 365853002: Rename GrGLUniformManager to GrGLProgramResourceManager (Closed) Base URL: https://skia.googlesource.com/skia.git@02-path-program-fragment
Patch Set: rebase Created 6 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 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 "gl/GrGLShaderBuilder.h" 8 #include "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h" 9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h" 10 #include "gl/GrGLUniformHandle.h"
11 #include "gl/GrGpuGL.h" 11 #include "gl/GrGpuGL.h"
12 #include "SkMatrix.h" 12 #include "SkMatrix.h"
13 13
14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ 14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
15 SkASSERT(arrayCount <= uni.fArrayCount || \ 15 SkASSERT(arrayCount <= uni.fArrayCount || \
16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t)) 16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t))
17 17
18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { 18 GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu) : fGpu(gpu) {
19 // skbug.com/2056 19 // skbug.com/2056
20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; 20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
21 } 21 }
22 22
23 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ e, int arrayCount) { 23 GrGLProgramDataManager::UniformHandle GrGLProgramDataManager::appendUniform(GrSL Type type, int arrayCount) {
24 int idx = fUniforms.count(); 24 int idx = fUniforms.count();
25 Uniform& uni = fUniforms.push_back(); 25 Uniform& uni = fUniforms.push_back();
26 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); 26 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
27 uni.fArrayCount = arrayCount; 27 uni.fArrayCount = arrayCount;
28 uni.fType = type; 28 uni.fType = type;
29 uni.fVSLocation = kUnusedUniform; 29 uni.fVSLocation = kUnusedUniform;
30 uni.fFSLocation = kUnusedUniform; 30 uni.fFSLocation = kUnusedUniform;
31 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); 31 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(idx);
32 } 32 }
33 33
34 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { 34 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
35 const Uniform& uni = fUniforms[u.toUniformIndex()]; 35 const Uniform& uni = fUniforms[u.toUniformIndex()];
36 SkASSERT(uni.fType == kSampler2D_GrSLType); 36 SkASSERT(uni.fType == kSampler2D_GrSLType);
37 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 37 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
38 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not 38 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not
39 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert 39 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert
40 // once stages insert their own samplers. 40 // once stages insert their own samplers.
41 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation); 41 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation);
42 if (kUnusedUniform != uni.fFSLocation) { 42 if (kUnusedUniform != uni.fFSLocation) {
43 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); 43 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
44 } 44 }
45 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 45 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
46 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); 46 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
47 } 47 }
48 } 48 }
49 49
50 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { 50 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
51 const Uniform& uni = fUniforms[u.toUniformIndex()]; 51 const Uniform& uni = fUniforms[u.toUniformIndex()];
52 SkASSERT(uni.fType == kFloat_GrSLType); 52 SkASSERT(uni.fType == kFloat_GrSLType);
53 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 53 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
54 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 54 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
55 if (kUnusedUniform != uni.fFSLocation) { 55 if (kUnusedUniform != uni.fFSLocation) {
56 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); 56 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
57 } 57 }
58 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 58 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
59 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); 59 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
60 } 60 }
61 } 61 }
62 62
63 void GrGLUniformManager::set1fv(UniformHandle u, 63 void GrGLProgramDataManager::set1fv(UniformHandle u,
64 int arrayCount, 64 int arrayCount,
65 const GrGLfloat v[]) const { 65 const GrGLfloat v[]) const {
66 const Uniform& uni = fUniforms[u.toUniformIndex()]; 66 const Uniform& uni = fUniforms[u.toUniformIndex()];
67 SkASSERT(uni.fType == kFloat_GrSLType); 67 SkASSERT(uni.fType == kFloat_GrSLType);
68 SkASSERT(arrayCount > 0); 68 SkASSERT(arrayCount > 0);
69 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 69 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
70 // This assert fires in some instances of the two-pt gradient for its VSPara ms. 70 // This assert fires in some instances of the two-pt gradient for its VSPara ms.
71 // Once the uniform manager is responsible for inserting the duplicate unifo rm 71 // Once the uniform manager is responsible for inserting the duplicate unifo rm
72 // arrays in VS and FS driver bug workaround, this can be enabled. 72 // arrays in VS and FS driver bug workaround, this can be enabled.
73 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc ation); 73 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc ation);
74 if (kUnusedUniform != uni.fFSLocation) { 74 if (kUnusedUniform != uni.fFSLocation) {
75 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); 75 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
76 } 76 }
77 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 77 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
78 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); 78 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
79 } 79 }
80 } 80 }
81 81
82 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons t { 82 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
83 const Uniform& uni = fUniforms[u.toUniformIndex()]; 83 const Uniform& uni = fUniforms[u.toUniformIndex()];
84 SkASSERT(uni.fType == kVec2f_GrSLType); 84 SkASSERT(uni.fType == kVec2f_GrSLType);
85 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 85 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
86 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 86 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
87 if (kUnusedUniform != uni.fFSLocation) { 87 if (kUnusedUniform != uni.fFSLocation) {
88 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); 88 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
89 } 89 }
90 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 90 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
91 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); 91 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
92 } 92 }
93 } 93 }
94 94
95 void GrGLUniformManager::set2fv(UniformHandle u, 95 void GrGLProgramDataManager::set2fv(UniformHandle u,
96 int arrayCount, 96 int arrayCount,
97 const GrGLfloat v[]) const { 97 const GrGLfloat v[]) const {
98 const Uniform& uni = fUniforms[u.toUniformIndex()]; 98 const Uniform& uni = fUniforms[u.toUniformIndex()];
99 SkASSERT(uni.fType == kVec2f_GrSLType); 99 SkASSERT(uni.fType == kVec2f_GrSLType);
100 SkASSERT(arrayCount > 0); 100 SkASSERT(arrayCount > 0);
101 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 101 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
102 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 102 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
103 if (kUnusedUniform != uni.fFSLocation) { 103 if (kUnusedUniform != uni.fFSLocation) {
104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); 104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
105 } 105 }
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); 107 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
108 } 108 }
109 } 109 }
110 110
111 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL float v2) const { 111 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
112 const Uniform& uni = fUniforms[u.toUniformIndex()]; 112 const Uniform& uni = fUniforms[u.toUniformIndex()];
113 SkASSERT(uni.fType == kVec3f_GrSLType); 113 SkASSERT(uni.fType == kVec3f_GrSLType);
114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
115 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 115 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
116 if (kUnusedUniform != uni.fFSLocation) { 116 if (kUnusedUniform != uni.fFSLocation) {
117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); 117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
118 } 118 }
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); 120 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
121 } 121 }
122 } 122 }
123 123
124 void GrGLUniformManager::set3fv(UniformHandle u, 124 void GrGLProgramDataManager::set3fv(UniformHandle u,
125 int arrayCount, 125 int arrayCount,
126 const GrGLfloat v[]) const { 126 const GrGLfloat v[]) const {
127 const Uniform& uni = fUniforms[u.toUniformIndex()]; 127 const Uniform& uni = fUniforms[u.toUniformIndex()];
128 SkASSERT(uni.fType == kVec3f_GrSLType); 128 SkASSERT(uni.fType == kVec3f_GrSLType);
129 SkASSERT(arrayCount > 0); 129 SkASSERT(arrayCount > 0);
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
131 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 131 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
132 if (kUnusedUniform != uni.fFSLocation) { 132 if (kUnusedUniform != uni.fFSLocation) {
133 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); 133 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
134 } 134 }
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); 136 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
137 } 137 }
138 } 138 }
139 139
140 void GrGLUniformManager::set4f(UniformHandle u, 140 void GrGLProgramDataManager::set4f(UniformHandle u,
141 GrGLfloat v0, 141 GrGLfloat v0,
142 GrGLfloat v1, 142 GrGLfloat v1,
143 GrGLfloat v2, 143 GrGLfloat v2,
144 GrGLfloat v3) const { 144 GrGLfloat v3) const {
145 const Uniform& uni = fUniforms[u.toUniformIndex()]; 145 const Uniform& uni = fUniforms[u.toUniformIndex()];
146 SkASSERT(uni.fType == kVec4f_GrSLType); 146 SkASSERT(uni.fType == kVec4f_GrSLType);
147 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 147 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
148 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 148 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
149 if (kUnusedUniform != uni.fFSLocation) { 149 if (kUnusedUniform != uni.fFSLocation) {
150 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3)); 150 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3));
151 } 151 }
152 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 152 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
153 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3)); 153 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3));
154 } 154 }
155 } 155 }
156 156
157 void GrGLUniformManager::set4fv(UniformHandle u, 157 void GrGLProgramDataManager::set4fv(UniformHandle u,
158 int arrayCount, 158 int arrayCount,
159 const GrGLfloat v[]) const { 159 const GrGLfloat v[]) const {
160 const Uniform& uni = fUniforms[u.toUniformIndex()]; 160 const Uniform& uni = fUniforms[u.toUniformIndex()];
161 SkASSERT(uni.fType == kVec4f_GrSLType); 161 SkASSERT(uni.fType == kVec4f_GrSLType);
162 SkASSERT(arrayCount > 0); 162 SkASSERT(arrayCount > 0);
163 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 163 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
164 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 164 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
165 if (kUnusedUniform != uni.fFSLocation) { 165 if (kUnusedUniform != uni.fFSLocation) {
166 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); 166 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
167 } 167 }
168 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 168 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
169 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); 169 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
170 } 170 }
171 } 171 }
172 172
173 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { 173 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix []) const {
174 const Uniform& uni = fUniforms[u.toUniformIndex()]; 174 const Uniform& uni = fUniforms[u.toUniformIndex()];
175 SkASSERT(uni.fType == kMat33f_GrSLType); 175 SkASSERT(uni.fType == kMat33f_GrSLType);
176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
177 // TODO: Re-enable this assert once texture matrices aren't forced on all ef fects 177 // TODO: Re-enable this assert once texture matrices aren't forced on all ef fects
178 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation); 178 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation);
179 if (kUnusedUniform != uni.fFSLocation) { 179 if (kUnusedUniform != uni.fFSLocation) {
180 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix)); 180 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix));
181 } 181 }
182 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 182 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
183 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix)); 183 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix));
184 } 184 }
185 } 185 }
186 186
187 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { 187 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix []) const {
188 const Uniform& uni = fUniforms[u.toUniformIndex()]; 188 const Uniform& uni = fUniforms[u.toUniformIndex()];
189 SkASSERT(uni.fType == kMat44f_GrSLType); 189 SkASSERT(uni.fType == kMat44f_GrSLType);
190 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 190 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
191 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 191 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
192 if (kUnusedUniform != uni.fFSLocation) { 192 if (kUnusedUniform != uni.fFSLocation) {
193 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix)); 193 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix));
194 } 194 }
195 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 195 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
196 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix)); 196 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix));
197 } 197 }
198 } 198 }
199 199
200 void GrGLUniformManager::setMatrix3fv(UniformHandle u, 200 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
201 int arrayCount, 201 int arrayCount,
202 const GrGLfloat matrices[]) const { 202 const GrGLfloat matrices[]) const {
203 const Uniform& uni = fUniforms[u.toUniformIndex()]; 203 const Uniform& uni = fUniforms[u.toUniformIndex()];
204 SkASSERT(uni.fType == kMat33f_GrSLType); 204 SkASSERT(uni.fType == kMat33f_GrSLType);
205 SkASSERT(arrayCount > 0); 205 SkASSERT(arrayCount > 0);
206 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 206 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
207 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 207 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
208 if (kUnusedUniform != uni.fFSLocation) { 208 if (kUnusedUniform != uni.fFSLocation) {
209 GR_GL_CALL(fGpu->glInterface(), 209 GR_GL_CALL(fGpu->glInterface(),
210 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices )); 210 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices ));
211 } 211 }
212 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 212 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
213 GR_GL_CALL(fGpu->glInterface(), 213 GR_GL_CALL(fGpu->glInterface(),
214 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices )); 214 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices ));
215 } 215 }
216 } 216 }
217 217
218 void GrGLUniformManager::setMatrix4fv(UniformHandle u, 218 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
219 int arrayCount, 219 int arrayCount,
220 const GrGLfloat matrices[]) const { 220 const GrGLfloat matrices[]) const {
221 const Uniform& uni = fUniforms[u.toUniformIndex()]; 221 const Uniform& uni = fUniforms[u.toUniformIndex()];
222 SkASSERT(uni.fType == kMat44f_GrSLType); 222 SkASSERT(uni.fType == kMat44f_GrSLType);
223 SkASSERT(arrayCount > 0); 223 SkASSERT(arrayCount > 0);
224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
226 if (kUnusedUniform != uni.fFSLocation) { 226 if (kUnusedUniform != uni.fFSLocation) {
227 GR_GL_CALL(fGpu->glInterface(), 227 GR_GL_CALL(fGpu->glInterface(),
228 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices )); 228 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices ));
229 } 229 }
230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
231 GR_GL_CALL(fGpu->glInterface(), 231 GR_GL_CALL(fGpu->glInterface(),
232 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices )); 232 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices ));
233 } 233 }
234 } 234 }
235 235
236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co nst { 236 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix ) const {
237 GrGLfloat mt[] = { 237 GrGLfloat mt[] = {
238 matrix.get(SkMatrix::kMScaleX), 238 matrix.get(SkMatrix::kMScaleX),
239 matrix.get(SkMatrix::kMSkewY), 239 matrix.get(SkMatrix::kMSkewY),
240 matrix.get(SkMatrix::kMPersp0), 240 matrix.get(SkMatrix::kMPersp0),
241 matrix.get(SkMatrix::kMSkewX), 241 matrix.get(SkMatrix::kMSkewX),
242 matrix.get(SkMatrix::kMScaleY), 242 matrix.get(SkMatrix::kMScaleY),
243 matrix.get(SkMatrix::kMPersp1), 243 matrix.get(SkMatrix::kMPersp1),
244 matrix.get(SkMatrix::kMTransX), 244 matrix.get(SkMatrix::kMTransX),
245 matrix.get(SkMatrix::kMTransY), 245 matrix.get(SkMatrix::kMTransY),
246 matrix.get(SkMatrix::kMPersp2), 246 matrix.get(SkMatrix::kMPersp2),
247 }; 247 };
248 this->setMatrix3f(u, mt); 248 this->setMatrix3f(u, mt);
249 } 249 }
250 250
251 251
252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn iformArray& uniforms) { 252 void GrGLProgramDataManager::getUniformLocations(GrGLuint programID, const Build erUniformArray& uniforms) {
253 SkASSERT(uniforms.count() == fUniforms.count()); 253 SkASSERT(uniforms.count() == fUniforms.count());
254 int count = fUniforms.count(); 254 int count = fUniforms.count();
255 for (int i = 0; i < count; ++i) { 255 for (int i = 0; i < count; ++i) {
256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); 256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType);
257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou nt); 257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou nt);
258 GrGLint location; 258 GrGLint location;
259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he re. 259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he re.
260 if (fUsingBindUniform) { 260 if (fUsingBindUniform) {
261 location = i; 261 location = i;
262 GR_GL_CALL(fGpu->glInterface(), 262 GR_GL_CALL(fGpu->glInterface(),
263 BindUniformLocation(programID, location, uniforms[i].fVar iable.c_str())); 263 BindUniformLocation(programID, location, uniforms[i].fVar iable.c_str()));
264 } else { 264 } else {
265 GR_GL_CALL_RET(fGpu->glInterface(), location, 265 GR_GL_CALL_RET(fGpu->glInterface(), location,
266 GetUniformLocation(programID, uniforms[i].fVariable.c_str ())); 266 GetUniformLocation(programID, uniforms[i].fVariable.c_str ()));
267 } 267 }
268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { 268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
269 fUniforms[i].fVSLocation = location; 269 fUniforms[i].fVSLocation = location;
270 } 270 }
271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { 271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
272 fUniforms[i].fFSLocation = location; 272 fUniforms[i].fFSLocation = location;
273 } 273 }
274 } 274 }
275 } 275 }
276 276
277 const GrGLUniformManager::BuilderUniform& 277 const GrGLProgramDataManager::BuilderUniform&
278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH andle handle) const { 278 GrGLProgramDataManager::getBuilderUniform(const BuilderUniformArray& array, Unif ormHandle handle) const {
279 return array[handle.toUniformIndex()]; 279 return array[handle.toUniformIndex()];
280 } 280 }
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