| /* | |
| * 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 "GrGLContext.h" | |
| #include "GrProgramDesc.h" | |
| #include "GrGLTexture.h" | |
| #include "GrGLProgramDataManager.h" | |
| #include "glsl/GrGLSLProgramDataManager.h" | |
| #include "glsl/GrGLSLUniformHandler.h" | |
| #include "SkString.h" | |
| #include "SkXfermode.h" | |
| #include "builders/GrGLProgramBuilder.h" | |
| class GrGLInstalledProcessors; | |
| class GrGLProgramBuilder; | |
| class GrPipeline; | |
| /** | |
| * This class manages a GPU program and records per-program information. | |
| * We can specify the attribute locations so that they are constant | |
| * across our shaders. But the driver determines the uniform locations | |
| * at link time. We don't need to remember the sampler uniform location | |
| * because we will bind a texture slot to it and never change it | |
| * Uniforms are program-local so we can't rely on fHWState to hold the | |
| * previous uniform state after a program change. | |
| */ | |
| class GrGLProgram : public SkRefCnt { | |
| public: | |
| typedef GrGLSLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles; | |
| ~GrGLProgram(); | |
| /** | |
| * Call to abandon GL objects owned by this program. | |
| */ | |
| void abandon(); | |
| const GrProgramDesc& getDesc() { return fDesc; } | |
| /** | |
| * 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; | |
| } | |
| /** | |
| * Gets a vec4 that adjusts the position from Skia device coords to GL's normalized device | |
| * coords. Assuming the transformed position, pos, is a homogeneous vec3, the vec, v, is | |
| * applied as such: | |
| * pos.x = dot(v.xy, pos.xz) | |
| * pos.y = dot(v.zw, pos.yz) | |
| */ | |
| void getRTAdjustmentVec(float* destVec) { | |
| destVec[0] = 2.f / fRenderTargetSize.fWidth; | |
| destVec[1] = -1.f; | |
| if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { | |
| destVec[2] = -2.f / fRenderTargetSize.fHeight; | |
| destVec[3] = 1.f; | |
| } else { | |
| destVec[2] = 2.f / fRenderTargetSize.fHeight; | |
| destVec[3] = -1.f; | |
| } | |
| } | |
| }; | |
| /** | |
| * This function uploads uniforms, calls each GrGL*Processor's setData, and retrieves the | |
| * textures that need to be bound on each unit. It is the caller's responsibility to ensure | |
| * the program is bound before calling, and to bind the outgoing textures to their respective | |
| * units upon return. (Each index in the array corresponds to its matching GL texture unit.) | |
| */ | |
| void setData(const GrPrimitiveProcessor&, const GrPipeline&); | |
| /** | |
| * This function retrieves the textures that need to be used by each GrGL*Processor, and | |
| * ensures that any textures requiring mipmaps have their mipmaps correctly built. | |
| */ | |
| void generateMipmaps(const GrPrimitiveProcessor&, const GrPipeline&); | |
| protected: | |
| typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; | |
| typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; | |
| typedef GrGLProgramDataManager::VaryingInfoArray VaryingInfoArray; | |
| GrGLProgram(GrGLGpu*, | |
| const GrProgramDesc&, | |
| const BuiltinUniformHandles&, | |
| GrGLuint programID, | |
| const UniformInfoArray&, | |
| const SkTArray<GrGLSampler>&, | |
| const VaryingInfoArray&, // used for NVPR only currently | |
| GrGLSLPrimitiveProcessor* geometryProcessor, | |
| GrGLSLXferProcessor* xferProcessor, | |
| const GrGLSLFragProcs& fragmentProcessors); | |
| // A helper to loop over effects, set the transforms (via subclass) and bind textures | |
| void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&, int* nextSamplerIdx); | |
| void setTransformData(const GrPrimitiveProcessor&, const GrFragmentProcessor&, int index); | |
| // Helper for setData() that sets the view matrix and loads the render target height uniform | |
| void setRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&); | |
| // Helper for setData() that binds textures and texel buffers to the appropriate texture units | |
| void bindTextures(const GrProcessor&, bool allowSRGBInputs, int* nextSamplerIdx); | |
| // Helper for generateMipmaps() that ensures mipmaps are up to date | |
| void generateMipmaps(const GrProcessor&, bool allowSRGBInputs); | |
| // these reflect the current values of uniforms (GL uniform values travel with program) | |
| RenderTargetState fRenderTargetState; | |
| BuiltinUniformHandles fBuiltinUniformHandles; | |
| GrGLuint fProgramID; | |
| // the installed effects | |
| SkAutoTDelete<GrGLSLPrimitiveProcessor> fGeometryProcessor; | |
| SkAutoTDelete<GrGLSLXferProcessor> fXferProcessor; | |
| GrGLSLFragProcs fFragmentProcessors; | |
| GrProgramDesc fDesc; | |
| GrGLGpu* fGpu; | |
| GrGLProgramDataManager fProgramDataManager; | |
| friend class GrGLProgramBuilder; | |
| typedef SkRefCnt INHERITED; | |
| }; | |
| #endif |