| /* | 
 |  * 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/GrGLShaderBuilder.h" | 
 | #include "gl/GrGLProgram.h" | 
 | #include "gl/GrGLUniformHandle.h" | 
 | #include "gl/GrGpuGL.h" | 
 | #include "SkMatrix.h" | 
 |  | 
 | #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ | 
 |          SkASSERT(arrayCount <= uni.fArrayCount || \ | 
 |                   (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) | 
 |  | 
 | GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu, | 
 |                                                GrGLProgram*, | 
 |                                                const GrGLShaderBuilder& builder) | 
 |     : fGpu(gpu) { | 
 |     int count = builder.getUniformInfos().count(); | 
 |     fUniforms.push_back_n(count); | 
 |     for (int i = 0; i < count; i++) { | 
 |         Uniform& uniform = fUniforms[i]; | 
 |         const GrGLShaderBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[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 (GrGLShaderBuilder::kVertex_Visibility & builderUniform.fVisibility) { | 
 |             uniform.fVSLocation = builderUniform.fLocation; | 
 |         } else { | 
 |             uniform.fVSLocation = kUnusedUniform; | 
 |             } | 
 |         if (GrGLShaderBuilder::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); | 
 | } |