| Index: src/gpu/gl/GrGLUniformManager.cpp
|
| diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp
|
| index 74bb651fa4b5a6b55680c9d5be49e9ccaaa45568..2d0b48a2bedf9defecd5b4389fd460d4fb8021f4 100644
|
| --- a/src/gpu/gl/GrGLUniformManager.cpp
|
| +++ b/src/gpu/gl/GrGLUniformManager.cpp
|
| @@ -11,9 +11,13 @@
|
| #include "gl/GrGpuGL.h"
|
| #include "SkMatrix.h"
|
|
|
| -#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
|
| - SkASSERT(offset + arrayCount <= uni.fArrayCount || \
|
| - (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
|
| +#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
|
| + SkASSERT(arrayCount <= uni.fArrayCount || \
|
| + (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
|
| +
|
| +GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {
|
| + fUsingBindUniform = fGpu->glInterface()->fBindUniformLocation != NULL;
|
| +}
|
|
|
| GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
|
| int idx = fUniforms.count();
|
| @@ -56,22 +60,21 @@ void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
|
| }
|
|
|
| void GrGLUniformManager::set1fv(UniformHandle u,
|
| - int offset,
|
| 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, offset, arrayCount);
|
| + 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 + offset, arrayCount, v));
|
| + 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 + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -89,19 +92,18 @@ void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
|
| }
|
|
|
| void GrGLUniformManager::set2fv(UniformHandle u,
|
| - int offset,
|
| 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, offset, arrayCount);
|
| + 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 + offset, arrayCount, v));
|
| + 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 + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -119,19 +121,18 @@ void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
|
| }
|
|
|
| void GrGLUniformManager::set3fv(UniformHandle u,
|
| - int offset,
|
| 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, offset, arrayCount);
|
| + 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 + offset, arrayCount, v));
|
| + 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 + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -153,18 +154,18 @@ void GrGLUniformManager::set4f(UniformHandle u,
|
| }
|
|
|
| void GrGLUniformManager::set4fv(UniformHandle u,
|
| - int offset,
|
| 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 + offset, arrayCount, v));
|
| + 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 + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -196,40 +197,38 @@ void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
|
| }
|
|
|
| void GrGLUniformManager::setMatrix3fv(UniformHandle u,
|
| - int offset,
|
| 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, offset, arrayCount);
|
| + 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 + offset, arrayCount, false, matrices));
|
| + UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| GR_GL_CALL(fGpu->glInterface(),
|
| - UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
|
| + UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
|
| }
|
| }
|
|
|
| void GrGLUniformManager::setMatrix4fv(UniformHandle u,
|
| - int offset,
|
| 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, offset, arrayCount);
|
| + 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 + offset, arrayCount, false, matrices));
|
| + UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| GR_GL_CALL(fGpu->glInterface(),
|
| - UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
|
| + UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
|
| }
|
| }
|
|
|
| @@ -258,8 +257,14 @@ void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
|
| SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
|
| GrGLint location;
|
| // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
|
| - GR_GL_CALL_RET(fGpu->glInterface(), location,
|
| + 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;
|
| }
|
|
|