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/*
* 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"
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
SkASSERT(arrayCount <= uni.fArrayCount || \
(1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
const UniformInfoArray& uniforms,
const SeparableVaryingInfoArray& separableVaryings)
: 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(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
builderUniform.fVariable.getArrayCount() > 0);
SkDEBUGCODE(
uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
uniform.fType = builderUniform.fVariable.getType();
);
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) {
uniform.fVSLocation = builderUniform.fLocation;
} else {
uniform.fVSLocation = kUnusedUniform;
}
if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) {
uniform.fFSLocation = builderUniform.fLocation;
} else {
uniform.fFSLocation = kUnusedUniform;
}
}
// NVPR programs have separable varyings
count = separableVaryings.count();
fSeparableVaryings.push_back_n(count);
for (int i = 0; i < count; i++) {
SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
SeparableVarying& separableVarying = fSeparableVaryings[i];
const SeparableVaryingInfo& builderSeparableVarying = separableVaryings[i];
SkASSERT(GrGLShaderVar::kNonArray == builderSeparableVarying.fVariable.getArrayCount() ||
builderSeparableVarying.fVariable.getArrayCount() > 0);
SkDEBUGCODE(
separableVarying.fArrayCount = builderSeparableVarying.fVariable.getArrayCount();
separableVarying.fType = builderSeparableVarying.fVariable.getType();
);
separableVarying.fLocation = builderSeparableVarying.fLocation;
}
}
void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kSampler2D_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
// FIXME: We still insert a single sampler uniform for every stage. If the shader does not
// reference the sampler then the compiler may have optimized it out. Uncomment this assert
// once stages insert their own samplers.
// this->printUnused(uni);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
}
}
void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
}
}
void GrGLProgramDataManager::set1fv(UniformHandle u,
int arrayCount,
const GrGLfloat 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.fFSLocation) {
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, arrayCount, v));
}
}
void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec2f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
}
}
void GrGLProgramDataManager::set2fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec2f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
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, arrayCount, v));
}
}
void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec3f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
}
}
void GrGLProgramDataManager::set3fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec3f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
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, arrayCount, v));
}
}
void GrGLProgramDataManager::set4f(UniformHandle u,
GrGLfloat v0,
GrGLfloat v1,
GrGLfloat v2,
GrGLfloat v3) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec4f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
}
}
void GrGLProgramDataManager::set4fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kVec4f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
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, arrayCount, v));
}
}
void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kMat33f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
}
}
void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kMat44f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
}
}
void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kMat33f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
}
}
void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kMat44f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkDEBUGCODE(this->printUnused(uni);)
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
}
}
void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
GrGLfloat mt[] = {
matrix.get(SkMatrix::kMScaleX),
matrix.get(SkMatrix::kMSkewY),
matrix.get(SkMatrix::kMPersp0),
matrix.get(SkMatrix::kMSkewX),
matrix.get(SkMatrix::kMScaleY),
matrix.get(SkMatrix::kMPersp1),
matrix.get(SkMatrix::kMTransX),
matrix.get(SkMatrix::kMTransY),
matrix.get(SkMatrix::kMPersp2),
};
this->setMatrix3f(u, mt);
}
void GrGLProgramDataManager::setPathFragmentInputTransform(SeparableVaryingHandle u,
int components,
const SkMatrix& matrix) const {
SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
const SeparableVarying& fragmentInput = fSeparableVaryings[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);
}
#ifdef SK_DEBUG
void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
}
}
#endif