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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLProgram_DEFINED
#define GrGLProgram_DEFINED
#include "src/gpu/GrFragmentProcessor.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrXferProcessor.h"
#include "src/gpu/gl/GrGLProgramDataManager.h"
#include "src/gpu/glsl/GrGLSLProgramDataManager.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include <vector>
class GrPipeline;
class GrGeometryProcessor;
class GrProgramInfo;
class GrRenderTarget;
class GrTextureProxy;
/**
* This class manages a GPU program and records per-program information. It also records the vertex
* and instance attribute layouts that are to be used with the program.
*/
class GrGLProgram : public SkRefCnt {
public:
/**
* This class has its own Attribute representation as it does not need the name and we don't
* want to worry about copying the name string to memory with life time of GrGLProgram.
* Additionally, these store the attribute location.
*/
struct Attribute {
GrVertexAttribType fCPUType;
GrSLType fGPUType;
size_t fOffset;
GrGLint fLocation;
};
using UniformHandle = GrGLSLProgramDataManager::UniformHandle;
using UniformInfoArray = GrGLProgramDataManager::UniformInfoArray;
using VaryingInfoArray = GrGLProgramDataManager::VaryingInfoArray;
/**
* The attribute array consists of vertexAttributeCnt + instanceAttributeCnt elements with
* the vertex attributes preceding the instance attributes.
*/
static sk_sp<GrGLProgram> Make(
GrGLGpu*,
const GrGLSLBuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray& uniforms,
const UniformInfoArray& textureSamplers,
std::unique_ptr<GrGeometryProcessor::ProgramImpl>,
std::unique_ptr<GrXferProcessor::ProgramImpl>,
std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fps,
std::unique_ptr<Attribute[]>,
int vertexAttributeCnt,
int instanceAttributeCnt,
int vertexStride,
int instanceStride);
~GrGLProgram() override;
/**
* Call to abandon GL objects owned by this program.
*/
void abandon();
/**
* Gets the GL program ID for this program.
*/
GrGLuint programID() const { return fProgramID; }
/**
* We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device
* space and to make device space positions have the correct origin for processors that require
* them.
*/
struct RenderTargetState {
SkISize fRenderTargetSize;
GrSurfaceOrigin fRenderTargetOrigin;
RenderTargetState() { this->invalidate(); }
void invalidate() {
fRenderTargetSize.fWidth = -1;
fRenderTargetSize.fHeight = -1;
fRenderTargetOrigin = (GrSurfaceOrigin) -1;
}
};
/**
* This function uploads uniforms and calls each GrGLSL*Processor's setData.
*
* It is the caller's responsibility to ensure the program is bound before calling.
*/
void updateUniforms(const GrRenderTarget*, const GrProgramInfo&);
/**
* Binds all geometry processor and fragment processor textures.
*/
void bindTextures(const GrGeometryProcessor&,
const GrSurfaceProxy* const geomProcTextures[],
const GrPipeline&);
int vertexStride() const { return fVertexStride; }
int instanceStride() const { return fInstanceStride; }
int numVertexAttributes() const { return fVertexAttributeCnt; }
const Attribute& vertexAttribute(int i) const {
SkASSERT(i >= 0 && i < fVertexAttributeCnt);
return fAttributes[i];
}
int numInstanceAttributes() const { return fInstanceAttributeCnt; }
const Attribute& instanceAttribute(int i) const {
SkASSERT(i >= 0 && i < fInstanceAttributeCnt);
return fAttributes[i + fVertexAttributeCnt];
}
private:
GrGLProgram(GrGLGpu*,
const GrGLSLBuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray& uniforms,
const UniformInfoArray& textureSamplers,
std::unique_ptr<GrGeometryProcessor::ProgramImpl>,
std::unique_ptr<GrXferProcessor::ProgramImpl>,
std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
std::unique_ptr<Attribute[]>,
int vertexAttributeCnt,
int instanceAttributeCnt,
int vertexStride,
int instanceStride);
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin, const GrGeometryProcessor&);
// these reflect the current values of uniforms (GL uniform values travel with program)
RenderTargetState fRenderTargetState;
GrGLSLBuiltinUniformHandles fBuiltinUniformHandles;
GrGLuint fProgramID;
// the installed effects
std::unique_ptr<GrGeometryProcessor::ProgramImpl> fGPImpl;
std::unique_ptr<GrXferProcessor::ProgramImpl> fXPImpl;
std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls;
std::unique_ptr<Attribute[]> fAttributes;
int fVertexAttributeCnt;
int fInstanceAttributeCnt;
int fVertexStride;
int fInstanceStride;
GrGLGpu* fGpu;
GrGLProgramDataManager fProgramDataManager;
int fNumTextureSamplers;
using INHERITED = SkRefCnt;
};
#endif