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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 "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 
     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 
     28 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 
     44 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 
     57 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 
     77 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 
     90 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 
    107 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 
    120 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 
    137 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 
    154 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 
    170 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 
    184 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 
    197 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 
    216 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 
    235 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 
    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