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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.
*/
#include "src/gpu/gl/GrGLProgram.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrProcessor.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/GrXferProcessor.h"
#include "src/gpu/gl/GrGLBuffer.h"
#include "src/gpu/gl/GrGLGpu.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLXferProcessor.h"
#define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X)
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<GrGLProgram> GrGLProgram::Make(
GrGLGpu* gpu,
const GrGLSLBuiltinUniformHandles& builtinUniforms,
GrGLuint programID,
const UniformInfoArray& uniforms,
const UniformInfoArray& textureSamplers,
std::unique_ptr<GrGLSLGeometryProcessor> geometryProcessor,
std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fpImpls,
std::unique_ptr<Attribute[]> attributes,
int vertexAttributeCnt,
int instanceAttributeCnt,
int vertexStride,
int instanceStride) {
sk_sp<GrGLProgram> program(new GrGLProgram(gpu,
builtinUniforms,
programID,
uniforms,
textureSamplers,
std::move(geometryProcessor),
std::move(xferProcessor),
std::move(fpImpls),
std::move(attributes),
vertexAttributeCnt,
instanceAttributeCnt,
vertexStride,
instanceStride));
// Assign texture units to sampler uniforms one time up front.
gpu->flushProgram(program);
program->fProgramDataManager.setSamplerUniforms(textureSamplers, 0);
return program;
}
GrGLProgram::GrGLProgram(GrGLGpu* gpu,
const GrGLSLBuiltinUniformHandles& builtinUniforms,
GrGLuint programID,
const UniformInfoArray& uniforms,
const UniformInfoArray& textureSamplers,
std::unique_ptr<GrGLSLGeometryProcessor> geometryProcessor,
std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fpImpls,
std::unique_ptr<Attribute[]> attributes,
int vertexAttributeCnt,
int instanceAttributeCnt,
int vertexStride,
int instanceStride)
: fBuiltinUniformHandles(builtinUniforms)
, fProgramID(programID)
, fGeometryProcessor(std::move(geometryProcessor))
, fXferProcessor(std::move(xferProcessor))
, fFPImpls(std::move(fpImpls))
, fAttributes(std::move(attributes))
, fVertexAttributeCnt(vertexAttributeCnt)
, fInstanceAttributeCnt(instanceAttributeCnt)
, fVertexStride(vertexStride)
, fInstanceStride(instanceStride)
, fGpu(gpu)
, fProgramDataManager(gpu, uniforms)
, fNumTextureSamplers(textureSamplers.count()) {
}
GrGLProgram::~GrGLProgram() {
if (fProgramID) {
GL_CALL(DeleteProgram(fProgramID));
}
}
void GrGLProgram::abandon() {
fProgramID = 0;
}
///////////////////////////////////////////////////////////////////////////////
void GrGLProgram::updateUniforms(const GrRenderTarget* renderTarget,
const GrProgramInfo& programInfo) {
this->setRenderTargetState(renderTarget, programInfo.origin(), programInfo.geomProc());
// we set the uniforms for installed processors in a generic way, but subclasses of GLProgram
// determine how to set coord transforms
// We must bind to texture units in the same order in which we set the uniforms in
// GrGLProgramDataManager. That is, we bind textures for processors in this order:
// primProc, fragProcs, XP.
fGeometryProcessor->setData(fProgramDataManager,
*fGpu->caps()->shaderCaps(),
programInfo.geomProc());
for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
auto& fp = programInfo.pipeline().getFragmentProcessor(i);
for (auto [fp, impl] : GrGLSLFragmentProcessor::ParallelRange(fp, *fFPImpls[i])) {
impl.setData(fProgramDataManager, fp);
}
}
const GrXferProcessor& xp = programInfo.pipeline().getXferProcessor();
SkIPoint offset;
GrTexture* dstTexture = programInfo.pipeline().peekDstTexture(&offset);
fXferProcessor->setData(fProgramDataManager, xp, dstTexture, offset);
}
void GrGLProgram::bindTextures(const GrGeometryProcessor& geomProc,
const GrSurfaceProxy* const geomProcTextures[],
const GrPipeline& pipeline) {
for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
SkASSERT(geomProcTextures[i]->asTextureProxy());
auto* overrideTexture = static_cast<GrGLTexture*>(geomProcTextures[i]->peekTexture());
fGpu->bindTexture(i, geomProc.textureSampler(i).samplerState(),
geomProc.textureSampler(i).swizzle(), overrideTexture);
}
int nextTexSamplerIdx = geomProc.numTextureSamplers();
pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
GrSamplerState samplerState = te.samplerState();
GrSwizzle swizzle = te.view().swizzle();
auto* texture = static_cast<GrGLTexture*>(te.texture());
fGpu->bindTexture(nextTexSamplerIdx++, samplerState, swizzle, texture);
});
SkIPoint offset;
GrTexture* dstTexture = pipeline.peekDstTexture(&offset);
if (dstTexture) {
fGpu->bindTexture(nextTexSamplerIdx++, GrSamplerState::Filter::kNearest,
pipeline.dstProxyView().swizzle(), static_cast<GrGLTexture*>(dstTexture));
}
SkASSERT(nextTexSamplerIdx == fNumTextureSamplers);
}
void GrGLProgram::setRenderTargetState(const GrRenderTarget* rt,
GrSurfaceOrigin origin,
const GrGeometryProcessor& geomProc) {
// Load the RT height uniform if it is needed
if (fBuiltinUniformHandles.fRTHeightUni.isValid() &&
fRenderTargetState.fRenderTargetSize.fHeight != rt->height()) {
fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(rt->height()));
}
// set RT adjustment
SkISize dimensions = rt->dimensions();
if (fRenderTargetState.fRenderTargetOrigin != origin ||
fRenderTargetState.fRenderTargetSize != dimensions) {
fRenderTargetState.fRenderTargetSize = dimensions;
fRenderTargetState.fRenderTargetOrigin = origin;
float rtAdjustmentVec[4];
fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec);
fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec);
}
}