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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::set1i(UniformHandle u, int32_t i) const {
     65     const Uniform& uni = fUniforms[u.toIndex()];
     66     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
     67     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
     68     if (kUnusedUniform != uni.fLocation) {
     69         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
     70     }
     71 }
     72 
     73 void GrGLProgramDataManager::set1iv(UniformHandle u,
     74                                     int arrayCount,
     75                                     const int v[]) const {
     76     const Uniform& uni = fUniforms[u.toIndex()];
     77     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
     78     SkASSERT(arrayCount > 0);
     79     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
     80     if (kUnusedUniform != uni.fLocation) {
     81         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
     82     }
     83 }
     84 
     85 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
     86     const Uniform& uni = fUniforms[u.toIndex()];
     87     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
     88     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
     89     if (kUnusedUniform != uni.fLocation) {
     90         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, 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 || uni.fType == kHalf_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.fLocation) {
    106         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
    107     }
    108 }
    109 
    110 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
    111     const Uniform& uni = fUniforms[u.toIndex()];
    112     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
    113     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    114     if (kUnusedUniform != uni.fLocation) {
    115         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
    116     }
    117 }
    118 
    119 void GrGLProgramDataManager::set2fv(UniformHandle u,
    120                                     int arrayCount,
    121                                     const float v[]) const {
    122     const Uniform& uni = fUniforms[u.toIndex()];
    123     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
    124     SkASSERT(arrayCount > 0);
    125     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    126     if (kUnusedUniform != uni.fLocation) {
    127         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
    128     }
    129 }
    130 
    131 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
    132     const Uniform& uni = fUniforms[u.toIndex()];
    133     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
    134     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    135     if (kUnusedUniform != uni.fLocation) {
    136         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
    137     }
    138 }
    139 
    140 void GrGLProgramDataManager::set3fv(UniformHandle u,
    141                                     int arrayCount,
    142                                     const float v[]) const {
    143     const Uniform& uni = fUniforms[u.toIndex()];
    144     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
    145     SkASSERT(arrayCount > 0);
    146     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    147     if (kUnusedUniform != uni.fLocation) {
    148         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
    149     }
    150 }
    151 
    152 void GrGLProgramDataManager::set4f(UniformHandle u,
    153                                    float v0,
    154                                    float v1,
    155                                    float v2,
    156                                    float v3) const {
    157     const Uniform& uni = fUniforms[u.toIndex()];
    158     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
    159     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
    160     if (kUnusedUniform != uni.fLocation) {
    161         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
    162     }
    163 }
    164 
    165 void GrGLProgramDataManager::set4fv(UniformHandle u,
    166                                     int arrayCount,
    167                                     const float v[]) const {
    168     const Uniform& uni = fUniforms[u.toIndex()];
    169     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
    170     SkASSERT(arrayCount > 0);
    171     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    172     if (kUnusedUniform != uni.fLocation) {
    173         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
    174     }
    175 }
    176 
    177 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
    178     this->setMatrices<2>(u, 1, matrix);
    179 }
    180 
    181 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
    182     this->setMatrices<3>(u, 1, matrix);
    183 }
    184 
    185 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
    186     this->setMatrices<4>(u, 1, matrix);
    187 }
    188 
    189 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
    190     this->setMatrices<2>(u, arrayCount, m);
    191 }
    192 
    193 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
    194     this->setMatrices<3>(u, arrayCount, m);
    195 }
    196 
    197 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
    198     this->setMatrices<4>(u, arrayCount, m);
    199 }
    200 
    201 template<int N> struct set_uniform_matrix;
    202 
    203 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
    204                                                                 int arrayCount,
    205                                                                 const float matrices[]) const {
    206     const Uniform& uni = fUniforms[u.toIndex()];
    207     SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) ||
    208              uni.fType == kHalf2x2_GrSLType + (N - 2));
    209     SkASSERT(arrayCount > 0);
    210     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    211     if (kUnusedUniform != uni.fLocation) {
    212         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
    213     }
    214 }
    215 
    216 template<> struct set_uniform_matrix<2> {
    217     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    218         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
    219     }
    220 };
    221 
    222 template<> struct set_uniform_matrix<3> {
    223     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    224         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
    225     }
    226 };
    227 
    228 template<> struct set_uniform_matrix<4> {
    229     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
    230         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
    231     }
    232 };
    233 
    234 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
    235                                                            int components,
    236                                                            const SkMatrix& matrix) const {
    237     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
    238     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
    239 
    240     SkASSERT((components == 2 && (fragmentInput.fType == kFloat2_GrSLType ||
    241                                   fragmentInput.fType == kHalf2_GrSLType)) ||
    242               (components == 3 && (fragmentInput.fType == kFloat3_GrSLType ||
    243                                    fragmentInput.fType == kHalf3_GrSLType)));
    244 
    245     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
    246                                                                   fragmentInput.fLocation,
    247                                                                   GR_GL_OBJECT_LINEAR,
    248                                                                   components,
    249                                                                   matrix);
    250 }
    251