| /* | |
| * 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 "include/core/SkMatrix.h" | |
| #include "src/gpu/gl/GrGLGpu.h" | |
| #include "src/gpu/gl/GrGLProgramDataManager.h" | |
| #include "src/gpu/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::setSamplerUniforms(const UniformInfoArray& samplers, | |
| int startUnit) 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 + startUnit)); | |
| } | |
| } | |
| } | |
| void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_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 int32_t v[]) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_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 || uni.fType == kHalf_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 || uni.fType == kHalf_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::set2i(UniformHandle u, int32_t i0, int32_t i1) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType); | |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform2i(uni.fLocation, i0, i1)); | |
| } | |
| } | |
| void GrGLProgramDataManager::set2iv(UniformHandle u, | |
| int arrayCount, | |
| const int32_t v[]) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType); | |
| SkASSERT(arrayCount > 0); | |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform2iv(uni.fLocation, arrayCount, v)); | |
| } | |
| } | |
| void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_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 == kFloat2_GrSLType || uni.fType == kHalf2_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::set3i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType); | |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform3i(uni.fLocation, i0, i1, i2)); | |
| } | |
| } | |
| void GrGLProgramDataManager::set3iv(UniformHandle u, | |
| int arrayCount, | |
| const int32_t v[]) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType); | |
| SkASSERT(arrayCount > 0); | |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform3iv(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 == kFloat3_GrSLType || uni.fType == kHalf3_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 == kFloat3_GrSLType || uni.fType == kHalf3_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::set4i(UniformHandle u, | |
| int32_t i0, | |
| int32_t i1, | |
| int32_t i2, | |
| int32_t i3) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType); | |
| SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform4i(uni.fLocation, i0, i1, i2, i3)); | |
| } | |
| } | |
| void GrGLProgramDataManager::set4iv(UniformHandle u, | |
| int arrayCount, | |
| const int32_t v[]) const { | |
| const Uniform& uni = fUniforms[u.toIndex()]; | |
| SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType); | |
| SkASSERT(arrayCount > 0); | |
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | |
| if (kUnusedUniform != uni.fLocation) { | |
| GR_GL_CALL(fGpu->glInterface(), Uniform4iv(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 == kFloat4_GrSLType || uni.fType == kHalf4_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 == kFloat4_GrSLType || uni.fType == kHalf4_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 == kFloat2x2_GrSLType + (N - 2) || | |
| uni.fType == kHalf2x2_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 == kFloat2_GrSLType || | |
| fragmentInput.fType == kHalf2_GrSLType)) || | |
| (components == 3 && (fragmentInput.fType == kFloat3_GrSLType || | |
| fragmentInput.fType == kHalf3_GrSLType))); | |
| fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID, | |
| fragmentInput.fLocation, | |
| GR_GL_OBJECT_LINEAR, | |
| components, | |
| matrix); | |
| } |