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1 /*
2  * Copyright 2012 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "SkMatrix.h"
9 #include "gl/GrGLProgramDataManager.h"
10 #include "gl/GrGLGpu.h"
11 #include "glsl/GrGLSLUniformHandler.h"
12 
13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
14          SkASSERT((COUNT) <= (UNI).fArrayCount || \
15                   (1 == (COUNT) && GrShaderVar::kNonArray == (UNI).fArrayCount))
16 
GrGLProgramDataManager(GrGLGpu * gpu,GrGLuint programID,const UniformInfoArray & uniforms,const VaryingInfoArray & pathProcVaryings)17 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
18                                                const UniformInfoArray& uniforms,
19                                                const VaryingInfoArray& pathProcVaryings)
20     : fGpu(gpu)
21     , fProgramID(programID) {
22     int count = uniforms.count();
23     fUniforms.push_back_n(count);
24     for (int i = 0; i < count; i++) {
25         Uniform& uniform = fUniforms[i];
26         const UniformInfo& builderUniform = uniforms[i];
27         SkASSERT(GrShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
28                  builderUniform.fVariable.getArrayCount() > 0);
29         SkDEBUGCODE(
30             uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31             uniform.fType = builderUniform.fVariable.getType();
32         )
33         uniform.fLocation = builderUniform.fLocation;
34     }
35 
36     // NVPR programs have separable varyings
37     count = pathProcVaryings.count();
38     fPathProcVaryings.push_back_n(count);
39     for (int i = 0; i < count; i++) {
40         SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
41         PathProcVarying& pathProcVarying = fPathProcVaryings[i];
42         const VaryingInfo& builderPathProcVarying = pathProcVaryings[i];
43         SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() ||
44                  builderPathProcVarying.fVariable.getArrayCount() > 0);
45         SkDEBUGCODE(
46             pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount();
47             pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
48         )
49         pathProcVarying.fLocation = builderPathProcVarying.fLocation;
50     }
51 }
52 
setSamplerUniforms(const UniformInfoArray & samplers,int startUnit) const53 void GrGLProgramDataManager::setSamplerUniforms(const UniformInfoArray& samplers,
54                                                 int startUnit) const {
55     for (int i = 0; i < samplers.count(); ++i) {
56         const UniformInfo& sampler = samplers[i];
57         SkASSERT(sampler.fVisibility);
58         if (kUnusedUniform != sampler.fLocation) {
59             GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit));
60         }
61     }
62 }
63 
set1i(UniformHandle u,int32_t i) const64 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
65     const Uniform& uni = fUniforms[u.toIndex()];
66     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
67     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
68     if (kUnusedUniform != uni.fLocation) {
69         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
70     }
71 }
72 
set1iv(UniformHandle u,int arrayCount,const int32_t v[]) const73 void GrGLProgramDataManager::set1iv(UniformHandle u,
74                                     int arrayCount,
75                                     const int32_t v[]) const {
76     const Uniform& uni = fUniforms[u.toIndex()];
77     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
78     SkASSERT(arrayCount > 0);
79     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
80     if (kUnusedUniform != uni.fLocation) {
81         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
82     }
83 }
84 
set1f(UniformHandle u,float v0) const85 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
86     const Uniform& uni = fUniforms[u.toIndex()];
87     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
88     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
89     if (kUnusedUniform != uni.fLocation) {
90         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0));
91     }
92 }
93 
set1fv(UniformHandle u,int arrayCount,const float v[]) const94 void GrGLProgramDataManager::set1fv(UniformHandle u,
95                                     int arrayCount,
96                                     const float v[]) const {
97     const Uniform& uni = fUniforms[u.toIndex()];
98     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
99     SkASSERT(arrayCount > 0);
100     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
101     // This assert fires in some instances of the two-pt gradient for its VSParams.
102     // Once the uniform manager is responsible for inserting the duplicate uniform
103     // arrays in VS and FS driver bug workaround, this can be enabled.
104     // this->printUni(uni);
105     if (kUnusedUniform != uni.fLocation) {
106         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
107     }
108 }
109 
set2i(UniformHandle u,int32_t i0,int32_t i1) const110 void GrGLProgramDataManager::set2i(UniformHandle u, int32_t i0, int32_t i1) const {
111     const Uniform& uni = fUniforms[u.toIndex()];
112     SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
113     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
114     if (kUnusedUniform != uni.fLocation) {
115         GR_GL_CALL(fGpu->glInterface(), Uniform2i(uni.fLocation, i0, i1));
116     }
117 }
118 
set2iv(UniformHandle u,int arrayCount,const int32_t v[]) const119 void GrGLProgramDataManager::set2iv(UniformHandle u,
120                                     int arrayCount,
121                                     const int32_t v[]) const {
122     const Uniform& uni = fUniforms[u.toIndex()];
123     SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
124     SkASSERT(arrayCount > 0);
125     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
126     if (kUnusedUniform != uni.fLocation) {
127         GR_GL_CALL(fGpu->glInterface(), Uniform2iv(uni.fLocation, arrayCount, v));
128     }
129 }
130 
set2f(UniformHandle u,float v0,float v1) const131 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
132     const Uniform& uni = fUniforms[u.toIndex()];
133     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
134     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
135     if (kUnusedUniform != uni.fLocation) {
136         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
137     }
138 }
139 
set2fv(UniformHandle u,int arrayCount,const float v[]) const140 void GrGLProgramDataManager::set2fv(UniformHandle u,
141                                     int arrayCount,
142                                     const float v[]) const {
143     const Uniform& uni = fUniforms[u.toIndex()];
144     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
145     SkASSERT(arrayCount > 0);
146     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
147     if (kUnusedUniform != uni.fLocation) {
148         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
149     }
150 }
151 
set3i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2) const152 void GrGLProgramDataManager::set3i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2) const {
153     const Uniform& uni = fUniforms[u.toIndex()];
154     SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
155     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
156     if (kUnusedUniform != uni.fLocation) {
157         GR_GL_CALL(fGpu->glInterface(), Uniform3i(uni.fLocation, i0, i1, i2));
158     }
159 }
160 
set3iv(UniformHandle u,int arrayCount,const int32_t v[]) const161 void GrGLProgramDataManager::set3iv(UniformHandle u,
162                                     int arrayCount,
163                                     const int32_t v[]) const {
164     const Uniform& uni = fUniforms[u.toIndex()];
165     SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
166     SkASSERT(arrayCount > 0);
167     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
168     if (kUnusedUniform != uni.fLocation) {
169         GR_GL_CALL(fGpu->glInterface(), Uniform3iv(uni.fLocation, arrayCount, v));
170     }
171 }
172 
set3f(UniformHandle u,float v0,float v1,float v2) const173 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
174     const Uniform& uni = fUniforms[u.toIndex()];
175     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
176     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
177     if (kUnusedUniform != uni.fLocation) {
178         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
179     }
180 }
181 
set3fv(UniformHandle u,int arrayCount,const float v[]) const182 void GrGLProgramDataManager::set3fv(UniformHandle u,
183                                     int arrayCount,
184                                     const float v[]) const {
185     const Uniform& uni = fUniforms[u.toIndex()];
186     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
187     SkASSERT(arrayCount > 0);
188     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
189     if (kUnusedUniform != uni.fLocation) {
190         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
191     }
192 }
193 
set4i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2,int32_t i3) const194 void GrGLProgramDataManager::set4i(UniformHandle u,
195                                    int32_t i0,
196                                    int32_t i1,
197                                    int32_t i2,
198                                    int32_t i3) const {
199     const Uniform& uni = fUniforms[u.toIndex()];
200     SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
201     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
202     if (kUnusedUniform != uni.fLocation) {
203         GR_GL_CALL(fGpu->glInterface(), Uniform4i(uni.fLocation, i0, i1, i2, i3));
204     }
205 }
206 
set4iv(UniformHandle u,int arrayCount,const int32_t v[]) const207 void GrGLProgramDataManager::set4iv(UniformHandle u,
208                                     int arrayCount,
209                                     const int32_t v[]) const {
210     const Uniform& uni = fUniforms[u.toIndex()];
211     SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
212     SkASSERT(arrayCount > 0);
213     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
214     if (kUnusedUniform != uni.fLocation) {
215         GR_GL_CALL(fGpu->glInterface(), Uniform4iv(uni.fLocation, arrayCount, v));
216     }
217 }
218 
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const219 void GrGLProgramDataManager::set4f(UniformHandle u,
220                                    float v0,
221                                    float v1,
222                                    float v2,
223                                    float v3) const {
224     const Uniform& uni = fUniforms[u.toIndex()];
225     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
226     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
227     if (kUnusedUniform != uni.fLocation) {
228         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
229     }
230 }
231 
set4fv(UniformHandle u,int arrayCount,const float v[]) const232 void GrGLProgramDataManager::set4fv(UniformHandle u,
233                                     int arrayCount,
234                                     const float v[]) const {
235     const Uniform& uni = fUniforms[u.toIndex()];
236     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
237     SkASSERT(arrayCount > 0);
238     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
239     if (kUnusedUniform != uni.fLocation) {
240         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
241     }
242 }
243 
setMatrix2f(UniformHandle u,const float matrix[]) const244 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
245     this->setMatrices<2>(u, 1, matrix);
246 }
247 
setMatrix3f(UniformHandle u,const float matrix[]) const248 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
249     this->setMatrices<3>(u, 1, matrix);
250 }
251 
setMatrix4f(UniformHandle u,const float matrix[]) const252 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
253     this->setMatrices<4>(u, 1, matrix);
254 }
255 
setMatrix2fv(UniformHandle u,int arrayCount,const float m[]) const256 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
257     this->setMatrices<2>(u, arrayCount, m);
258 }
259 
setMatrix3fv(UniformHandle u,int arrayCount,const float m[]) const260 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
261     this->setMatrices<3>(u, arrayCount, m);
262 }
263 
setMatrix4fv(UniformHandle u,int arrayCount,const float m[]) const264 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
265     this->setMatrices<4>(u, arrayCount, m);
266 }
267 
268 template<int N> struct set_uniform_matrix;
269 
setMatrices(UniformHandle u,int arrayCount,const float matrices[]) const270 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
271                                                                 int arrayCount,
272                                                                 const float matrices[]) const {
273     const Uniform& uni = fUniforms[u.toIndex()];
274     SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) ||
275              uni.fType == kHalf2x2_GrSLType + (N - 2));
276     SkASSERT(arrayCount > 0);
277     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
278     if (kUnusedUniform != uni.fLocation) {
279         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
280     }
281 }
282 
283 template<> struct set_uniform_matrix<2> {
setset_uniform_matrix284     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
285         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
286     }
287 };
288 
289 template<> struct set_uniform_matrix<3> {
setset_uniform_matrix290     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
291         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
292     }
293 };
294 
295 template<> struct set_uniform_matrix<4> {
setset_uniform_matrix296     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
297         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
298     }
299 };
300 
setPathFragmentInputTransform(VaryingHandle u,int components,const SkMatrix & matrix) const301 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
302                                                            int components,
303                                                            const SkMatrix& matrix) const {
304     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
305     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
306 
307     SkASSERT((components == 2 && (fragmentInput.fType == kFloat2_GrSLType ||
308                                   fragmentInput.fType == kHalf2_GrSLType)) ||
309               (components == 3 && (fragmentInput.fType == kFloat3_GrSLType ||
310                                    fragmentInput.fType == kHalf3_GrSLType)));
311 
312     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
313                                                                   fragmentInput.fLocation,
314                                                                   GR_GL_OBJECT_LINEAR,
315                                                                   components,
316                                                                   matrix);
317 }
318