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