Index: src/gpu/gl/GrGLUniformManager.cpp |
diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp |
deleted file mode 100644 |
index 29679aa409a4c07308fb972f53a45fe268eb8d6b..0000000000000000000000000000000000000000 |
--- a/src/gpu/gl/GrGLUniformManager.cpp |
+++ /dev/null |
@@ -1,280 +0,0 @@ |
-/* |
- * 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/GrGLShaderBuilder.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)) |
- |
-GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { |
- // skbug.com/2056 |
- fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; |
-} |
- |
-GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) { |
- int idx = fUniforms.count(); |
- Uniform& uni = fUniforms.push_back(); |
- SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
- uni.fArrayCount = arrayCount; |
- uni.fType = type; |
- uni.fVSLocation = kUnusedUniform; |
- uni.fFSLocation = kUnusedUniform; |
- return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); |
-} |
- |
-void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set1fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat v[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set2fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat v[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set3fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat v[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set4f(UniformHandle u, |
- GrGLfloat v0, |
- GrGLfloat v1, |
- GrGLfloat v2, |
- GrGLfloat v3) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::set4fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat v[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::setMatrix3fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat matrices[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::setMatrix4fv(UniformHandle u, |
- int arrayCount, |
- const GrGLfloat matrices[]) const { |
- const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- 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 GrGLUniformManager::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 GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) { |
- SkASSERT(uniforms.count() == fUniforms.count()); |
- int count = fUniforms.count(); |
- for (int i = 0; i < count; ++i) { |
- SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
- SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); |
- GrGLint location; |
- // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. |
- if (fUsingBindUniform) { |
- location = i; |
- GR_GL_CALL(fGpu->glInterface(), |
- BindUniformLocation(programID, location, uniforms[i].fVariable.c_str())); |
- } else { |
- GR_GL_CALL_RET(fGpu->glInterface(), location, |
- GetUniformLocation(programID, uniforms[i].fVariable.c_str())); |
- } |
- if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { |
- fUniforms[i].fVSLocation = location; |
- } |
- if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { |
- fUniforms[i].fFSLocation = location; |
- } |
- } |
-} |
- |
-const GrGLUniformManager::BuilderUniform& |
-GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const { |
- return array[handle.toUniformIndex()]; |
-} |