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1 /* | |
2 * Copyright 2012 Google Inc. | |
3 * | |
4 * Use of this source code is governed by a BSD-style license that can be | |
5 * found in the LICENSE file. | |
6 */ | |
7 | |
8 #include "gl/GrGLShaderBuilder.h" | |
9 #include "gl/GrGLProgram.h" | |
10 #include "gl/GrGLUniformHandle.h" | |
11 #include "gl/GrGpuGL.h" | |
12 #include "SkMatrix.h" | |
13 | |
14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ | |
15 SkASSERT(arrayCount <= uni.fArrayCount || \ | |
16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun
t)) | |
17 | |
18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { | |
19 // skbug.com/2056 | |
20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation !=
NULL; | |
21 } | |
22 | |
23 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ
e, int arrayCount) { | |
24 int idx = fUniforms.count(); | |
25 Uniform& uni = fUniforms.push_back(); | |
26 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); | |
27 uni.fArrayCount = arrayCount; | |
28 uni.fType = type; | |
29 uni.fVSLocation = kUnusedUniform; | |
30 uni.fFSLocation = kUnusedUniform; | |
31 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); | |
32 } | |
33 | |
34 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { | |
35 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
36 SkASSERT(uni.fType == kSampler2D_GrSLType); | |
37 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
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 | |
40 // once stages insert their own samplers. | |
41 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); | |
42 if (kUnusedUniform != uni.fFSLocation) { | |
43 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); | |
44 } | |
45 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
46 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); | |
47 } | |
48 } | |
49 | |
50 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { | |
51 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
52 SkASSERT(uni.fType == kFloat_GrSLType); | |
53 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
54 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
55 if (kUnusedUniform != uni.fFSLocation) { | |
56 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); | |
57 } | |
58 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
59 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); | |
60 } | |
61 } | |
62 | |
63 void GrGLUniformManager::set1fv(UniformHandle u, | |
64 int arrayCount, | |
65 const GrGLfloat v[]) const { | |
66 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
67 SkASSERT(uni.fType == kFloat_GrSLType); | |
68 SkASSERT(arrayCount > 0); | |
69 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
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 | |
72 // arrays in VS and FS driver bug workaround, this can be enabled. | |
73 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc
ation); | |
74 if (kUnusedUniform != uni.fFSLocation) { | |
75 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount,
v)); | |
76 } | |
77 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
78 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount,
v)); | |
79 } | |
80 } | |
81 | |
82 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
t { | |
83 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
84 SkASSERT(uni.fType == kVec2f_GrSLType); | |
85 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
86 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
87 if (kUnusedUniform != uni.fFSLocation) { | |
88 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); | |
89 } | |
90 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
91 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); | |
92 } | |
93 } | |
94 | |
95 void GrGLUniformManager::set2fv(UniformHandle u, | |
96 int arrayCount, | |
97 const GrGLfloat v[]) const { | |
98 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
99 SkASSERT(uni.fType == kVec2f_GrSLType); | |
100 SkASSERT(arrayCount > 0); | |
101 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
102 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
103 if (kUnusedUniform != uni.fFSLocation) { | |
104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount,
v)); | |
105 } | |
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
107 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount,
v)); | |
108 } | |
109 } | |
110 | |
111 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
float v2) const { | |
112 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
113 SkASSERT(uni.fType == kVec3f_GrSLType); | |
114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
115 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
116 if (kUnusedUniform != uni.fFSLocation) { | |
117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); | |
118 } | |
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
120 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); | |
121 } | |
122 } | |
123 | |
124 void GrGLUniformManager::set3fv(UniformHandle u, | |
125 int arrayCount, | |
126 const GrGLfloat v[]) const { | |
127 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
128 SkASSERT(uni.fType == kVec3f_GrSLType); | |
129 SkASSERT(arrayCount > 0); | |
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
131 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
132 if (kUnusedUniform != uni.fFSLocation) { | |
133 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount,
v)); | |
134 } | |
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
136 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount,
v)); | |
137 } | |
138 } | |
139 | |
140 void GrGLUniformManager::set4f(UniformHandle u, | |
141 GrGLfloat v0, | |
142 GrGLfloat v1, | |
143 GrGLfloat v2, | |
144 GrGLfloat v3) const { | |
145 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
146 SkASSERT(uni.fType == kVec4f_GrSLType); | |
147 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
148 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
149 if (kUnusedUniform != uni.fFSLocation) { | |
150 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v
3)); | |
151 } | |
152 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
153 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v
3)); | |
154 } | |
155 } | |
156 | |
157 void GrGLUniformManager::set4fv(UniformHandle u, | |
158 int arrayCount, | |
159 const GrGLfloat v[]) const { | |
160 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
161 SkASSERT(uni.fType == kVec4f_GrSLType); | |
162 SkASSERT(arrayCount > 0); | |
163 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
164 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
165 if (kUnusedUniform != uni.fFSLocation) { | |
166 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount,
v)); | |
167 } | |
168 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
169 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount,
v)); | |
170 } | |
171 } | |
172 | |
173 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
const { | |
174 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
175 SkASSERT(uni.fType == kMat33f_GrSLType); | |
176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
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); | |
179 if (kUnusedUniform != uni.fFSLocation) { | |
180 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal
se, matrix)); | |
181 } | |
182 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
183 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal
se, matrix)); | |
184 } | |
185 } | |
186 | |
187 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
const { | |
188 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
189 SkASSERT(uni.fType == kMat44f_GrSLType); | |
190 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
191 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
192 if (kUnusedUniform != uni.fFSLocation) { | |
193 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal
se, matrix)); | |
194 } | |
195 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
196 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal
se, matrix)); | |
197 } | |
198 } | |
199 | |
200 void GrGLUniformManager::setMatrix3fv(UniformHandle u, | |
201 int arrayCount, | |
202 const GrGLfloat matrices[]) const { | |
203 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
204 SkASSERT(uni.fType == kMat33f_GrSLType); | |
205 SkASSERT(arrayCount > 0); | |
206 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
207 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
208 if (kUnusedUniform != uni.fFSLocation) { | |
209 GR_GL_CALL(fGpu->glInterface(), | |
210 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices
)); | |
211 } | |
212 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
213 GR_GL_CALL(fGpu->glInterface(), | |
214 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices
)); | |
215 } | |
216 } | |
217 | |
218 void GrGLUniformManager::setMatrix4fv(UniformHandle u, | |
219 int arrayCount, | |
220 const GrGLfloat matrices[]) const { | |
221 const Uniform& uni = fUniforms[u.toUniformIndex()]; | |
222 SkASSERT(uni.fType == kMat44f_GrSLType); | |
223 SkASSERT(arrayCount > 0); | |
224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | |
226 if (kUnusedUniform != uni.fFSLocation) { | |
227 GR_GL_CALL(fGpu->glInterface(), | |
228 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices
)); | |
229 } | |
230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | |
231 GR_GL_CALL(fGpu->glInterface(), | |
232 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices
)); | |
233 } | |
234 } | |
235 | |
236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { | |
237 GrGLfloat mt[] = { | |
238 matrix.get(SkMatrix::kMScaleX), | |
239 matrix.get(SkMatrix::kMSkewY), | |
240 matrix.get(SkMatrix::kMPersp0), | |
241 matrix.get(SkMatrix::kMSkewX), | |
242 matrix.get(SkMatrix::kMScaleY), | |
243 matrix.get(SkMatrix::kMPersp1), | |
244 matrix.get(SkMatrix::kMTransX), | |
245 matrix.get(SkMatrix::kMTransY), | |
246 matrix.get(SkMatrix::kMPersp2), | |
247 }; | |
248 this->setMatrix3f(u, mt); | |
249 } | |
250 | |
251 | |
252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { | |
253 SkASSERT(uniforms.count() == fUniforms.count()); | |
254 int count = fUniforms.count(); | |
255 for (int i = 0; i < count; ++i) { | |
256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); | |
257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); | |
258 GrGLint location; | |
259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. | |
260 if (fUsingBindUniform) { | |
261 location = i; | |
262 GR_GL_CALL(fGpu->glInterface(), | |
263 BindUniformLocation(programID, location, uniforms[i].fVar
iable.c_str())); | |
264 } else { | |
265 GR_GL_CALL_RET(fGpu->glInterface(), location, | |
266 GetUniformLocation(programID, uniforms[i].fVariable.c_str
())); | |
267 } | |
268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { | |
269 fUniforms[i].fVSLocation = location; | |
270 } | |
271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { | |
272 fUniforms[i].fFSLocation = location; | |
273 } | |
274 } | |
275 } | |
276 | |
277 const GrGLUniformManager::BuilderUniform& | |
278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { | |
279 return array[handle.toUniformIndex()]; | |
280 } | |
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