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Side by Side Diff: src/gpu/gl/GrGLProgramDataManager.cpp

Issue 426553011: Make GrGLProgram be available to GrGLProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix win warning Created 6 years, 4 months ago
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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 }
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