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((COUNT) <= (UNI).fArrayCount || \ 15 (1 == (COUNT) && GrShaderVar::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(GrShaderVar::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 uniform.fLocation = builderUniform.fLocation; 34 } 35 36 // NVPR programs have separable varyings 37 count = pathProcVaryings.count(); 38 fPathProcVaryings.push_back_n(count); 39 for (int i = 0; i < count; i++) { 40 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); 41 PathProcVarying& pathProcVarying = fPathProcVaryings[i]; 42 const VaryingInfo& builderPathProcVarying = pathProcVaryings[i]; 43 SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() || 44 builderPathProcVarying.fVariable.getArrayCount() > 0); 45 SkDEBUGCODE( 46 pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount(); 47 pathProcVarying.fType = builderPathProcVarying.fVariable.getType(); 48 ); 49 pathProcVarying.fLocation = builderPathProcVarying.fLocation; 50 } 51 } 52 53 void GrGLProgramDataManager::setSamplers(const UniformInfoArray& samplers) const { 54 for (int i = 0; i < samplers.count(); ++i) { 55 const UniformInfo& sampler = samplers[i]; 56 SkASSERT(sampler.fVisibility); 57 if (kUnusedUniform != sampler.fLocation) { 58 GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i)); 59 } 60 } 61 } 62 63 void GrGLProgramDataManager::setImageStorages(const UniformInfoArray& images) const { 64 for (int i = 0; i < images.count(); ++i) { 65 const UniformInfo& image = images[i]; 66 SkASSERT(image.fVisibility); 67 if (kUnusedUniform != image.fLocation) { 68 GR_GL_CALL(fGpu->glInterface(), Uniform1i(image.fLocation, i)); 69 } 70 } 71 } 72 73 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const { 74 const Uniform& uni = fUniforms[u.toIndex()]; 75 SkASSERT(uni.fType == kInt_GrSLType); 76 SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); 77 if (kUnusedUniform != uni.fLocation) { 78 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i)); 79 } 80 } 81 82 void GrGLProgramDataManager::set1iv(UniformHandle u, 83 int arrayCount, 84 const int v[]) const { 85 const Uniform& uni = fUniforms[u.toIndex()]; 86 SkASSERT(uni.fType == kInt_GrSLType); 87 SkASSERT(arrayCount > 0); 88 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 89 if (kUnusedUniform != uni.fLocation) { 90 GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v)); 91 } 92 } 93 94 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const { 95 const Uniform& uni = fUniforms[u.toIndex()]; 96 SkASSERT(uni.fType == kFloat_GrSLType); 97 SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); 98 if (kUnusedUniform != uni.fLocation) { 99 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0)); 100 } 101 } 102 103 void GrGLProgramDataManager::set1fv(UniformHandle u, 104 int arrayCount, 105 const float v[]) const { 106 const Uniform& uni = fUniforms[u.toIndex()]; 107 SkASSERT(uni.fType == kFloat_GrSLType); 108 SkASSERT(arrayCount > 0); 109 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 110 // This assert fires in some instances of the two-pt gradient for its VSParams. 111 // Once the uniform manager is responsible for inserting the duplicate uniform 112 // arrays in VS and FS driver bug workaround, this can be enabled. 113 // this->printUni(uni); 114 if (kUnusedUniform != uni.fLocation) { 115 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v)); 116 } 117 } 118 119 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const { 120 const Uniform& uni = fUniforms[u.toIndex()]; 121 SkASSERT(uni.fType == kVec2f_GrSLType); 122 SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); 123 if (kUnusedUniform != uni.fLocation) { 124 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1)); 125 } 126 } 127 128 void GrGLProgramDataManager::set2fv(UniformHandle u, 129 int arrayCount, 130 const float v[]) const { 131 const Uniform& uni = fUniforms[u.toIndex()]; 132 SkASSERT(uni.fType == kVec2f_GrSLType); 133 SkASSERT(arrayCount > 0); 134 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 135 if (kUnusedUniform != uni.fLocation) { 136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v)); 137 } 138 } 139 140 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const { 141 const Uniform& uni = fUniforms[u.toIndex()]; 142 SkASSERT(uni.fType == kVec3f_GrSLType); 143 SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); 144 if (kUnusedUniform != uni.fLocation) { 145 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2)); 146 } 147 } 148 149 void GrGLProgramDataManager::set3fv(UniformHandle u, 150 int arrayCount, 151 const float v[]) const { 152 const Uniform& uni = fUniforms[u.toIndex()]; 153 SkASSERT(uni.fType == kVec3f_GrSLType); 154 SkASSERT(arrayCount > 0); 155 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 156 if (kUnusedUniform != uni.fLocation) { 157 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v)); 158 } 159 } 160 161 void GrGLProgramDataManager::set4f(UniformHandle u, 162 float v0, 163 float v1, 164 float v2, 165 float v3) const { 166 const Uniform& uni = fUniforms[u.toIndex()]; 167 SkASSERT(uni.fType == kVec4f_GrSLType); 168 SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); 169 if (kUnusedUniform != uni.fLocation) { 170 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3)); 171 } 172 } 173 174 void GrGLProgramDataManager::set4fv(UniformHandle u, 175 int arrayCount, 176 const float v[]) const { 177 const Uniform& uni = fUniforms[u.toIndex()]; 178 SkASSERT(uni.fType == kVec4f_GrSLType); 179 SkASSERT(arrayCount > 0); 180 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 181 if (kUnusedUniform != uni.fLocation) { 182 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v)); 183 } 184 } 185 186 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const { 187 this->setMatrices<2>(u, 1, matrix); 188 } 189 190 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const { 191 this->setMatrices<3>(u, 1, matrix); 192 } 193 194 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const { 195 this->setMatrices<4>(u, 1, matrix); 196 } 197 198 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const { 199 this->setMatrices<2>(u, arrayCount, m); 200 } 201 202 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const { 203 this->setMatrices<3>(u, arrayCount, m); 204 } 205 206 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const { 207 this->setMatrices<4>(u, arrayCount, m); 208 } 209 210 template<int N> struct set_uniform_matrix; 211 212 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u, 213 int arrayCount, 214 const float matrices[]) const { 215 const Uniform& uni = fUniforms[u.toIndex()]; 216 SkASSERT(uni.fType == kMat22f_GrSLType + (N - 2)); 217 SkASSERT(arrayCount > 0); 218 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 219 if (kUnusedUniform != uni.fLocation) { 220 set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices); 221 } 222 } 223 224 template<> struct set_uniform_matrix<2> { 225 inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { 226 GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m)); 227 } 228 }; 229 230 template<> struct set_uniform_matrix<3> { 231 inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { 232 GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m)); 233 } 234 }; 235 236 template<> struct set_uniform_matrix<4> { 237 inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) { 238 GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m)); 239 } 240 }; 241 242 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u, 243 int components, 244 const SkMatrix& matrix) const { 245 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); 246 const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()]; 247 248 SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) || 249 (components == 3 && fragmentInput.fType == kVec3f_GrSLType)); 250 251 fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID, 252 fragmentInput.fLocation, 253 GR_GL_OBJECT_LINEAR, 254 components, 255 matrix); 256 } 257