| 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()];
|
| -}
|
|
|