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, OFFSET, COUNT) \ | 14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ |
15 SkASSERT(offset + arrayCount <= uni.fArrayCount || \ | 15 SkASSERT(arrayCount <= uni.fArrayCount || \ |
16 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray ==
uni.fArrayCount)) | 16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun
t)) |
| 17 |
| 18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { |
| 19 fUsingBindUniform = fGpu->glInterface()->fBindUniformLocation != NULL; |
| 20 } |
17 | 21 |
18 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ
e, int arrayCount) { | 22 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ
e, int arrayCount) { |
19 int idx = fUniforms.count(); | 23 int idx = fUniforms.count(); |
20 Uniform& uni = fUniforms.push_back(); | 24 Uniform& uni = fUniforms.push_back(); |
21 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); | 25 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
22 uni.fArrayCount = arrayCount; | 26 uni.fArrayCount = arrayCount; |
23 uni.fType = type; | 27 uni.fType = type; |
24 uni.fVSLocation = kUnusedUniform; | 28 uni.fVSLocation = kUnusedUniform; |
25 uni.fFSLocation = kUnusedUniform; | 29 uni.fFSLocation = kUnusedUniform; |
26 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); | 30 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); |
(...skipping 22 matching lines...) Expand all Loading... |
49 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 53 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
50 if (kUnusedUniform != uni.fFSLocation) { | 54 if (kUnusedUniform != uni.fFSLocation) { |
51 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); | 55 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); |
52 } | 56 } |
53 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 57 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
54 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); | 58 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); |
55 } | 59 } |
56 } | 60 } |
57 | 61 |
58 void GrGLUniformManager::set1fv(UniformHandle u, | 62 void GrGLUniformManager::set1fv(UniformHandle u, |
59 int offset, | |
60 int arrayCount, | 63 int arrayCount, |
61 const GrGLfloat v[]) const { | 64 const GrGLfloat v[]) const { |
62 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 65 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
63 SkASSERT(uni.fType == kFloat_GrSLType); | 66 SkASSERT(uni.fType == kFloat_GrSLType); |
64 SkASSERT(arrayCount > 0); | 67 SkASSERT(arrayCount > 0); |
65 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 68 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
66 // This assert fires in some instances of the two-pt gradient for its VSPara
ms. | 69 // This assert fires in some instances of the two-pt gradient for its VSPara
ms. |
67 // Once the uniform manager is responsible for inserting the duplicate unifo
rm | 70 // Once the uniform manager is responsible for inserting the duplicate unifo
rm |
68 // arrays in VS and FS driver bug workaround, this can be enabled. | 71 // arrays in VS and FS driver bug workaround, this can be enabled. |
69 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc
ation); | 72 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc
ation); |
70 if (kUnusedUniform != uni.fFSLocation) { | 73 if (kUnusedUniform != uni.fFSLocation) { |
71 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation + offset, arr
ayCount, v)); | 74 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount,
v)); |
72 } | 75 } |
73 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 76 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
74 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation + offset, arr
ayCount, v)); | 77 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount,
v)); |
75 } | 78 } |
76 } | 79 } |
77 | 80 |
78 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
t { | 81 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
t { |
79 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 82 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
80 SkASSERT(uni.fType == kVec2f_GrSLType); | 83 SkASSERT(uni.fType == kVec2f_GrSLType); |
81 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 84 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
82 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 85 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
83 if (kUnusedUniform != uni.fFSLocation) { | 86 if (kUnusedUniform != uni.fFSLocation) { |
84 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); | 87 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); |
85 } | 88 } |
86 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 89 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
87 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); | 90 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); |
88 } | 91 } |
89 } | 92 } |
90 | 93 |
91 void GrGLUniformManager::set2fv(UniformHandle u, | 94 void GrGLUniformManager::set2fv(UniformHandle u, |
92 int offset, | |
93 int arrayCount, | 95 int arrayCount, |
94 const GrGLfloat v[]) const { | 96 const GrGLfloat v[]) const { |
95 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 97 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
96 SkASSERT(uni.fType == kVec2f_GrSLType); | 98 SkASSERT(uni.fType == kVec2f_GrSLType); |
97 SkASSERT(arrayCount > 0); | 99 SkASSERT(arrayCount > 0); |
98 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 100 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
99 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 101 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
100 if (kUnusedUniform != uni.fFSLocation) { | 102 if (kUnusedUniform != uni.fFSLocation) { |
101 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation + offset, arr
ayCount, v)); | 103 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount,
v)); |
102 } | 104 } |
103 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 105 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation + offset, arr
ayCount, v)); | 106 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount,
v)); |
105 } | 107 } |
106 } | 108 } |
107 | 109 |
108 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
float v2) const { | 110 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
float v2) const { |
109 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 111 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
110 SkASSERT(uni.fType == kVec3f_GrSLType); | 112 SkASSERT(uni.fType == kVec3f_GrSLType); |
111 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 113 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
112 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 114 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
113 if (kUnusedUniform != uni.fFSLocation) { | 115 if (kUnusedUniform != uni.fFSLocation) { |
114 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); | 116 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); |
115 } | 117 } |
116 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 118 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); | 119 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); |
118 } | 120 } |
119 } | 121 } |
120 | 122 |
121 void GrGLUniformManager::set3fv(UniformHandle u, | 123 void GrGLUniformManager::set3fv(UniformHandle u, |
122 int offset, | |
123 int arrayCount, | 124 int arrayCount, |
124 const GrGLfloat v[]) const { | 125 const GrGLfloat v[]) const { |
125 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 126 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
126 SkASSERT(uni.fType == kVec3f_GrSLType); | 127 SkASSERT(uni.fType == kVec3f_GrSLType); |
127 SkASSERT(arrayCount > 0); | 128 SkASSERT(arrayCount > 0); |
128 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 129 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
129 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 130 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
130 if (kUnusedUniform != uni.fFSLocation) { | 131 if (kUnusedUniform != uni.fFSLocation) { |
131 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation + offset, arr
ayCount, v)); | 132 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount,
v)); |
132 } | 133 } |
133 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 134 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
134 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation + offset, arr
ayCount, v)); | 135 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount,
v)); |
135 } | 136 } |
136 } | 137 } |
137 | 138 |
138 void GrGLUniformManager::set4f(UniformHandle u, | 139 void GrGLUniformManager::set4f(UniformHandle u, |
139 GrGLfloat v0, | 140 GrGLfloat v0, |
140 GrGLfloat v1, | 141 GrGLfloat v1, |
141 GrGLfloat v2, | 142 GrGLfloat v2, |
142 GrGLfloat v3) const { | 143 GrGLfloat v3) const { |
143 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 144 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
144 SkASSERT(uni.fType == kVec4f_GrSLType); | 145 SkASSERT(uni.fType == kVec4f_GrSLType); |
145 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 146 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
146 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 147 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
147 if (kUnusedUniform != uni.fFSLocation) { | 148 if (kUnusedUniform != uni.fFSLocation) { |
148 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v
3)); | 149 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v
3)); |
149 } | 150 } |
150 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 151 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
151 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v
3)); | 152 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v
3)); |
152 } | 153 } |
153 } | 154 } |
154 | 155 |
155 void GrGLUniformManager::set4fv(UniformHandle u, | 156 void GrGLUniformManager::set4fv(UniformHandle u, |
156 int offset, | |
157 int arrayCount, | 157 int arrayCount, |
158 const GrGLfloat v[]) const { | 158 const GrGLfloat v[]) const { |
159 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 159 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
160 SkASSERT(uni.fType == kVec4f_GrSLType); | 160 SkASSERT(uni.fType == kVec4f_GrSLType); |
161 SkASSERT(arrayCount > 0); | 161 SkASSERT(arrayCount > 0); |
| 162 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
162 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 163 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
163 if (kUnusedUniform != uni.fFSLocation) { | 164 if (kUnusedUniform != uni.fFSLocation) { |
164 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation + offset, arr
ayCount, v)); | 165 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount,
v)); |
165 } | 166 } |
166 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 167 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
167 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation + offset, arr
ayCount, v)); | 168 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount,
v)); |
168 } | 169 } |
169 } | 170 } |
170 | 171 |
171 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
const { | 172 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
const { |
172 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 173 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
173 SkASSERT(uni.fType == kMat33f_GrSLType); | 174 SkASSERT(uni.fType == kMat33f_GrSLType); |
174 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 175 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
175 // TODO: Re-enable this assert once texture matrices aren't forced on all ef
fects | 176 // TODO: Re-enable this assert once texture matrices aren't forced on all ef
fects |
176 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); | 177 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); |
177 if (kUnusedUniform != uni.fFSLocation) { | 178 if (kUnusedUniform != uni.fFSLocation) { |
(...skipping 11 matching lines...) Expand all Loading... |
189 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 190 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
190 if (kUnusedUniform != uni.fFSLocation) { | 191 if (kUnusedUniform != uni.fFSLocation) { |
191 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal
se, matrix)); | 192 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal
se, matrix)); |
192 } | 193 } |
193 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 194 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
194 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal
se, matrix)); | 195 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal
se, matrix)); |
195 } | 196 } |
196 } | 197 } |
197 | 198 |
198 void GrGLUniformManager::setMatrix3fv(UniformHandle u, | 199 void GrGLUniformManager::setMatrix3fv(UniformHandle u, |
199 int offset, | |
200 int arrayCount, | 200 int arrayCount, |
201 const GrGLfloat matrices[]) const { | 201 const GrGLfloat matrices[]) const { |
202 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 202 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
203 SkASSERT(uni.fType == kMat33f_GrSLType); | 203 SkASSERT(uni.fType == kMat33f_GrSLType); |
204 SkASSERT(arrayCount > 0); | 204 SkASSERT(arrayCount > 0); |
205 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 205 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
206 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 206 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
207 if (kUnusedUniform != uni.fFSLocation) { | 207 if (kUnusedUniform != uni.fFSLocation) { |
208 GR_GL_CALL(fGpu->glInterface(), | 208 GR_GL_CALL(fGpu->glInterface(), |
209 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); | 209 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices
)); |
210 } | 210 } |
211 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 211 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
212 GR_GL_CALL(fGpu->glInterface(), | 212 GR_GL_CALL(fGpu->glInterface(), |
213 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); | 213 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices
)); |
214 } | 214 } |
215 } | 215 } |
216 | 216 |
217 void GrGLUniformManager::setMatrix4fv(UniformHandle u, | 217 void GrGLUniformManager::setMatrix4fv(UniformHandle u, |
218 int offset, | |
219 int arrayCount, | 218 int arrayCount, |
220 const GrGLfloat matrices[]) const { | 219 const GrGLfloat matrices[]) const { |
221 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 220 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
222 SkASSERT(uni.fType == kMat44f_GrSLType); | 221 SkASSERT(uni.fType == kMat44f_GrSLType); |
223 SkASSERT(arrayCount > 0); | 222 SkASSERT(arrayCount > 0); |
224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 223 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 224 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
226 if (kUnusedUniform != uni.fFSLocation) { | 225 if (kUnusedUniform != uni.fFSLocation) { |
227 GR_GL_CALL(fGpu->glInterface(), | 226 GR_GL_CALL(fGpu->glInterface(), |
228 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); | 227 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices
)); |
229 } | 228 } |
230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 229 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
231 GR_GL_CALL(fGpu->glInterface(), | 230 GR_GL_CALL(fGpu->glInterface(), |
232 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); | 231 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices
)); |
233 } | 232 } |
234 } | 233 } |
235 | 234 |
236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { | 235 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { |
237 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); | 236 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); |
238 GrGLfloat mt[] = { | 237 GrGLfloat mt[] = { |
239 matrix.get(SkMatrix::kMScaleX), | 238 matrix.get(SkMatrix::kMScaleX), |
240 matrix.get(SkMatrix::kMSkewY), | 239 matrix.get(SkMatrix::kMSkewY), |
241 matrix.get(SkMatrix::kMPersp0), | 240 matrix.get(SkMatrix::kMPersp0), |
242 matrix.get(SkMatrix::kMSkewX), | 241 matrix.get(SkMatrix::kMSkewX), |
243 matrix.get(SkMatrix::kMScaleY), | 242 matrix.get(SkMatrix::kMScaleY), |
244 matrix.get(SkMatrix::kMPersp1), | 243 matrix.get(SkMatrix::kMPersp1), |
245 matrix.get(SkMatrix::kMTransX), | 244 matrix.get(SkMatrix::kMTransX), |
246 matrix.get(SkMatrix::kMTransY), | 245 matrix.get(SkMatrix::kMTransY), |
247 matrix.get(SkMatrix::kMPersp2), | 246 matrix.get(SkMatrix::kMPersp2), |
248 }; | 247 }; |
249 this->setMatrix3f(u, mt); | 248 this->setMatrix3f(u, mt); |
250 } | 249 } |
251 | 250 |
252 | 251 |
253 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { | 252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { |
254 SkASSERT(uniforms.count() == fUniforms.count()); | 253 SkASSERT(uniforms.count() == fUniforms.count()); |
255 int count = fUniforms.count(); | 254 int count = fUniforms.count(); |
256 for (int i = 0; i < count; ++i) { | 255 for (int i = 0; i < count; ++i) { |
257 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); | 256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
258 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); | 257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); |
259 GrGLint location; | 258 GrGLint location; |
260 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. | 259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. |
261 GR_GL_CALL_RET(fGpu->glInterface(), location, | 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, |
262 GetUniformLocation(programID, uniforms[i].fVariable.c_str
())); | 266 GetUniformLocation(programID, uniforms[i].fVariable.c_str
())); |
| 267 } |
263 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { | 268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { |
264 fUniforms[i].fVSLocation = location; | 269 fUniforms[i].fVSLocation = location; |
265 } | 270 } |
266 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { | 271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { |
267 fUniforms[i].fFSLocation = location; | 272 fUniforms[i].fFSLocation = location; |
268 } | 273 } |
269 } | 274 } |
270 } | 275 } |
271 | 276 |
272 const GrGLUniformManager::BuilderUniform& | 277 const GrGLUniformManager::BuilderUniform& |
273 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { | 278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { |
274 return array[handle.toUniformIndex()]; | 279 return array[handle.toUniformIndex()]; |
275 } | 280 } |
OLD | NEW |