gfx/layers/opengl/OGLShaderProgram.h

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
michael@0 2 /* This Source Code Form is subject to the terms of the Mozilla Public
michael@0 3 * License, v. 2.0. If a copy of the MPL was not distributed with this
michael@0 4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
michael@0 5
michael@0 6 #ifndef GFX_OGLSHADERPROGRAM_H
michael@0 7 #define GFX_OGLSHADERPROGRAM_H
michael@0 8
michael@0 9 #include "GLContext.h" // for fast inlines of glUniform*
michael@0 10 #include "gfx3DMatrix.h" // for gfx3DMatrix
michael@0 11 #include "gfxTypes.h"
michael@0 12 #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
michael@0 13 #include "mozilla/RefPtr.h" // for RefPtr
michael@0 14 #include "mozilla/gfx/Matrix.h" // for Matrix4x4
michael@0 15 #include "mozilla/gfx/Rect.h" // for Rect
michael@0 16 #include "mozilla/gfx/Types.h"
michael@0 17 #include "nsDebug.h" // for NS_ASSERTION
michael@0 18 #include "nsPoint.h" // for nsIntPoint
michael@0 19 #include "nsTArray.h" // for nsTArray
michael@0 20 #include "mozilla/layers/CompositorTypes.h"
michael@0 21
michael@0 22 #include <string>
michael@0 23
michael@0 24 struct gfxRGBA;
michael@0 25 struct nsIntRect;
michael@0 26
michael@0 27 namespace mozilla {
michael@0 28 namespace layers {
michael@0 29
michael@0 30 class Layer;
michael@0 31
michael@0 32 enum ShaderFeatures {
michael@0 33 ENABLE_RENDER_COLOR=0x01,
michael@0 34 ENABLE_TEXTURE_RECT=0x02,
michael@0 35 ENABLE_TEXTURE_EXTERNAL=0x04,
michael@0 36 ENABLE_TEXTURE_YCBCR=0x08,
michael@0 37 ENABLE_TEXTURE_COMPONENT_ALPHA=0x10,
michael@0 38 ENABLE_TEXTURE_NO_ALPHA=0x20,
michael@0 39 ENABLE_TEXTURE_RB_SWAP=0x40,
michael@0 40 ENABLE_OPACITY=0x80,
michael@0 41 ENABLE_BLUR=0x100,
michael@0 42 ENABLE_COLOR_MATRIX=0x200,
michael@0 43 ENABLE_MASK_2D=0x400,
michael@0 44 ENABLE_MASK_3D=0x800
michael@0 45 };
michael@0 46
michael@0 47 class KnownUniform {
michael@0 48 public:
michael@0 49 enum KnownUniformName {
michael@0 50 NotAKnownUniform = -1,
michael@0 51
michael@0 52 LayerTransform = 0,
michael@0 53 MaskQuadTransform,
michael@0 54 LayerQuadTransform,
michael@0 55 MatrixProj,
michael@0 56 TextureTransform,
michael@0 57 RenderTargetOffset,
michael@0 58 LayerOpacity,
michael@0 59 Texture,
michael@0 60 YTexture,
michael@0 61 CbTexture,
michael@0 62 CrTexture,
michael@0 63 BlackTexture,
michael@0 64 WhiteTexture,
michael@0 65 MaskTexture,
michael@0 66 RenderColor,
michael@0 67 TexCoordMultiplier,
michael@0 68 TexturePass2,
michael@0 69
michael@0 70 KnownUniformCount
michael@0 71 };
michael@0 72
michael@0 73 KnownUniform()
michael@0 74 {
michael@0 75 mName = NotAKnownUniform;
michael@0 76 mNameString = nullptr;
michael@0 77 mLocation = -1;
michael@0 78 memset(&mValue, 0, sizeof(mValue));
michael@0 79 }
michael@0 80
michael@0 81 bool UpdateUniform(int32_t i1) {
michael@0 82 if (mLocation == -1) return false;
michael@0 83 if (mValue.i1 != i1) {
michael@0 84 mValue.i1 = i1;
michael@0 85 return true;
michael@0 86 }
michael@0 87 return false;
michael@0 88 }
michael@0 89
michael@0 90 bool UpdateUniform(float f1) {
michael@0 91 if (mLocation == -1) return false;
michael@0 92 if (mValue.f1 != f1) {
michael@0 93 mValue.f1 = f1;
michael@0 94 return true;
michael@0 95 }
michael@0 96 return false;
michael@0 97 }
michael@0 98
michael@0 99 bool UpdateUniform(float f1, float f2) {
michael@0 100 if (mLocation == -1) return false;
michael@0 101 if (mValue.f16v[0] != f1 ||
michael@0 102 mValue.f16v[1] != f2)
michael@0 103 {
michael@0 104 mValue.f16v[0] = f1;
michael@0 105 mValue.f16v[1] = f2;
michael@0 106 return true;
michael@0 107 }
michael@0 108 return false;
michael@0 109 }
michael@0 110
michael@0 111 bool UpdateUniform(float f1, float f2, float f3, float f4) {
michael@0 112 if (mLocation == -1) return false;
michael@0 113 if (mValue.f16v[0] != f1 ||
michael@0 114 mValue.f16v[1] != f2 ||
michael@0 115 mValue.f16v[2] != f3 ||
michael@0 116 mValue.f16v[3] != f4)
michael@0 117 {
michael@0 118 mValue.f16v[0] = f1;
michael@0 119 mValue.f16v[1] = f2;
michael@0 120 mValue.f16v[2] = f3;
michael@0 121 mValue.f16v[3] = f4;
michael@0 122 return true;
michael@0 123 }
michael@0 124 return false;
michael@0 125 }
michael@0 126
michael@0 127 bool UpdateUniform(int cnt, const float *fp) {
michael@0 128 if (mLocation == -1) return false;
michael@0 129 switch (cnt) {
michael@0 130 case 1:
michael@0 131 case 2:
michael@0 132 case 3:
michael@0 133 case 4:
michael@0 134 case 16:
michael@0 135 if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
michael@0 136 memcpy(mValue.f16v, fp, sizeof(float) * cnt);
michael@0 137 return true;
michael@0 138 }
michael@0 139 return false;
michael@0 140 }
michael@0 141
michael@0 142 NS_NOTREACHED("cnt must be 1 2 3 4 or 16");
michael@0 143 return false;
michael@0 144 }
michael@0 145
michael@0 146 KnownUniformName mName;
michael@0 147 const char *mNameString;
michael@0 148 int32_t mLocation;
michael@0 149
michael@0 150 union {
michael@0 151 int i1;
michael@0 152 float f1;
michael@0 153 float f16v[16];
michael@0 154 } mValue;
michael@0 155 };
michael@0 156
michael@0 157 class ShaderConfigOGL
michael@0 158 {
michael@0 159 public:
michael@0 160 ShaderConfigOGL() :
michael@0 161 mFeatures(0) {}
michael@0 162
michael@0 163 void SetRenderColor(bool aEnabled);
michael@0 164 void SetTextureTarget(GLenum aTarget);
michael@0 165 void SetRBSwap(bool aEnabled);
michael@0 166 void SetNoAlpha(bool aEnabled);
michael@0 167 void SetOpacity(bool aEnabled);
michael@0 168 void SetYCbCr(bool aEnabled);
michael@0 169 void SetComponentAlpha(bool aEnabled);
michael@0 170 void SetColorMatrix(bool aEnabled);
michael@0 171 void SetBlur(bool aEnabled);
michael@0 172 void SetMask2D(bool aEnabled);
michael@0 173 void SetMask3D(bool aEnabled);
michael@0 174
michael@0 175 bool operator< (const ShaderConfigOGL& other) const {
michael@0 176 return mFeatures < other.mFeatures;
michael@0 177 }
michael@0 178
michael@0 179 public:
michael@0 180 void SetFeature(int aBitmask, bool aState) {
michael@0 181 if (aState)
michael@0 182 mFeatures |= aBitmask;
michael@0 183 else
michael@0 184 mFeatures &= (~aBitmask);
michael@0 185 }
michael@0 186
michael@0 187 int mFeatures;
michael@0 188 };
michael@0 189
michael@0 190 static inline ShaderConfigOGL
michael@0 191 ShaderConfigFromTargetAndFormat(GLenum aTarget,
michael@0 192 gfx::SurfaceFormat aFormat)
michael@0 193 {
michael@0 194 ShaderConfigOGL config;
michael@0 195 config.SetTextureTarget(aTarget);
michael@0 196 config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 ||
michael@0 197 aFormat == gfx::SurfaceFormat::B8G8R8X8);
michael@0 198 config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 ||
michael@0 199 aFormat == gfx::SurfaceFormat::R8G8B8X8 ||
michael@0 200 aFormat == gfx::SurfaceFormat::R5G6B5);
michael@0 201 return config;
michael@0 202 }
michael@0 203
michael@0 204 /**
michael@0 205 * This struct represents the shaders that make up a program and the uniform
michael@0 206 * and attribute parmeters that those shaders take.
michael@0 207 * It is used by ShaderProgramOGL.
michael@0 208 * Use the factory method GetProfileFor to create instances.
michael@0 209 */
michael@0 210 struct ProgramProfileOGL
michael@0 211 {
michael@0 212 /**
michael@0 213 * Factory method; creates an instance of this class for the given
michael@0 214 * ShaderConfigOGL
michael@0 215 */
michael@0 216 static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig);
michael@0 217
michael@0 218 /**
michael@0 219 * These two methods lookup the location of a uniform and attribute,
michael@0 220 * respectively. Returns -1 if the named uniform/attribute does not
michael@0 221 * have a location for the shaders represented by this profile.
michael@0 222 */
michael@0 223 GLint LookupAttributeLocation(const char* aName)
michael@0 224 {
michael@0 225 for (uint32_t i = 0; i < mAttributes.Length(); ++i) {
michael@0 226 if (strcmp(mAttributes[i].mName, aName) == 0) {
michael@0 227 return mAttributes[i].mLocation;
michael@0 228 }
michael@0 229 }
michael@0 230
michael@0 231 return -1;
michael@0 232 }
michael@0 233
michael@0 234 // represents the name and location of a uniform or attribute
michael@0 235 struct Argument
michael@0 236 {
michael@0 237 Argument(const char* aName) :
michael@0 238 mName(aName) {}
michael@0 239 const char* mName;
michael@0 240 GLint mLocation;
michael@0 241 };
michael@0 242
michael@0 243 // the source code for the program's shaders
michael@0 244 std::string mVertexShaderString;
michael@0 245 std::string mFragmentShaderString;
michael@0 246
michael@0 247 KnownUniform mUniforms[KnownUniform::KnownUniformCount];
michael@0 248 nsTArray<Argument> mAttributes;
michael@0 249 nsTArray<const char *> mDefines;
michael@0 250 uint32_t mTextureCount;
michael@0 251
michael@0 252 ProgramProfileOGL() :
michael@0 253 mTextureCount(0)
michael@0 254 {}
michael@0 255 };
michael@0 256
michael@0 257
michael@0 258 #if defined(DEBUG)
michael@0 259 #define CHECK_CURRENT_PROGRAM 1
michael@0 260 #define ASSERT_THIS_PROGRAM \
michael@0 261 do { \
michael@0 262 GLuint currentProgram; \
michael@0 263 mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &currentProgram); \
michael@0 264 NS_ASSERTION(currentProgram == mProgram, \
michael@0 265 "SetUniform with wrong program active!"); \
michael@0 266 } while (0)
michael@0 267 #else
michael@0 268 #define ASSERT_THIS_PROGRAM \
michael@0 269 do { } while (0)
michael@0 270 #endif
michael@0 271
michael@0 272 /**
michael@0 273 * Represents an OGL shader program. The details of a program are represented
michael@0 274 * by a ProgramProfileOGL
michael@0 275 */
michael@0 276 class ShaderProgramOGL
michael@0 277 {
michael@0 278 public:
michael@0 279 typedef mozilla::gl::GLContext GLContext;
michael@0 280
michael@0 281 ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
michael@0 282
michael@0 283 ~ShaderProgramOGL();
michael@0 284
michael@0 285 bool HasInitialized() {
michael@0 286 NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
michael@0 287 return mProgramState == STATE_OK;
michael@0 288 }
michael@0 289
michael@0 290 void Activate();
michael@0 291
michael@0 292 bool Initialize();
michael@0 293
michael@0 294 GLint CreateShader(GLenum aShaderType, const char *aShaderSource);
michael@0 295
michael@0 296 /**
michael@0 297 * Creates a program and stores its id.
michael@0 298 */
michael@0 299 bool CreateProgram(const char *aVertexShaderString,
michael@0 300 const char *aFragmentShaderString);
michael@0 301
michael@0 302 /**
michael@0 303 * Lookup the location of an attribute
michael@0 304 */
michael@0 305 GLint AttribLocation(const char* aName) {
michael@0 306 return mProfile.LookupAttributeLocation(aName);
michael@0 307 }
michael@0 308
michael@0 309 /**
michael@0 310 * The following set of methods set a uniform argument to the shader program.
michael@0 311 * Not all uniforms may be set for all programs, and such uses will throw
michael@0 312 * an assertion.
michael@0 313 */
michael@0 314 void SetLayerTransform(const gfx::Matrix4x4& aMatrix) {
michael@0 315 SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
michael@0 316 }
michael@0 317
michael@0 318 void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
michael@0 319 SetMatrixUniform(KnownUniform::MaskQuadTransform, aMatrix);
michael@0 320 }
michael@0 321
michael@0 322 void SetLayerQuadRect(const nsIntRect& aRect) {
michael@0 323 gfx3DMatrix m;
michael@0 324 m._11 = float(aRect.width);
michael@0 325 m._22 = float(aRect.height);
michael@0 326 m._41 = float(aRect.x);
michael@0 327 m._42 = float(aRect.y);
michael@0 328 SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
michael@0 329 }
michael@0 330
michael@0 331 void SetLayerQuadRect(const gfx::Rect& aRect) {
michael@0 332 gfx3DMatrix m;
michael@0 333 m._11 = aRect.width;
michael@0 334 m._22 = aRect.height;
michael@0 335 m._41 = aRect.x;
michael@0 336 m._42 = aRect.y;
michael@0 337 SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
michael@0 338 }
michael@0 339
michael@0 340 void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
michael@0 341 SetMatrixUniform(KnownUniform::MatrixProj, aMatrix);
michael@0 342 }
michael@0 343
michael@0 344 // sets this program's texture transform, if it uses one
michael@0 345 void SetTextureTransform(const gfx::Matrix4x4& aMatrix) {
michael@0 346 SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
michael@0 347 }
michael@0 348
michael@0 349 void SetRenderOffset(const nsIntPoint& aOffset) {
michael@0 350 float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
michael@0 351 SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
michael@0 352 }
michael@0 353
michael@0 354 void SetRenderOffset(float aX, float aY) {
michael@0 355 float vals[4] = { aX, aY, 0.0f, 0.0f };
michael@0 356 SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
michael@0 357 }
michael@0 358
michael@0 359 void SetLayerOpacity(float aOpacity) {
michael@0 360 SetUniform(KnownUniform::LayerOpacity, aOpacity);
michael@0 361 }
michael@0 362
michael@0 363 void SetTextureUnit(GLint aUnit) {
michael@0 364 SetUniform(KnownUniform::Texture, aUnit);
michael@0 365 }
michael@0 366 void SetYTextureUnit(GLint aUnit) {
michael@0 367 SetUniform(KnownUniform::YTexture, aUnit);
michael@0 368 }
michael@0 369
michael@0 370 void SetCbTextureUnit(GLint aUnit) {
michael@0 371 SetUniform(KnownUniform::CbTexture, aUnit);
michael@0 372 }
michael@0 373
michael@0 374 void SetCrTextureUnit(GLint aUnit) {
michael@0 375 SetUniform(KnownUniform::CrTexture, aUnit);
michael@0 376 }
michael@0 377
michael@0 378 void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
michael@0 379 SetUniform(KnownUniform::YTexture, aYUnit);
michael@0 380 SetUniform(KnownUniform::CbTexture, aCbUnit);
michael@0 381 SetUniform(KnownUniform::CrTexture, aCrUnit);
michael@0 382 }
michael@0 383
michael@0 384 void SetBlackTextureUnit(GLint aUnit) {
michael@0 385 SetUniform(KnownUniform::BlackTexture, aUnit);
michael@0 386 }
michael@0 387
michael@0 388 void SetWhiteTextureUnit(GLint aUnit) {
michael@0 389 SetUniform(KnownUniform::WhiteTexture, aUnit);
michael@0 390 }
michael@0 391
michael@0 392 void SetMaskTextureUnit(GLint aUnit) {
michael@0 393 SetUniform(KnownUniform::MaskTexture, aUnit);
michael@0 394 }
michael@0 395
michael@0 396 void SetRenderColor(const gfxRGBA& aColor) {
michael@0 397 SetUniform(KnownUniform::RenderColor, aColor);
michael@0 398 }
michael@0 399
michael@0 400 void SetRenderColor(const gfx::Color& aColor) {
michael@0 401 SetUniform(KnownUniform::RenderColor, aColor);
michael@0 402 }
michael@0 403
michael@0 404 void SetTexCoordMultiplier(float aWidth, float aHeight) {
michael@0 405 float f[] = {aWidth, aHeight};
michael@0 406 SetUniform(KnownUniform::TexCoordMultiplier, 2, f);
michael@0 407 }
michael@0 408
michael@0 409 // Set whether we want the component alpha shader to return the color
michael@0 410 // vector (pass 1, false) or the alpha vector (pass2, true). With support
michael@0 411 // for multiple render targets we wouldn't need two passes here.
michael@0 412 void SetTexturePass2(bool aFlag) {
michael@0 413 SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0);
michael@0 414 }
michael@0 415
michael@0 416 // the names of attributes
michael@0 417 static const char* const VertexCoordAttrib;
michael@0 418 static const char* const TexCoordAttrib;
michael@0 419
michael@0 420 protected:
michael@0 421 RefPtr<GLContext> mGL;
michael@0 422 // the OpenGL id of the program
michael@0 423 GLuint mProgram;
michael@0 424 ProgramProfileOGL mProfile;
michael@0 425 enum {
michael@0 426 STATE_NEW,
michael@0 427 STATE_OK,
michael@0 428 STATE_ERROR
michael@0 429 } mProgramState;
michael@0 430
michael@0 431 #ifdef CHECK_CURRENT_PROGRAM
michael@0 432 static int sCurrentProgramKey;
michael@0 433 #endif
michael@0 434
michael@0 435 void SetUniform(KnownUniform::KnownUniformName aKnownUniform, float aFloatValue)
michael@0 436 {
michael@0 437 ASSERT_THIS_PROGRAM;
michael@0 438 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 439
michael@0 440 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 441 if (ku.UpdateUniform(aFloatValue)) {
michael@0 442 mGL->fUniform1f(ku.mLocation, aFloatValue);
michael@0 443 }
michael@0 444 }
michael@0 445
michael@0 446 void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfxRGBA& aColor)
michael@0 447 {
michael@0 448 ASSERT_THIS_PROGRAM;
michael@0 449 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 450
michael@0 451 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 452 if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
michael@0 453 mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
michael@0 454 }
michael@0 455 }
michael@0 456
michael@0 457 void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Color& aColor) {
michael@0 458 ASSERT_THIS_PROGRAM;
michael@0 459 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 460
michael@0 461 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 462 if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
michael@0 463 mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
michael@0 464 }
michael@0 465 }
michael@0 466
michael@0 467 void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, float *aFloatValues)
michael@0 468 {
michael@0 469 ASSERT_THIS_PROGRAM;
michael@0 470 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 471
michael@0 472 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 473 if (ku.UpdateUniform(aLength, aFloatValues)) {
michael@0 474 switch (aLength) {
michael@0 475 case 1: mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v); break;
michael@0 476 case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
michael@0 477 case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
michael@0 478 case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
michael@0 479 default:
michael@0 480 NS_NOTREACHED("Bogus aLength param");
michael@0 481 }
michael@0 482 }
michael@0 483 }
michael@0 484
michael@0 485 void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) {
michael@0 486 ASSERT_THIS_PROGRAM;
michael@0 487 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 488
michael@0 489 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 490 if (ku.UpdateUniform(aIntValue)) {
michael@0 491 mGL->fUniform1i(ku.mLocation, aIntValue);
michael@0 492 }
michael@0 493 }
michael@0 494
michael@0 495 void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const float *aFloatValues) {
michael@0 496 ASSERT_THIS_PROGRAM;
michael@0 497 NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
michael@0 498
michael@0 499 KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
michael@0 500 if (ku.UpdateUniform(16, aFloatValues)) {
michael@0 501 mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v);
michael@0 502 }
michael@0 503 }
michael@0 504
michael@0 505 void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx3DMatrix& aMatrix) {
michael@0 506 SetMatrixUniform(aKnownUniform, &aMatrix._11);
michael@0 507 }
michael@0 508
michael@0 509 void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) {
michael@0 510 SetMatrixUniform(aKnownUniform, &aMatrix._11);
michael@0 511 }
michael@0 512 };
michael@0 513
michael@0 514
michael@0 515 } /* layers */
michael@0 516 } /* mozilla */
michael@0 517
michael@0 518 #endif /* GFX_OGLSHADERPROGRAM_H */

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