/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLProgram.h" #include "GrAllocator.h" #include "GrProcessor.h" #include "GrCoordTransform.h" #include "GrGLGpu.h" #include "GrGLPathRendering.h" #include "GrPathProcessor.h" #include "GrPipeline.h" #include "GrXferProcessor.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLXferProcessor.h" #include "SkXfermode.h" #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) /////////////////////////////////////////////////////////////////////////////////////////////////// GrGLProgram::GrGLProgram(GrGLGpu* gpu, const GrProgramDesc& desc, const BuiltinUniformHandles& builtinUniforms, GrGLuint programID, const UniformInfoArray& uniforms, const VaryingInfoArray& pathProcVaryings, GrGLSLPrimitiveProcessor* geometryProcessor, GrGLSLXferProcessor* xferProcessor, const GrGLSLFragProcs& fragmentProcessors, SkTArray<UniformHandle>* passSamplerUniforms) : fBuiltinUniformHandles(builtinUniforms) , fProgramID(programID) , fGeometryProcessor(geometryProcessor) , fXferProcessor(xferProcessor) , fFragmentProcessors(fragmentProcessors) , fDesc(desc) , fGpu(gpu) , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) { fSamplerUniforms.swap(passSamplerUniforms); // Assign texture units to sampler uniforms one time up front. GL_CALL(UseProgram(fProgramID)); for (int i = 0; i < fSamplerUniforms.count(); i++) { fProgramDataManager.setSampler(fSamplerUniforms[i], i); } } GrGLProgram::~GrGLProgram() { if (fProgramID) { GL_CALL(DeleteProgram(fProgramID)); } for (int i = 0; i < fFragmentProcessors.count(); ++i) { delete fFragmentProcessors[i]; } } void GrGLProgram::abandon() { fProgramID = 0; } /////////////////////////////////////////////////////////////////////////////// static void append_texture_bindings(const GrProcessor& processor, SkTArray<const GrTextureAccess*>* textureBindings) { if (int numTextures = processor.numTextures()) { const GrTextureAccess** bindings = textureBindings->push_back_n(numTextures); int i = 0; do { bindings[i] = &processor.textureAccess(i); } while (++i < numTextures); } } void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, SkTArray<const GrTextureAccess*>* textureBindings) { this->setRenderTargetState(primProc, pipeline); // we set the textures, and uniforms for installed processors in a generic way, but subclasses // of GLProgram determine how to set coord transforms fGeometryProcessor->setData(fProgramDataManager, primProc); append_texture_bindings(primProc, textureBindings); this->setFragmentData(primProc, pipeline, textureBindings); if (primProc.getPixelLocalStorageState() != GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { const GrXferProcessor& xp = pipeline.getXferProcessor(); fXferProcessor->setData(fProgramDataManager, xp); append_texture_bindings(xp, textureBindings); } } void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, SkTArray<const GrTextureAccess*>* textureBindings) { int numProcessors = fFragmentProcessors.count(); for (int i = 0; i < numProcessors; ++i) { const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); fFragmentProcessors[i]->setData(fProgramDataManager, processor); this->setTransformData(primProc, processor, i); append_texture_bindings(processor, textureBindings); } } void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, const GrFragmentProcessor& processor, int index) { fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index, processor.coordTransforms()); } void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) { // Load the RT height uniform if it is needed to y-flip gl_FragCoord. if (fBuiltinUniformHandles.fRTHeightUni.isValid() && fRenderTargetState.fRenderTargetSize.fHeight != pipeline.getRenderTarget()->height()) { fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(pipeline.getRenderTarget()->height())); } // set RT adjustment const GrRenderTarget* rt = pipeline.getRenderTarget(); SkISize size; size.set(rt->width(), rt->height()); if (!primProc.isPathRendering()) { if (fRenderTargetState.fRenderTargetOrigin != rt->origin() || fRenderTargetState.fRenderTargetSize != size) { fRenderTargetState.fRenderTargetSize = size; fRenderTargetState.fRenderTargetOrigin = rt->origin(); float rtAdjustmentVec[4]; fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec); } } else { SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), size, rt->origin()); } }