| /* | |
| * 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 "gl/GrGLPathRendering.h" | |
| #include "gl/GrGLUniformHandle.h" | |
| #include "gl/GrGLGpu.h" | |
| #include "SkMatrix.h" | |
| #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ | |
| SkASSERT(arrayCount <= uni.fArrayCount || \ | |
| (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) | |
| GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, const UniformInfoArray& uniforms) | |
| : fGpu(gpu) { | |
| 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; | |
| } | |
| } | |
| } | |
| void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const { | |
| const Uniform& uni = fUniforms[u.toProgramDataIndex()]; | |
| 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. | |
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kFloat_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| 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. | |
| //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kVec2f_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kVec2f_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(), 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kVec3f_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kVec3f_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(), 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kVec4f_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| 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, 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kMat33f_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| // TODO: Re-enable this assert once texture matrices aren't forced on all effects | |
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kMat44f_GrSLType); | |
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | |
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kMat33f_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(), | |
| 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.toProgramDataIndex()]; | |
| SkASSERT(uni.fType == kMat44f_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(), | |
| 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); | |
| } |