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 18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { 19 // skbug.com/2056 20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; 21 } 22 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 34 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 50 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 63 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 82 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 95 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 } 110 111 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 } 123 124 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 } 139 140 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 } 156 157 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 } 172 173 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 } 186 187 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 } 199 200 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 } 217 218 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 } 235 236 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 } 250 251 252 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& 278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const { 279 return array[handle.toUniformIndex()]; 280 } 281