diff -r 000000000000 -r 6474c204b198 gfx/skia/trunk/src/gpu/gl/GrGLUniformManager.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/skia/trunk/src/gpu/gl/GrGLUniformManager.cpp Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,280 @@ +/* + * Copyright 2012 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#include "gl/GrGLShaderBuilder.h" +#include "gl/GrGLProgram.h" +#include "gl/GrGLUniformHandle.h" +#include "gl/GrGpuGL.h" +#include "SkMatrix.h" + +#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ + SkASSERT(arrayCount <= uni.fArrayCount || \ + (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) + +GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { + // skbug.com/2056 + fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; +} + +GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) { + int idx = fUniforms.count(); + Uniform& uni = fUniforms.push_back(); + SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); + uni.fArrayCount = arrayCount; + uni.fType = type; + uni.fVSLocation = kUnusedUniform; + uni.fFSLocation = kUnusedUniform; + return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); +} + +void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kSampler2D_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + // FIXME: We still insert a single sampler uniform for every stage. If the shader does not + // reference the sampler then the compiler may have optimized it out. Uncomment this assert + // once stages insert their own samplers. + // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); + } +} + +void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kFloat_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); + } +} + +void GrGLUniformManager::set1fv(UniformHandle u, + int arrayCount, + const GrGLfloat v[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kFloat_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + // This assert fires in some instances of the two-pt gradient for its VSParams. + // Once the uniform manager is responsible for inserting the duplicate uniform + // arrays in VS and FS driver bug workaround, this can be enabled. + //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); + } +} + +void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec2f_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); + } +} + +void GrGLUniformManager::set2fv(UniformHandle u, + int arrayCount, + const GrGLfloat v[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec2f_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); + } +} + +void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec3f_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); + } +} + +void GrGLUniformManager::set3fv(UniformHandle u, + int arrayCount, + const GrGLfloat v[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec3f_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); + } +} + +void GrGLUniformManager::set4f(UniformHandle u, + GrGLfloat v0, + GrGLfloat v1, + GrGLfloat v2, + GrGLfloat v3) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec4f_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3)); + } +} + +void GrGLUniformManager::set4fv(UniformHandle u, + int arrayCount, + const GrGLfloat v[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kVec4f_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); + } +} + +void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kMat33f_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + // TODO: Re-enable this assert once texture matrices aren't forced on all effects + // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix)); + } +} + +void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kMat44f_GrSLType); + SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix)); + } +} + +void GrGLUniformManager::setMatrix3fv(UniformHandle u, + int arrayCount, + const GrGLfloat matrices[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kMat33f_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), + UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), + UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices)); + } +} + +void GrGLUniformManager::setMatrix4fv(UniformHandle u, + int arrayCount, + const GrGLfloat matrices[]) const { + const Uniform& uni = fUniforms[u.toUniformIndex()]; + SkASSERT(uni.fType == kMat44f_GrSLType); + SkASSERT(arrayCount > 0); + ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); + SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); + if (kUnusedUniform != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), + UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices)); + } + if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { + GR_GL_CALL(fGpu->glInterface(), + UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices)); + } +} + +void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const { + GrGLfloat mt[] = { + matrix.get(SkMatrix::kMScaleX), + matrix.get(SkMatrix::kMSkewY), + matrix.get(SkMatrix::kMPersp0), + matrix.get(SkMatrix::kMSkewX), + matrix.get(SkMatrix::kMScaleY), + matrix.get(SkMatrix::kMPersp1), + matrix.get(SkMatrix::kMTransX), + matrix.get(SkMatrix::kMTransY), + matrix.get(SkMatrix::kMPersp2), + }; + this->setMatrix3f(u, mt); +} + + +void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) { + SkASSERT(uniforms.count() == fUniforms.count()); + int count = fUniforms.count(); + for (int i = 0; i < count; ++i) { + SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); + SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); + GrGLint location; + // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. + if (fUsingBindUniform) { + location = i; + GR_GL_CALL(fGpu->glInterface(), + BindUniformLocation(programID, location, uniforms[i].fVariable.c_str())); + } else { + GR_GL_CALL_RET(fGpu->glInterface(), location, + GetUniformLocation(programID, uniforms[i].fVariable.c_str())); + } + if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { + fUniforms[i].fVSLocation = location; + } + if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { + fUniforms[i].fFSLocation = location; + } + } +} + +const GrGLUniformManager::BuilderUniform& +GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const { + return array[handle.toUniformIndex()]; +}