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 "gl/GrGpuGL.h"
12 #include "SkMatrix.h"
13
14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
15 SkASSERT(arrayCount <= uni.fArrayCount || \
16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
17
GrGLUniformManager(GrGpuGL * gpu)18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {
19 // skbug.com/2056
20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
21 }
22
appendUniform(GrSLType type,int arrayCount)23 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
24 int idx = fUniforms.count();
25 Uniform& uni = fUniforms.push_back();
26 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
27 uni.fArrayCount = arrayCount;
28 uni.fType = type;
29 uni.fVSLocation = kUnusedUniform;
30 uni.fFSLocation = kUnusedUniform;
31 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx);
32 }
33
setSampler(UniformHandle u,GrGLint texUnit) const34 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
35 const Uniform& uni = fUniforms[u.toUniformIndex()];
36 SkASSERT(uni.fType == kSampler2D_GrSLType);
37 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
38 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
39 // reference the sampler then the compiler may have optimized it out. Uncomment this assert
40 // once stages insert their own samplers.
41 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
42 if (kUnusedUniform != uni.fFSLocation) {
43 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
44 }
45 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
46 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
47 }
48 }
49
set1f(UniformHandle u,GrGLfloat v0) const50 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
51 const Uniform& uni = fUniforms[u.toUniformIndex()];
52 SkASSERT(uni.fType == kFloat_GrSLType);
53 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
54 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
55 if (kUnusedUniform != uni.fFSLocation) {
56 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
57 }
58 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
59 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
60 }
61 }
62
set1fv(UniformHandle u,int arrayCount,const GrGLfloat v[]) const63 void GrGLUniformManager::set1fv(UniformHandle u,
64 int arrayCount,
65 const GrGLfloat v[]) const {
66 const Uniform& uni = fUniforms[u.toUniformIndex()];
67 SkASSERT(uni.fType == kFloat_GrSLType);
68 SkASSERT(arrayCount > 0);
69 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
70 // This assert fires in some instances of the two-pt gradient for its VSParams.
71 // Once the uniform manager is responsible for inserting the duplicate uniform
72 // arrays in VS and FS driver bug workaround, this can be enabled.
73 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
74 if (kUnusedUniform != uni.fFSLocation) {
75 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
76 }
77 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
78 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
79 }
80 }
81
set2f(UniformHandle u,GrGLfloat v0,GrGLfloat v1) const82 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
83 const Uniform& uni = fUniforms[u.toUniformIndex()];
84 SkASSERT(uni.fType == kVec2f_GrSLType);
85 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
86 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
87 if (kUnusedUniform != uni.fFSLocation) {
88 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
89 }
90 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
91 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
92 }
93 }
94
set2fv(UniformHandle u,int arrayCount,const GrGLfloat v[]) const95 void GrGLUniformManager::set2fv(UniformHandle u,
96 int arrayCount,
97 const GrGLfloat v[]) const {
98 const Uniform& uni = fUniforms[u.toUniformIndex()];
99 SkASSERT(uni.fType == kVec2f_GrSLType);
100 SkASSERT(arrayCount > 0);
101 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
102 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
103 if (kUnusedUniform != uni.fFSLocation) {
104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
105 }
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
108 }
109 }
110
set3f(UniformHandle u,GrGLfloat v0,GrGLfloat v1,GrGLfloat v2) const111 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
112 const Uniform& uni = fUniforms[u.toUniformIndex()];
113 SkASSERT(uni.fType == kVec3f_GrSLType);
114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
115 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
116 if (kUnusedUniform != uni.fFSLocation) {
117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
118 }
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
121 }
122 }
123
set3fv(UniformHandle u,int arrayCount,const GrGLfloat v[]) const124 void GrGLUniformManager::set3fv(UniformHandle u,
125 int arrayCount,
126 const GrGLfloat v[]) const {
127 const Uniform& uni = fUniforms[u.toUniformIndex()];
128 SkASSERT(uni.fType == kVec3f_GrSLType);
129 SkASSERT(arrayCount > 0);
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
131 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
132 if (kUnusedUniform != uni.fFSLocation) {
133 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
134 }
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
137 }
138 }
139
set4f(UniformHandle u,GrGLfloat v0,GrGLfloat v1,GrGLfloat v2,GrGLfloat v3) const140 void GrGLUniformManager::set4f(UniformHandle u,
141 GrGLfloat v0,
142 GrGLfloat v1,
143 GrGLfloat v2,
144 GrGLfloat v3) const {
145 const Uniform& uni = fUniforms[u.toUniformIndex()];
146 SkASSERT(uni.fType == kVec4f_GrSLType);
147 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
148 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
149 if (kUnusedUniform != uni.fFSLocation) {
150 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
151 }
152 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
153 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
154 }
155 }
156
set4fv(UniformHandle u,int arrayCount,const GrGLfloat v[]) const157 void GrGLUniformManager::set4fv(UniformHandle u,
158 int arrayCount,
159 const GrGLfloat v[]) const {
160 const Uniform& uni = fUniforms[u.toUniformIndex()];
161 SkASSERT(uni.fType == kVec4f_GrSLType);
162 SkASSERT(arrayCount > 0);
163 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
164 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
165 if (kUnusedUniform != uni.fFSLocation) {
166 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
167 }
168 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
169 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
170 }
171 }
172
setMatrix3f(UniformHandle u,const GrGLfloat matrix[]) const173 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
174 const Uniform& uni = fUniforms[u.toUniformIndex()];
175 SkASSERT(uni.fType == kMat33f_GrSLType);
176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
177 // TODO: Re-enable this assert once texture matrices aren't forced on all effects
178 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
179 if (kUnusedUniform != uni.fFSLocation) {
180 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
181 }
182 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
183 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
184 }
185 }
186
setMatrix4f(UniformHandle u,const GrGLfloat matrix[]) const187 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
188 const Uniform& uni = fUniforms[u.toUniformIndex()];
189 SkASSERT(uni.fType == kMat44f_GrSLType);
190 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
191 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
192 if (kUnusedUniform != uni.fFSLocation) {
193 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
194 }
195 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
196 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
197 }
198 }
199
setMatrix3fv(UniformHandle u,int arrayCount,const GrGLfloat matrices[]) const200 void GrGLUniformManager::setMatrix3fv(UniformHandle u,
201 int arrayCount,
202 const GrGLfloat matrices[]) const {
203 const Uniform& uni = fUniforms[u.toUniformIndex()];
204 SkASSERT(uni.fType == kMat33f_GrSLType);
205 SkASSERT(arrayCount > 0);
206 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
207 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
208 if (kUnusedUniform != uni.fFSLocation) {
209 GR_GL_CALL(fGpu->glInterface(),
210 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
211 }
212 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
213 GR_GL_CALL(fGpu->glInterface(),
214 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
215 }
216 }
217
setMatrix4fv(UniformHandle u,int arrayCount,const GrGLfloat matrices[]) const218 void GrGLUniformManager::setMatrix4fv(UniformHandle u,
219 int arrayCount,
220 const GrGLfloat matrices[]) const {
221 const Uniform& uni = fUniforms[u.toUniformIndex()];
222 SkASSERT(uni.fType == kMat44f_GrSLType);
223 SkASSERT(arrayCount > 0);
224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
226 if (kUnusedUniform != uni.fFSLocation) {
227 GR_GL_CALL(fGpu->glInterface(),
228 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
229 }
230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
231 GR_GL_CALL(fGpu->glInterface(),
232 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
233 }
234 }
235
setSkMatrix(UniformHandle u,const SkMatrix & matrix) const236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
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 SkASSERT(uniforms.count() == fUniforms.count());
254 int count = fUniforms.count();
255 for (int i = 0; i < count; ++i) {
256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType);
257 SkASSERT(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 if (fUsingBindUniform) {
261 location = i;
262 GR_GL_CALL(fGpu->glInterface(),
263 BindUniformLocation(programID, location, uniforms[i].fVariable.c_str()));
264 } else {
265 GR_GL_CALL_RET(fGpu->glInterface(), location,
266 GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
267 }
268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
269 fUniforms[i].fVSLocation = location;
270 }
271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
272 fUniforms[i].fFSLocation = location;
273 }
274 }
275 }
276
277 const GrGLUniformManager::BuilderUniform&
getBuilderUniform(const BuilderUniformArray & array,UniformHandle handle) const278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const {
279 return array[handle.toUniformIndex()];
280 }
281