Sat, 03 Jan 2015 20:18:00 +0100
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 | /* |
michael@0 | 2 | * Copyright 2012 Google Inc. |
michael@0 | 3 | * |
michael@0 | 4 | * Use of this source code is governed by a BSD-style license that can be |
michael@0 | 5 | * found in the LICENSE file. |
michael@0 | 6 | */ |
michael@0 | 7 | |
michael@0 | 8 | #include "gl/GrGLShaderBuilder.h" |
michael@0 | 9 | #include "gl/GrGLProgram.h" |
michael@0 | 10 | #include "gl/GrGLUniformHandle.h" |
michael@0 | 11 | #include "gl/GrGpuGL.h" |
michael@0 | 12 | #include "SkMatrix.h" |
michael@0 | 13 | |
michael@0 | 14 | #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ |
michael@0 | 15 | SkASSERT(arrayCount <= uni.fArrayCount || \ |
michael@0 | 16 | (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) |
michael@0 | 17 | |
michael@0 | 18 | GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { |
michael@0 | 19 | // skbug.com/2056 |
michael@0 | 20 | fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; |
michael@0 | 21 | } |
michael@0 | 22 | |
michael@0 | 23 | GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) { |
michael@0 | 24 | int idx = fUniforms.count(); |
michael@0 | 25 | Uniform& uni = fUniforms.push_back(); |
michael@0 | 26 | SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
michael@0 | 27 | uni.fArrayCount = arrayCount; |
michael@0 | 28 | uni.fType = type; |
michael@0 | 29 | uni.fVSLocation = kUnusedUniform; |
michael@0 | 30 | uni.fFSLocation = kUnusedUniform; |
michael@0 | 31 | return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); |
michael@0 | 32 | } |
michael@0 | 33 | |
michael@0 | 34 | void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
michael@0 | 35 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 36 | SkASSERT(uni.fType == kSampler2D_GrSLType); |
michael@0 | 37 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 38 | // FIXME: We still insert a single sampler uniform for every stage. If the shader does not |
michael@0 | 39 | // reference the sampler then the compiler may have optimized it out. Uncomment this assert |
michael@0 | 40 | // once stages insert their own samplers. |
michael@0 | 41 | // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 42 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 43 | GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); |
michael@0 | 44 | } |
michael@0 | 45 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 46 | GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); |
michael@0 | 47 | } |
michael@0 | 48 | } |
michael@0 | 49 | |
michael@0 | 50 | void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { |
michael@0 | 51 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 52 | SkASSERT(uni.fType == kFloat_GrSLType); |
michael@0 | 53 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 54 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 55 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 56 | GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); |
michael@0 | 57 | } |
michael@0 | 58 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 59 | GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); |
michael@0 | 60 | } |
michael@0 | 61 | } |
michael@0 | 62 | |
michael@0 | 63 | void GrGLUniformManager::set1fv(UniformHandle u, |
michael@0 | 64 | int arrayCount, |
michael@0 | 65 | const GrGLfloat v[]) const { |
michael@0 | 66 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 67 | SkASSERT(uni.fType == kFloat_GrSLType); |
michael@0 | 68 | SkASSERT(arrayCount > 0); |
michael@0 | 69 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 70 | // This assert fires in some instances of the two-pt gradient for its VSParams. |
michael@0 | 71 | // Once the uniform manager is responsible for inserting the duplicate uniform |
michael@0 | 72 | // arrays in VS and FS driver bug workaround, this can be enabled. |
michael@0 | 73 | //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 74 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 75 | GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); |
michael@0 | 76 | } |
michael@0 | 77 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 78 | GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); |
michael@0 | 79 | } |
michael@0 | 80 | } |
michael@0 | 81 | |
michael@0 | 82 | void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { |
michael@0 | 83 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 84 | SkASSERT(uni.fType == kVec2f_GrSLType); |
michael@0 | 85 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 86 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 87 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 88 | GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); |
michael@0 | 89 | } |
michael@0 | 90 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 91 | GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); |
michael@0 | 92 | } |
michael@0 | 93 | } |
michael@0 | 94 | |
michael@0 | 95 | void GrGLUniformManager::set2fv(UniformHandle u, |
michael@0 | 96 | int arrayCount, |
michael@0 | 97 | const GrGLfloat v[]) const { |
michael@0 | 98 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 99 | SkASSERT(uni.fType == kVec2f_GrSLType); |
michael@0 | 100 | SkASSERT(arrayCount > 0); |
michael@0 | 101 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 102 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 103 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 104 | GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); |
michael@0 | 105 | } |
michael@0 | 106 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 107 | GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); |
michael@0 | 108 | } |
michael@0 | 109 | } |
michael@0 | 110 | |
michael@0 | 111 | void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { |
michael@0 | 112 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 113 | SkASSERT(uni.fType == kVec3f_GrSLType); |
michael@0 | 114 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 115 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 116 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 117 | GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); |
michael@0 | 118 | } |
michael@0 | 119 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 120 | GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); |
michael@0 | 121 | } |
michael@0 | 122 | } |
michael@0 | 123 | |
michael@0 | 124 | void GrGLUniformManager::set3fv(UniformHandle u, |
michael@0 | 125 | int arrayCount, |
michael@0 | 126 | const GrGLfloat v[]) const { |
michael@0 | 127 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 128 | SkASSERT(uni.fType == kVec3f_GrSLType); |
michael@0 | 129 | SkASSERT(arrayCount > 0); |
michael@0 | 130 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 131 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 132 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 133 | GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); |
michael@0 | 134 | } |
michael@0 | 135 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 136 | GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); |
michael@0 | 137 | } |
michael@0 | 138 | } |
michael@0 | 139 | |
michael@0 | 140 | void GrGLUniformManager::set4f(UniformHandle u, |
michael@0 | 141 | GrGLfloat v0, |
michael@0 | 142 | GrGLfloat v1, |
michael@0 | 143 | GrGLfloat v2, |
michael@0 | 144 | GrGLfloat v3) const { |
michael@0 | 145 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 146 | SkASSERT(uni.fType == kVec4f_GrSLType); |
michael@0 | 147 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 148 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 149 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 150 | GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3)); |
michael@0 | 151 | } |
michael@0 | 152 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 153 | GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3)); |
michael@0 | 154 | } |
michael@0 | 155 | } |
michael@0 | 156 | |
michael@0 | 157 | void GrGLUniformManager::set4fv(UniformHandle u, |
michael@0 | 158 | int arrayCount, |
michael@0 | 159 | const GrGLfloat v[]) const { |
michael@0 | 160 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 161 | SkASSERT(uni.fType == kVec4f_GrSLType); |
michael@0 | 162 | SkASSERT(arrayCount > 0); |
michael@0 | 163 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 164 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 165 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 166 | GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); |
michael@0 | 167 | } |
michael@0 | 168 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 169 | GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); |
michael@0 | 170 | } |
michael@0 | 171 | } |
michael@0 | 172 | |
michael@0 | 173 | void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { |
michael@0 | 174 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 175 | SkASSERT(uni.fType == kMat33f_GrSLType); |
michael@0 | 176 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 177 | // TODO: Re-enable this assert once texture matrices aren't forced on all effects |
michael@0 | 178 | // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 179 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 180 | GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix)); |
michael@0 | 181 | } |
michael@0 | 182 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 183 | GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix)); |
michael@0 | 184 | } |
michael@0 | 185 | } |
michael@0 | 186 | |
michael@0 | 187 | void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { |
michael@0 | 188 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 189 | SkASSERT(uni.fType == kMat44f_GrSLType); |
michael@0 | 190 | SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
michael@0 | 191 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 192 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 193 | GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix)); |
michael@0 | 194 | } |
michael@0 | 195 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 196 | GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix)); |
michael@0 | 197 | } |
michael@0 | 198 | } |
michael@0 | 199 | |
michael@0 | 200 | void GrGLUniformManager::setMatrix3fv(UniformHandle u, |
michael@0 | 201 | int arrayCount, |
michael@0 | 202 | const GrGLfloat matrices[]) const { |
michael@0 | 203 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 204 | SkASSERT(uni.fType == kMat33f_GrSLType); |
michael@0 | 205 | SkASSERT(arrayCount > 0); |
michael@0 | 206 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 207 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 208 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 209 | GR_GL_CALL(fGpu->glInterface(), |
michael@0 | 210 | UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices)); |
michael@0 | 211 | } |
michael@0 | 212 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 213 | GR_GL_CALL(fGpu->glInterface(), |
michael@0 | 214 | UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices)); |
michael@0 | 215 | } |
michael@0 | 216 | } |
michael@0 | 217 | |
michael@0 | 218 | void GrGLUniformManager::setMatrix4fv(UniformHandle u, |
michael@0 | 219 | int arrayCount, |
michael@0 | 220 | const GrGLfloat matrices[]) const { |
michael@0 | 221 | const Uniform& uni = fUniforms[u.toUniformIndex()]; |
michael@0 | 222 | SkASSERT(uni.fType == kMat44f_GrSLType); |
michael@0 | 223 | SkASSERT(arrayCount > 0); |
michael@0 | 224 | ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); |
michael@0 | 225 | SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
michael@0 | 226 | if (kUnusedUniform != uni.fFSLocation) { |
michael@0 | 227 | GR_GL_CALL(fGpu->glInterface(), |
michael@0 | 228 | UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices)); |
michael@0 | 229 | } |
michael@0 | 230 | if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { |
michael@0 | 231 | GR_GL_CALL(fGpu->glInterface(), |
michael@0 | 232 | UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices)); |
michael@0 | 233 | } |
michael@0 | 234 | } |
michael@0 | 235 | |
michael@0 | 236 | void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const { |
michael@0 | 237 | GrGLfloat mt[] = { |
michael@0 | 238 | matrix.get(SkMatrix::kMScaleX), |
michael@0 | 239 | matrix.get(SkMatrix::kMSkewY), |
michael@0 | 240 | matrix.get(SkMatrix::kMPersp0), |
michael@0 | 241 | matrix.get(SkMatrix::kMSkewX), |
michael@0 | 242 | matrix.get(SkMatrix::kMScaleY), |
michael@0 | 243 | matrix.get(SkMatrix::kMPersp1), |
michael@0 | 244 | matrix.get(SkMatrix::kMTransX), |
michael@0 | 245 | matrix.get(SkMatrix::kMTransY), |
michael@0 | 246 | matrix.get(SkMatrix::kMPersp2), |
michael@0 | 247 | }; |
michael@0 | 248 | this->setMatrix3f(u, mt); |
michael@0 | 249 | } |
michael@0 | 250 | |
michael@0 | 251 | |
michael@0 | 252 | void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) { |
michael@0 | 253 | SkASSERT(uniforms.count() == fUniforms.count()); |
michael@0 | 254 | int count = fUniforms.count(); |
michael@0 | 255 | for (int i = 0; i < count; ++i) { |
michael@0 | 256 | SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
michael@0 | 257 | SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); |
michael@0 | 258 | GrGLint location; |
michael@0 | 259 | // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. |
michael@0 | 260 | if (fUsingBindUniform) { |
michael@0 | 261 | location = i; |
michael@0 | 262 | GR_GL_CALL(fGpu->glInterface(), |
michael@0 | 263 | BindUniformLocation(programID, location, uniforms[i].fVariable.c_str())); |
michael@0 | 264 | } else { |
michael@0 | 265 | GR_GL_CALL_RET(fGpu->glInterface(), location, |
michael@0 | 266 | GetUniformLocation(programID, uniforms[i].fVariable.c_str())); |
michael@0 | 267 | } |
michael@0 | 268 | if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { |
michael@0 | 269 | fUniforms[i].fVSLocation = location; |
michael@0 | 270 | } |
michael@0 | 271 | if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { |
michael@0 | 272 | fUniforms[i].fFSLocation = location; |
michael@0 | 273 | } |
michael@0 | 274 | } |
michael@0 | 275 | } |
michael@0 | 276 | |
michael@0 | 277 | const GrGLUniformManager::BuilderUniform& |
michael@0 | 278 | GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const { |
michael@0 | 279 | return array[handle.toUniformIndex()]; |
michael@0 | 280 | } |