/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkMatrix.h" #include "gl/GrGLProgramDataManager.h" #include "gl/GrGLGpu.h" #include "glsl/GrGLSLUniformHandler.h" #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ SkASSERT((COUNT) <= (UNI).fArrayCount || \ (1 == (COUNT) && GrShaderVar::kNonArray == (UNI).fArrayCount)) GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID, const UniformInfoArray& uniforms, const VaryingInfoArray& pathProcVaryings) : fGpu(gpu) , fProgramID(programID) { int count = uniforms.count(); fUniforms.push_back_n(count); for (int i = 0; i < count; i++) { Uniform& uniform = fUniforms[i]; const UniformInfo& builderUniform = uniforms[i]; SkASSERT(GrShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() || builderUniform.fVariable.getArrayCount() > 0); SkDEBUGCODE( uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); uniform.fType = builderUniform.fVariable.getType(); ); uniform.fLocation = builderUniform.fLocation; } // NVPR programs have separable varyings count = pathProcVaryings.count(); fPathProcVaryings.push_back_n(count); for (int i = 0; i < count; i++) { SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); PathProcVarying& pathProcVarying = fPathProcVaryings[i]; const VaryingInfo& builderPathProcVarying = pathProcVaryings[i]; SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() || builderPathProcVarying.fVariable.getArrayCount() > 0); SkDEBUGCODE( pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount(); pathProcVarying.fType = builderPathProcVarying.fVariable.getType(); ); pathProcVarying.fLocation = builderPathProcVarying.fLocation; } } void GrGLProgramDataManager::setSamplers(const UniformInfoArray& samplers) const { for (int i = 0; i < samplers.count(); ++i) { const UniformInfo& sampler = samplers[i]; SkASSERT(sampler.fVisibility); if (kUnusedUniform != sampler.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i)); } } } void GrGLProgramDataManager::setImageStorages(const UniformInfoArray& images) const { for (int i = 0; i < images.count(); ++i) { const UniformInfo& image = images[i]; SkASSERT(image.fVisibility); if (kUnusedUniform != image.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1i(image.fLocation, i)); } } } void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kInt_GrSLType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i)); } } void GrGLProgramDataManager::set1iv(UniformHandle u, int arrayCount, const int v[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kInt_GrSLType); SkASSERT(arrayCount > 0); ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v)); } } void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kFloat_GrSLType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0)); } } void GrGLProgramDataManager::set1fv(UniformHandle u, int arrayCount, const float v[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kFloat_GrSLType); SkASSERT(arrayCount > 0); 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. // this->printUni(uni); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v)); } } void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec2f_GrSLType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1)); } } void GrGLProgramDataManager::set2fv(UniformHandle u, int arrayCount, const float v[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec2f_GrSLType); SkASSERT(arrayCount > 0); ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v)); } } void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec3f_GrSLType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2)); } } void GrGLProgramDataManager::set3fv(UniformHandle u, int arrayCount, const float v[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec3f_GrSLType); SkASSERT(arrayCount > 0); ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v)); } } void GrGLProgramDataManager::set4f(UniformHandle u, float v0, float v1, float v2, float v3) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec4f_GrSLType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3)); } } void GrGLProgramDataManager::set4fv(UniformHandle u, int arrayCount, const float v[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec4f_GrSLType); SkASSERT(arrayCount > 0); ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); if (kUnusedUniform != uni.fLocation) { GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v)); } } void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const { this->setMatrices<2>(u, 1, matrix); } void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const { this->setMatrices<3>(u, 1, matrix); } void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const { this->setMatrices<4>(u, 1, matrix); } void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<2>(u, arrayCount, m); } void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<3>(u, arrayCount, m); } void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<4>(u, arrayCount, m); } template<int N> struct set_uniform_matrix; template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u, int arrayCount, const float matrices[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kMat22f_GrSLType + (N - 2)); SkASSERT(arrayCount > 0); ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); if (kUnusedUniform != uni.fLocation) { set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices); } } template<> struct set_uniform_matrix<2> { inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m)); } }; template<> struct set_uniform_matrix<3> { inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m)); } }; template<> struct set_uniform_matrix<4> { inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m)); } }; void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u, int components, const SkMatrix& matrix) const { SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()]; SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) || (components == 3 && fragmentInput.fType == kVec3f_GrSLType)); fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID, fragmentInput.fLocation, GR_GL_OBJECT_LINEAR, components, matrix); }