1 /*
2 * Copyright 2011 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 "GrGLProgram.h"
9
10 #include "GrAllocator.h"
11 #include "GrProcessor.h"
12 #include "GrCoordTransform.h"
13 #include "GrGLGpu.h"
14 #include "GrGLPathRendering.h"
15 #include "GrPathProcessor.h"
16 #include "GrPipeline.h"
17 #include "GrXferProcessor.h"
18 #include "glsl/GrGLSLFragmentProcessor.h"
19 #include "glsl/GrGLSLGeometryProcessor.h"
20 #include "glsl/GrGLSLXferProcessor.h"
21 #include "SkXfermode.h"
22
23 #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X)
24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X)
25
26 ///////////////////////////////////////////////////////////////////////////////////////////////////
27
GrGLProgram(GrGLGpu * gpu,const GrProgramDesc & desc,const BuiltinUniformHandles & builtinUniforms,GrGLuint programID,const UniformInfoArray & uniforms,const VaryingInfoArray & pathProcVaryings,GrGLSLPrimitiveProcessor * geometryProcessor,GrGLSLXferProcessor * xferProcessor,const GrGLSLFragProcs & fragmentProcessors,SkTArray<UniformHandle> * passSamplerUniforms)28 GrGLProgram::GrGLProgram(GrGLGpu* gpu,
29 const GrProgramDesc& desc,
30 const BuiltinUniformHandles& builtinUniforms,
31 GrGLuint programID,
32 const UniformInfoArray& uniforms,
33 const VaryingInfoArray& pathProcVaryings,
34 GrGLSLPrimitiveProcessor* geometryProcessor,
35 GrGLSLXferProcessor* xferProcessor,
36 const GrGLSLFragProcs& fragmentProcessors,
37 SkTArray<UniformHandle>* passSamplerUniforms)
38 : fBuiltinUniformHandles(builtinUniforms)
39 , fProgramID(programID)
40 , fGeometryProcessor(geometryProcessor)
41 , fXferProcessor(xferProcessor)
42 , fFragmentProcessors(fragmentProcessors)
43 , fDesc(desc)
44 , fGpu(gpu)
45 , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) {
46 fSamplerUniforms.swap(passSamplerUniforms);
47 // Assign texture units to sampler uniforms one time up front.
48 GL_CALL(UseProgram(fProgramID));
49 for (int i = 0; i < fSamplerUniforms.count(); i++) {
50 fProgramDataManager.setSampler(fSamplerUniforms[i], i);
51 }
52 }
53
~GrGLProgram()54 GrGLProgram::~GrGLProgram() {
55 if (fProgramID) {
56 GL_CALL(DeleteProgram(fProgramID));
57 }
58 for (int i = 0; i < fFragmentProcessors.count(); ++i) {
59 delete fFragmentProcessors[i];
60 }
61 }
62
abandon()63 void GrGLProgram::abandon() {
64 fProgramID = 0;
65 }
66
67 ///////////////////////////////////////////////////////////////////////////////
68
append_texture_bindings(const GrProcessor & processor,SkTArray<const GrTextureAccess * > * textureBindings)69 static void append_texture_bindings(const GrProcessor& processor,
70 SkTArray<const GrTextureAccess*>* textureBindings) {
71 if (int numTextures = processor.numTextures()) {
72 const GrTextureAccess** bindings = textureBindings->push_back_n(numTextures);
73 int i = 0;
74 do {
75 bindings[i] = &processor.textureAccess(i);
76 } while (++i < numTextures);
77 }
78 }
79
setData(const GrPrimitiveProcessor & primProc,const GrPipeline & pipeline,SkTArray<const GrTextureAccess * > * textureBindings)80 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc,
81 const GrPipeline& pipeline,
82 SkTArray<const GrTextureAccess*>* textureBindings) {
83 this->setRenderTargetState(primProc, pipeline);
84
85 // we set the textures, and uniforms for installed processors in a generic way, but subclasses
86 // of GLProgram determine how to set coord transforms
87 fGeometryProcessor->setData(fProgramDataManager, primProc);
88 append_texture_bindings(primProc, textureBindings);
89
90 this->setFragmentData(primProc, pipeline, textureBindings);
91
92 if (primProc.getPixelLocalStorageState() !=
93 GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) {
94 const GrXferProcessor& xp = pipeline.getXferProcessor();
95 fXferProcessor->setData(fProgramDataManager, xp);
96 append_texture_bindings(xp, textureBindings);
97 }
98 }
99
setFragmentData(const GrPrimitiveProcessor & primProc,const GrPipeline & pipeline,SkTArray<const GrTextureAccess * > * textureBindings)100 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc,
101 const GrPipeline& pipeline,
102 SkTArray<const GrTextureAccess*>* textureBindings) {
103 int numProcessors = fFragmentProcessors.count();
104 for (int i = 0; i < numProcessors; ++i) {
105 const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i);
106 fFragmentProcessors[i]->setData(fProgramDataManager, processor);
107 this->setTransformData(primProc, processor, i);
108 append_texture_bindings(processor, textureBindings);
109 }
110 }
setTransformData(const GrPrimitiveProcessor & primProc,const GrFragmentProcessor & processor,int index)111 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc,
112 const GrFragmentProcessor& processor,
113 int index) {
114 fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index,
115 processor.coordTransforms());
116 }
117
setRenderTargetState(const GrPrimitiveProcessor & primProc,const GrPipeline & pipeline)118 void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc,
119 const GrPipeline& pipeline) {
120 // Load the RT height uniform if it is needed to y-flip gl_FragCoord.
121 if (fBuiltinUniformHandles.fRTHeightUni.isValid() &&
122 fRenderTargetState.fRenderTargetSize.fHeight != pipeline.getRenderTarget()->height()) {
123 fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni,
124 SkIntToScalar(pipeline.getRenderTarget()->height()));
125 }
126
127 // set RT adjustment
128 const GrRenderTarget* rt = pipeline.getRenderTarget();
129 SkISize size;
130 size.set(rt->width(), rt->height());
131 if (!primProc.isPathRendering()) {
132 if (fRenderTargetState.fRenderTargetOrigin != rt->origin() ||
133 fRenderTargetState.fRenderTargetSize != size) {
134 fRenderTargetState.fRenderTargetSize = size;
135 fRenderTargetState.fRenderTargetOrigin = rt->origin();
136
137 float rtAdjustmentVec[4];
138 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec);
139 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec);
140 }
141 } else {
142 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
143 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>();
144 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(),
145 size, rt->origin());
146 }
147 }
148