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