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Unified Diff: src/gpu/gl/GrGLUniformManager.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, 5 months ago
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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()];
-}
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