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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((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::setSamplerUniforms(const UniformInfoArray& samplers,
     54                                                 int startUnit) const {
     55     for (int i = 0; i < samplers.count(); ++i) {
     56         const UniformInfo& sampler = samplers[i];
     57         SkASSERT(sampler.fVisibility);
     58         if (kUnusedUniform != sampler.fLocation) {
     59             GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit));
     60         }
     61     }
     62 }
     63 
     64 void GrGLProgramDataManager::setImageStorages(const UniformInfoArray& images) const {
     65     for (int i = 0; i < images.count(); ++i) {
     66         const UniformInfo& image = images[i];
     67         SkASSERT(image.fVisibility);
     68         if (kUnusedUniform != image.fLocation) {
     69             GR_GL_CALL(fGpu->glInterface(), Uniform1i(image.fLocation, i));
     70         }
     71     }
     72 }
     73 
     74 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
     75     const Uniform& uni = fUniforms[u.toIndex()];
     76     SkASSERT(uni.fType == kInt_GrSLType);
     77     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
     78     if (kUnusedUniform != uni.fLocation) {
     79         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
     80     }
     81 }
     82 
     83 void GrGLProgramDataManager::set1iv(UniformHandle u,
     84                                     int arrayCount,
     85                                     const int v[]) const {
     86     const Uniform& uni = fUniforms[u.toIndex()];
     87     SkASSERT(uni.fType == kInt_GrSLType);
     88     SkASSERT(arrayCount > 0);
     89     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
     90     if (kUnusedUniform != uni.fLocation) {
     91         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
     92     }
     93 }
     94 
     95 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
     96     const Uniform& uni = fUniforms[u.toIndex()];
     97     SkASSERT(uni.fType == kFloat_GrSLType);
     98     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
     99     if (kUnusedUniform != uni.fLocation) {
    100         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0));
    101     }
    102 }
    103 
    104 void GrGLProgramDataManager::set1fv(UniformHandle u,
    105                                     int arrayCount,
    106                                     const float v[]) const {
    107     const Uniform& uni = fUniforms[u.toIndex()];
    108     SkASSERT(uni.fType == kFloat_GrSLType);
    109     SkASSERT(arrayCount > 0);
    110     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    111     // This assert fires in some instances of the two-pt gradient for its VSParams.
    112     // Once the uniform manager is responsible for inserting the duplicate uniform
    113     // arrays in VS and FS driver bug workaround, this can be enabled.
    114     // this->printUni(uni);
    115     if (kUnusedUniform != uni.fLocation) {
    116         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
    117     }
    118 }
    119 
    120 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
    121     const Uniform& uni = fUniforms[u.toIndex()];
    122     SkASSERT(uni.fType == kVec2f_GrSLType);
    123     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    124     if (kUnusedUniform != uni.fLocation) {
    125         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
    126     }
    127 }
    128 
    129 void GrGLProgramDataManager::set2fv(UniformHandle u,
    130                                     int arrayCount,
    131                                     const float v[]) const {
    132     const Uniform& uni = fUniforms[u.toIndex()];
    133     SkASSERT(uni.fType == kVec2f_GrSLType);
    134     SkASSERT(arrayCount > 0);
    135     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    136     if (kUnusedUniform != uni.fLocation) {
    137         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
    138     }
    139 }
    140 
    141 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
    142     const Uniform& uni = fUniforms[u.toIndex()];
    143     SkASSERT(uni.fType == kVec3f_GrSLType);
    144     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    145     if (kUnusedUniform != uni.fLocation) {
    146         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
    147     }
    148 }
    149 
    150 void GrGLProgramDataManager::set3fv(UniformHandle u,
    151                                     int arrayCount,
    152                                     const float v[]) const {
    153     const Uniform& uni = fUniforms[u.toIndex()];
    154     SkASSERT(uni.fType == kVec3f_GrSLType);
    155     SkASSERT(arrayCount > 0);
    156     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    157     if (kUnusedUniform != uni.fLocation) {
    158         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
    159     }
    160 }
    161 
    162 void GrGLProgramDataManager::set4f(UniformHandle u,
    163                                    float v0,
    164                                    float v1,
    165                                    float v2,
    166                                    float v3) const {
    167     const Uniform& uni = fUniforms[u.toIndex()];
    168     SkASSERT(uni.fType == kVec4f_GrSLType);
    169     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    170     if (kUnusedUniform != uni.fLocation) {
    171         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
    172     }
    173 }
    174 
    175 void GrGLProgramDataManager::set4fv(UniformHandle u,
    176                                     int arrayCount,
    177                                     const float v[]) const {
    178     const Uniform& uni = fUniforms[u.toIndex()];
    179     SkASSERT(uni.fType == kVec4f_GrSLType);
    180     SkASSERT(arrayCount > 0);
    181     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    182     if (kUnusedUniform != uni.fLocation) {
    183         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
    184     }
    185 }
    186 
    187 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
    188     this->setMatrices<2>(u, 1, matrix);
    189 }
    190 
    191 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
    192     this->setMatrices<3>(u, 1, matrix);
    193 }
    194 
    195 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
    196     this->setMatrices<4>(u, 1, matrix);
    197 }
    198 
    199 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
    200     this->setMatrices<2>(u, arrayCount, m);
    201 }
    202 
    203 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
    204     this->setMatrices<3>(u, arrayCount, m);
    205 }
    206 
    207 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
    208     this->setMatrices<4>(u, arrayCount, m);
    209 }
    210 
    211 template<int N> struct set_uniform_matrix;
    212 
    213 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
    214                                                                 int arrayCount,
    215                                                                 const float matrices[]) const {
    216     const Uniform& uni = fUniforms[u.toIndex()];
    217     SkASSERT(uni.fType == kMat22f_GrSLType + (N - 2));
    218     SkASSERT(arrayCount > 0);
    219     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    220     if (kUnusedUniform != uni.fLocation) {
    221         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
    222     }
    223 }
    224 
    225 template<> struct set_uniform_matrix<2> {
    226     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    227         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
    228     }
    229 };
    230 
    231 template<> struct set_uniform_matrix<3> {
    232     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    233         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
    234     }
    235 };
    236 
    237 template<> struct set_uniform_matrix<4> {
    238     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    239         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
    240     }
    241 };
    242 
    243 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
    244                                                            int components,
    245                                                            const SkMatrix& matrix) const {
    246     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
    247     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
    248 
    249     SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) ||
    250               (components == 3 && fragmentInput.fType == kVec3f_GrSLType));
    251 
    252     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
    253                                                                   fragmentInput.fLocation,
    254                                                                   GR_GL_OBJECT_LINEAR,
    255                                                                   components,
    256                                                                   matrix);
    257 }
    258