/*
* 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());
}
}