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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 "SkMatrix.h"
      9 #include "gl/GrGLProgramDataManager.h"
     10 #include "gl/GrGLGpu.h"
     11 #include "glsl/GrGLSLUniformHandler.h"
     12 
     13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
     14          SkASSERT(arrayCount <= uni.fArrayCount || \
     15                   (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount))
     16 
     17 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
     18                                                const UniformInfoArray& uniforms,
     19                                                const VaryingInfoArray& pathProcVaryings)
     20     : fGpu(gpu)
     21     , fProgramID(programID) {
     22     int count = uniforms.count();
     23     fUniforms.push_back_n(count);
     24     for (int i = 0; i < count; i++) {
     25         Uniform& uniform = fUniforms[i];
     26         const UniformInfo& builderUniform = uniforms[i];
     27         SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
     28                  builderUniform.fVariable.getArrayCount() > 0);
     29         SkDEBUGCODE(
     30             uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
     31             uniform.fType = builderUniform.fVariable.getType();
     32         );
     33         // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
     34 
     35         if (kVertex_GrShaderFlag & builderUniform.fVisibility) {
     36             uniform.fVSLocation = builderUniform.fLocation;
     37         } else {
     38             uniform.fVSLocation = kUnusedUniform;
     39         }
     40         if (kFragment_GrShaderFlag & builderUniform.fVisibility) {
     41             uniform.fFSLocation = builderUniform.fLocation;
     42         } else {
     43             uniform.fFSLocation = kUnusedUniform;
     44         }
     45     }
     46 
     47     // NVPR programs have separable varyings
     48     count = pathProcVaryings.count();
     49     fPathProcVaryings.push_back_n(count);
     50     for (int i = 0; i < count; i++) {
     51         SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
     52         PathProcVarying& pathProcVarying = fPathProcVaryings[i];
     53         const VaryingInfo& builderPathProcVarying = pathProcVaryings[i];
     54         SkASSERT(GrGLSLShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() ||
     55                  builderPathProcVarying.fVariable.getArrayCount() > 0);
     56         SkDEBUGCODE(
     57             pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount();
     58             pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
     59         );
     60         pathProcVarying.fLocation = builderPathProcVarying.fLocation;
     61     }
     62 }
     63 
     64 void GrGLProgramDataManager::setSampler(UniformHandle u, int texUnit) const {
     65     const Uniform& uni = fUniforms[u.toIndex()];
     66     SkASSERT(uni.fType == kSampler2D_GrSLType || uni.fType == kSamplerExternal_GrSLType ||
     67              uni.fType == kSampler2DRect_GrSLType);
     68     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     69     // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
     70     // reference the sampler then the compiler may have optimized it out. Uncomment this assert
     71     // once stages insert their own samplers.
     72     // this->printUnused(uni);
     73     if (kUnusedUniform != uni.fFSLocation) {
     74         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
     75     }
     76     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
     77         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
     78     }
     79 }
     80 
     81 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
     82     const Uniform& uni = fUniforms[u.toIndex()];
     83     SkASSERT(uni.fType == kFloat_GrSLType);
     84     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     85     SkDEBUGCODE(this->printUnused(uni);)
     86     if (kUnusedUniform != uni.fFSLocation) {
     87         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
     88     }
     89     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
     90         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
     91     }
     92 }
     93 
     94 void GrGLProgramDataManager::set1fv(UniformHandle u,
     95                                     int arrayCount,
     96                                     const float v[]) const {
     97     const Uniform& uni = fUniforms[u.toIndex()];
     98     SkASSERT(uni.fType == kFloat_GrSLType);
     99     SkASSERT(arrayCount > 0);
    100     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    101     // This assert fires in some instances of the two-pt gradient for its VSParams.
    102     // Once the uniform manager is responsible for inserting the duplicate uniform
    103     // arrays in VS and FS driver bug workaround, this can be enabled.
    104     // this->printUni(uni);
    105     if (kUnusedUniform != uni.fFSLocation) {
    106         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
    107     }
    108     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    109         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
    110     }
    111 }
    112 
    113 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
    114     const Uniform& uni = fUniforms[u.toIndex()];
    115     SkASSERT(uni.fType == kVec2f_GrSLType);
    116     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
    117     SkDEBUGCODE(this->printUnused(uni);)
    118     if (kUnusedUniform != uni.fFSLocation) {
    119         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
    120     }
    121     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    122         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
    123     }
    124 }
    125 
    126 void GrGLProgramDataManager::set2fv(UniformHandle u,
    127                                     int arrayCount,
    128                                     const float v[]) const {
    129     const Uniform& uni = fUniforms[u.toIndex()];
    130     SkASSERT(uni.fType == kVec2f_GrSLType);
    131     SkASSERT(arrayCount > 0);
    132     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    133     SkDEBUGCODE(this->printUnused(uni);)
    134     if (kUnusedUniform != uni.fFSLocation) {
    135         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
    136     }
    137     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    138         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
    139     }
    140 }
    141 
    142 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
    143     const Uniform& uni = fUniforms[u.toIndex()];
    144     SkASSERT(uni.fType == kVec3f_GrSLType);
    145     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
    146     SkDEBUGCODE(this->printUnused(uni);)
    147     if (kUnusedUniform != uni.fFSLocation) {
    148         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
    149     }
    150     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    151         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
    152     }
    153 }
    154 
    155 void GrGLProgramDataManager::set3fv(UniformHandle u,
    156                                     int arrayCount,
    157                                     const float v[]) const {
    158     const Uniform& uni = fUniforms[u.toIndex()];
    159     SkASSERT(uni.fType == kVec3f_GrSLType);
    160     SkASSERT(arrayCount > 0);
    161     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    162     SkDEBUGCODE(this->printUnused(uni);)
    163     if (kUnusedUniform != uni.fFSLocation) {
    164         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
    165     }
    166     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    167         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
    168     }
    169 }
    170 
    171 void GrGLProgramDataManager::set4f(UniformHandle u,
    172                                    float v0,
    173                                    float v1,
    174                                    float v2,
    175                                    float v3) const {
    176     const Uniform& uni = fUniforms[u.toIndex()];
    177     SkASSERT(uni.fType == kVec4f_GrSLType);
    178     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
    179     SkDEBUGCODE(this->printUnused(uni);)
    180     if (kUnusedUniform != uni.fFSLocation) {
    181         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
    182     }
    183     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    184         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
    185     }
    186 }
    187 
    188 void GrGLProgramDataManager::set4fv(UniformHandle u,
    189                                     int arrayCount,
    190                                     const float v[]) const {
    191     const Uniform& uni = fUniforms[u.toIndex()];
    192     SkASSERT(uni.fType == kVec4f_GrSLType);
    193     SkASSERT(arrayCount > 0);
    194     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    195     SkDEBUGCODE(this->printUnused(uni);)
    196     if (kUnusedUniform != uni.fFSLocation) {
    197         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
    198     }
    199     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    200         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
    201     }
    202 }
    203 
    204 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
    205     const Uniform& uni = fUniforms[u.toIndex()];
    206     SkASSERT(uni.fType == kMat33f_GrSLType);
    207     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
    208     SkDEBUGCODE(this->printUnused(uni);)
    209     if (kUnusedUniform != uni.fFSLocation) {
    210         GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
    211     }
    212     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    213         GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
    214     }
    215 }
    216 
    217 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
    218     const Uniform& uni = fUniforms[u.toIndex()];
    219     SkASSERT(uni.fType == kMat44f_GrSLType);
    220     SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
    221     SkDEBUGCODE(this->printUnused(uni);)
    222     if (kUnusedUniform != uni.fFSLocation) {
    223         GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
    224     }
    225     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    226         GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
    227     }
    228 }
    229 
    230 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
    231                                           int arrayCount,
    232                                           const float matrices[]) const {
    233     const Uniform& uni = fUniforms[u.toIndex()];
    234     SkASSERT(uni.fType == kMat33f_GrSLType);
    235     SkASSERT(arrayCount > 0);
    236     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    237     SkDEBUGCODE(this->printUnused(uni);)
    238     if (kUnusedUniform != uni.fFSLocation) {
    239         GR_GL_CALL(fGpu->glInterface(),
    240                    UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
    241     }
    242     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    243         GR_GL_CALL(fGpu->glInterface(),
    244                    UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
    245     }
    246 }
    247 
    248 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
    249                                           int arrayCount,
    250                                           const float matrices[]) const {
    251     const Uniform& uni = fUniforms[u.toIndex()];
    252     SkASSERT(uni.fType == kMat44f_GrSLType);
    253     SkASSERT(arrayCount > 0);
    254     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    255     SkDEBUGCODE(this->printUnused(uni);)
    256     if (kUnusedUniform != uni.fFSLocation) {
    257         GR_GL_CALL(fGpu->glInterface(),
    258                    UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
    259     }
    260     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    261         GR_GL_CALL(fGpu->glInterface(),
    262                    UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
    263     }
    264 }
    265 
    266 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
    267                                                            int components,
    268                                                            const SkMatrix& matrix) const {
    269     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
    270     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
    271 
    272     SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) ||
    273               (components == 3 && fragmentInput.fType == kVec3f_GrSLType));
    274 
    275     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
    276                                                                   fragmentInput.fLocation,
    277                                                                   GR_GL_OBJECT_LINEAR,
    278                                                                   components,
    279                                                                   matrix);
    280 }
    281 
    282 #ifdef SK_DEBUG
    283 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
    284     if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
    285         GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
    286     }
    287 }
    288 #endif
    289