gfx/skia/trunk/src/gpu/gl/GrGLUniformManager.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/skia/trunk/src/gpu/gl/GrGLUniformManager.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,280 @@
     1.4 +/*
     1.5 + * Copyright 2012 Google Inc.
     1.6 + *
     1.7 + * Use of this source code is governed by a BSD-style license that can be
     1.8 + * found in the LICENSE file.
     1.9 + */
    1.10 +
    1.11 +#include "gl/GrGLShaderBuilder.h"
    1.12 +#include "gl/GrGLProgram.h"
    1.13 +#include "gl/GrGLUniformHandle.h"
    1.14 +#include "gl/GrGpuGL.h"
    1.15 +#include "SkMatrix.h"
    1.16 +
    1.17 +#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
    1.18 +         SkASSERT(arrayCount <= uni.fArrayCount || \
    1.19 +                  (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
    1.20 +
    1.21 +GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {
    1.22 +    // skbug.com/2056
    1.23 +    fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
    1.24 +}
    1.25 +
    1.26 +GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
    1.27 +    int idx = fUniforms.count();
    1.28 +    Uniform& uni = fUniforms.push_back();
    1.29 +    SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
    1.30 +    uni.fArrayCount = arrayCount;
    1.31 +    uni.fType = type;
    1.32 +    uni.fVSLocation = kUnusedUniform;
    1.33 +    uni.fFSLocation = kUnusedUniform;
    1.34 +    return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx);
    1.35 +}
    1.36 +
    1.37 +void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
    1.38 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
    1.39 +    SkASSERT(uni.fType == kSampler2D_GrSLType);
    1.40 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
    1.41 +    // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
    1.42 +    // reference the sampler then the compiler may have optimized it out. Uncomment this assert
    1.43 +    // once stages insert their own samplers.
    1.44 +    // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
    1.45 +    if (kUnusedUniform != uni.fFSLocation) {
    1.46 +        GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
    1.47 +    }
    1.48 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    1.49 +        GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
    1.50 +    }
    1.51 +}
    1.52 +
    1.53 +void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
    1.54 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
    1.55 +    SkASSERT(uni.fType == kFloat_GrSLType);
    1.56 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
    1.57 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
    1.58 +    if (kUnusedUniform != uni.fFSLocation) {
    1.59 +        GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
    1.60 +    }
    1.61 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    1.62 +        GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
    1.63 +    }
    1.64 +}
    1.65 +
    1.66 +void GrGLUniformManager::set1fv(UniformHandle u,
    1.67 +                                int arrayCount,
    1.68 +                                const GrGLfloat v[]) const {
    1.69 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
    1.70 +    SkASSERT(uni.fType == kFloat_GrSLType);
    1.71 +    SkASSERT(arrayCount > 0);
    1.72 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
    1.73 +    // This assert fires in some instances of the two-pt gradient for its VSParams.
    1.74 +    // Once the uniform manager is responsible for inserting the duplicate uniform
    1.75 +    // arrays in VS and FS driver bug workaround, this can be enabled.
    1.76 +    //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
    1.77 +    if (kUnusedUniform != uni.fFSLocation) {
    1.78 +        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
    1.79 +    }
    1.80 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    1.81 +        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
    1.82 +    }
    1.83 +}
    1.84 +
    1.85 +void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
    1.86 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
    1.87 +    SkASSERT(uni.fType == kVec2f_GrSLType);
    1.88 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
    1.89 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
    1.90 +    if (kUnusedUniform != uni.fFSLocation) {
    1.91 +        GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
    1.92 +    }
    1.93 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
    1.94 +        GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
    1.95 +    }
    1.96 +}
    1.97 +
    1.98 +void GrGLUniformManager::set2fv(UniformHandle u,
    1.99 +                                int arrayCount,
   1.100 +                                const GrGLfloat v[]) const {
   1.101 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.102 +    SkASSERT(uni.fType == kVec2f_GrSLType);
   1.103 +    SkASSERT(arrayCount > 0);
   1.104 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
   1.105 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.106 +    if (kUnusedUniform != uni.fFSLocation) {
   1.107 +        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
   1.108 +    }
   1.109 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.110 +        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
   1.111 +    }
   1.112 +}
   1.113 +
   1.114 +void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
   1.115 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.116 +    SkASSERT(uni.fType == kVec3f_GrSLType);
   1.117 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
   1.118 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.119 +    if (kUnusedUniform != uni.fFSLocation) {
   1.120 +        GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
   1.121 +    }
   1.122 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.123 +        GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
   1.124 +    }
   1.125 +}
   1.126 +
   1.127 +void GrGLUniformManager::set3fv(UniformHandle u,
   1.128 +                                int arrayCount,
   1.129 +                                const GrGLfloat v[]) const {
   1.130 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.131 +    SkASSERT(uni.fType == kVec3f_GrSLType);
   1.132 +    SkASSERT(arrayCount > 0);
   1.133 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
   1.134 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.135 +    if (kUnusedUniform != uni.fFSLocation) {
   1.136 +        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
   1.137 +    }
   1.138 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.139 +        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
   1.140 +    }
   1.141 +}
   1.142 +
   1.143 +void GrGLUniformManager::set4f(UniformHandle u,
   1.144 +                               GrGLfloat v0,
   1.145 +                               GrGLfloat v1,
   1.146 +                               GrGLfloat v2,
   1.147 +                               GrGLfloat v3) const {
   1.148 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.149 +    SkASSERT(uni.fType == kVec4f_GrSLType);
   1.150 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
   1.151 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.152 +    if (kUnusedUniform != uni.fFSLocation) {
   1.153 +        GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
   1.154 +    }
   1.155 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.156 +        GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
   1.157 +    }
   1.158 +}
   1.159 +
   1.160 +void GrGLUniformManager::set4fv(UniformHandle u,
   1.161 +                                int arrayCount,
   1.162 +                                const GrGLfloat v[]) const {
   1.163 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.164 +    SkASSERT(uni.fType == kVec4f_GrSLType);
   1.165 +    SkASSERT(arrayCount > 0);
   1.166 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
   1.167 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.168 +    if (kUnusedUniform != uni.fFSLocation) {
   1.169 +        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
   1.170 +    }
   1.171 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.172 +        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
   1.173 +    }
   1.174 +}
   1.175 +
   1.176 +void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
   1.177 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.178 +    SkASSERT(uni.fType == kMat33f_GrSLType);
   1.179 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
   1.180 +    // TODO: Re-enable this assert once texture matrices aren't forced on all effects
   1.181 +    // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.182 +    if (kUnusedUniform != uni.fFSLocation) {
   1.183 +        GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
   1.184 +    }
   1.185 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.186 +        GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
   1.187 +    }
   1.188 +}
   1.189 +
   1.190 +void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
   1.191 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.192 +    SkASSERT(uni.fType == kMat44f_GrSLType);
   1.193 +    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
   1.194 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.195 +    if (kUnusedUniform != uni.fFSLocation) {
   1.196 +        GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
   1.197 +    }
   1.198 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.199 +        GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
   1.200 +    }
   1.201 +}
   1.202 +
   1.203 +void GrGLUniformManager::setMatrix3fv(UniformHandle u,
   1.204 +                                      int arrayCount,
   1.205 +                                      const GrGLfloat matrices[]) const {
   1.206 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.207 +    SkASSERT(uni.fType == kMat33f_GrSLType);
   1.208 +    SkASSERT(arrayCount > 0);
   1.209 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
   1.210 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.211 +    if (kUnusedUniform != uni.fFSLocation) {
   1.212 +        GR_GL_CALL(fGpu->glInterface(),
   1.213 +                   UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
   1.214 +    }
   1.215 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.216 +        GR_GL_CALL(fGpu->glInterface(),
   1.217 +                   UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
   1.218 +    }
   1.219 +}
   1.220 +
   1.221 +void GrGLUniformManager::setMatrix4fv(UniformHandle u,
   1.222 +                                      int arrayCount,
   1.223 +                                      const GrGLfloat matrices[]) const {
   1.224 +    const Uniform& uni = fUniforms[u.toUniformIndex()];
   1.225 +    SkASSERT(uni.fType == kMat44f_GrSLType);
   1.226 +    SkASSERT(arrayCount > 0);
   1.227 +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
   1.228 +    SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
   1.229 +    if (kUnusedUniform != uni.fFSLocation) {
   1.230 +        GR_GL_CALL(fGpu->glInterface(),
   1.231 +                   UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
   1.232 +    }
   1.233 +    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
   1.234 +        GR_GL_CALL(fGpu->glInterface(),
   1.235 +                   UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
   1.236 +    }
   1.237 +}
   1.238 +
   1.239 +void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
   1.240 +    GrGLfloat mt[] = {
   1.241 +        matrix.get(SkMatrix::kMScaleX),
   1.242 +        matrix.get(SkMatrix::kMSkewY),
   1.243 +        matrix.get(SkMatrix::kMPersp0),
   1.244 +        matrix.get(SkMatrix::kMSkewX),
   1.245 +        matrix.get(SkMatrix::kMScaleY),
   1.246 +        matrix.get(SkMatrix::kMPersp1),
   1.247 +        matrix.get(SkMatrix::kMTransX),
   1.248 +        matrix.get(SkMatrix::kMTransY),
   1.249 +        matrix.get(SkMatrix::kMPersp2),
   1.250 +    };
   1.251 +    this->setMatrix3f(u, mt);
   1.252 +}
   1.253 +
   1.254 +
   1.255 +void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) {
   1.256 +    SkASSERT(uniforms.count() == fUniforms.count());
   1.257 +    int count = fUniforms.count();
   1.258 +    for (int i = 0; i < count; ++i) {
   1.259 +        SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType);
   1.260 +        SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
   1.261 +        GrGLint location;
   1.262 +        // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
   1.263 +        if (fUsingBindUniform) {
   1.264 +            location = i;
   1.265 +            GR_GL_CALL(fGpu->glInterface(),
   1.266 +                       BindUniformLocation(programID, location, uniforms[i].fVariable.c_str()));
   1.267 +        } else {
   1.268 +            GR_GL_CALL_RET(fGpu->glInterface(), location,
   1.269 +                       GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
   1.270 +        }
   1.271 +        if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
   1.272 +            fUniforms[i].fVSLocation = location;
   1.273 +        }
   1.274 +        if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
   1.275 +            fUniforms[i].fFSLocation = location;
   1.276 +        }
   1.277 +    }
   1.278 +}
   1.279 +
   1.280 +const GrGLUniformManager::BuilderUniform&
   1.281 +GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const {
   1.282 +    return array[handle.toUniformIndex()];
   1.283 +}

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