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 "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h"
11 #include "SkMatrix.h"
12
13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
14 GrAssert(offset + arrayCount <= uni.fArrayCount || \
15 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
16
appendUniform(GrSLType type,int arrayCount)17 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
18 int idx = fUniforms.count();
19 Uniform& uni = fUniforms.push_back();
20 GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
21 uni.fArrayCount = arrayCount;
22 uni.fType = type;
23 uni.fVSLocation = kUnusedUniform;
24 uni.fFSLocation = kUnusedUniform;
25 return index_to_handle(idx);
26 }
27
setSampler(UniformHandle u,GrGLint texUnit) const28 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
29 const Uniform& uni = fUniforms[handle_to_index(u)];
30 GrAssert(uni.fType == kSampler2D_GrSLType);
31 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
32 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
33 // reference the sampler then the compiler may have optimized it out. Uncomment this assert
34 // once stages insert their own samplers.
35 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
36 if (kUnusedUniform != uni.fFSLocation) {
37 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
38 }
39 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
40 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit));
41 }
42 }
43
set1f(UniformHandle u,GrGLfloat v0) const44 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
45 const Uniform& uni = fUniforms[handle_to_index(u)];
46 GrAssert(uni.fType == kFloat_GrSLType);
47 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
48 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
49 if (kUnusedUniform != uni.fFSLocation) {
50 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0));
51 }
52 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
53 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0));
54 }
55 }
56
set1fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat v[]) const57 void GrGLUniformManager::set1fv(UniformHandle u,
58 int offset,
59 int arrayCount,
60 const GrGLfloat v[]) const {
61 const Uniform& uni = fUniforms[handle_to_index(u)];
62 GrAssert(uni.fType == kFloat_GrSLType);
63 GrAssert(arrayCount > 0);
64 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
65 // This assert fires in some instances of the two-pt gradient for its VSParams.
66 // Once the uniform manager is responsible for inserting the duplicate uniform
67 // arrays in VS and FS driver bug workaround, this can be enabled.
68 //GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
69 if (kUnusedUniform != uni.fFSLocation) {
70 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
71 }
72 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
73 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
74 }
75 }
76
set2f(UniformHandle u,GrGLfloat v0,GrGLfloat v1) const77 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
78 const Uniform& uni = fUniforms[handle_to_index(u)];
79 GrAssert(uni.fType == kVec2f_GrSLType);
80 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
81 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
82 if (kUnusedUniform != uni.fFSLocation) {
83 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1));
84 }
85 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
86 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1));
87 }
88 }
89
set2fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat v[]) const90 void GrGLUniformManager::set2fv(UniformHandle u,
91 int offset,
92 int arrayCount,
93 const GrGLfloat v[]) const {
94 const Uniform& uni = fUniforms[handle_to_index(u)];
95 GrAssert(uni.fType == kVec2f_GrSLType);
96 GrAssert(arrayCount > 0);
97 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
98 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
99 if (kUnusedUniform != uni.fFSLocation) {
100 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
101 }
102 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
103 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
104 }
105 }
106
set3f(UniformHandle u,GrGLfloat v0,GrGLfloat v1,GrGLfloat v2) const107 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
108 const Uniform& uni = fUniforms[handle_to_index(u)];
109 GrAssert(uni.fType == kVec3f_GrSLType);
110 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
111 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
112 if (kUnusedUniform != uni.fFSLocation) {
113 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
114 }
115 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
116 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
117 }
118 }
119
set3fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat v[]) const120 void GrGLUniformManager::set3fv(UniformHandle u,
121 int offset,
122 int arrayCount,
123 const GrGLfloat v[]) const {
124 const Uniform& uni = fUniforms[handle_to_index(u)];
125 GrAssert(uni.fType == kVec3f_GrSLType);
126 GrAssert(arrayCount > 0);
127 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
128 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
129 if (kUnusedUniform != uni.fFSLocation) {
130 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
131 }
132 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
133 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
134 }
135 }
136
set4f(UniformHandle u,GrGLfloat v0,GrGLfloat v1,GrGLfloat v2,GrGLfloat v3) const137 void GrGLUniformManager::set4f(UniformHandle u,
138 GrGLfloat v0,
139 GrGLfloat v1,
140 GrGLfloat v2,
141 GrGLfloat v3) const {
142 const Uniform& uni = fUniforms[handle_to_index(u)];
143 GrAssert(uni.fType == kVec4f_GrSLType);
144 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
145 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
146 if (kUnusedUniform != uni.fFSLocation) {
147 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
148 }
149 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
150 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
151 }
152 }
153
set4fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat v[]) const154 void GrGLUniformManager::set4fv(UniformHandle u,
155 int offset,
156 int arrayCount,
157 const GrGLfloat v[]) const {
158 const Uniform& uni = fUniforms[handle_to_index(u)];
159 GrAssert(uni.fType == kVec4f_GrSLType);
160 GrAssert(arrayCount > 0);
161 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
162 if (kUnusedUniform != uni.fFSLocation) {
163 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
164 }
165 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
166 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
167 }
168 }
169
setMatrix3f(UniformHandle u,const GrGLfloat matrix[]) const170 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
171 const Uniform& uni = fUniforms[handle_to_index(u)];
172 GrAssert(uni.fType == kMat33f_GrSLType);
173 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
174 // TODO: Re-enable this assert once texture matrices aren't forced on all effects
175 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
176 if (kUnusedUniform != uni.fFSLocation) {
177 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
178 }
179 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
180 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
181 }
182 }
183
setMatrix4f(UniformHandle u,const GrGLfloat matrix[]) const184 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
185 const Uniform& uni = fUniforms[handle_to_index(u)];
186 GrAssert(uni.fType == kMat44f_GrSLType);
187 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
188 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
189 if (kUnusedUniform != uni.fFSLocation) {
190 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
191 }
192 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
193 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
194 }
195 }
196
setMatrix3fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat matrices[]) const197 void GrGLUniformManager::setMatrix3fv(UniformHandle u,
198 int offset,
199 int arrayCount,
200 const GrGLfloat matrices[]) const {
201 const Uniform& uni = fUniforms[handle_to_index(u)];
202 GrAssert(uni.fType == kMat33f_GrSLType);
203 GrAssert(arrayCount > 0);
204 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
205 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
206 if (kUnusedUniform != uni.fFSLocation) {
207 GR_GL_CALL(fContext.interface(),
208 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
209 }
210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
211 GR_GL_CALL(fContext.interface(),
212 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
213 }
214 }
215
setMatrix4fv(UniformHandle u,int offset,int arrayCount,const GrGLfloat matrices[]) const216 void GrGLUniformManager::setMatrix4fv(UniformHandle u,
217 int offset,
218 int arrayCount,
219 const GrGLfloat matrices[]) const {
220 const Uniform& uni = fUniforms[handle_to_index(u)];
221 GrAssert(uni.fType == kMat44f_GrSLType);
222 GrAssert(arrayCount > 0);
223 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
224 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
225 if (kUnusedUniform != uni.fFSLocation) {
226 GR_GL_CALL(fContext.interface(),
227 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
228 }
229 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
230 GR_GL_CALL(fContext.interface(),
231 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
232 }
233 }
234
setSkMatrix(UniformHandle u,const SkMatrix & matrix) const235 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
236 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT);
237 GrGLfloat mt[] = {
238 matrix.get(SkMatrix::kMScaleX),
239 matrix.get(SkMatrix::kMSkewY),
240 matrix.get(SkMatrix::kMPersp0),
241 matrix.get(SkMatrix::kMSkewX),
242 matrix.get(SkMatrix::kMScaleY),
243 matrix.get(SkMatrix::kMPersp1),
244 matrix.get(SkMatrix::kMTransX),
245 matrix.get(SkMatrix::kMTransY),
246 matrix.get(SkMatrix::kMPersp2),
247 };
248 this->setMatrix3f(u, mt);
249 }
250
251
getUniformLocations(GrGLuint programID,const BuilderUniformArray & uniforms)252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) {
253 GrAssert(uniforms.count() == fUniforms.count());
254 int count = fUniforms.count();
255 for (int i = 0; i < count; ++i) {
256 GrAssert(uniforms[i].fVariable.getType() == fUniforms[i].fType);
257 GrAssert(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
258 GrGLint location;
259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
260 GR_GL_CALL_RET(fContext.interface(), location,
261 GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
262 if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
263 fUniforms[i].fVSLocation = location;
264 }
265 if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
266 fUniforms[i].fFSLocation = location;
267 }
268 }
269 }
270