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