/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLProgram.h" #include "GrAllocator.h" #include "GrProcessor.h" #include "GrCoordTransform.h" #include "GrGLGpu.h" #include "GrGLBuffer.h" #include "GrGLPathRendering.h" #include "GrPathProcessor.h" #include "GrPipeline.h" #include "GrXferProcessor.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLXferProcessor.h" #include "SkXfermode.h" #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) /////////////////////////////////////////////////////////////////////////////////////////////////// GrGLProgram::GrGLProgram(GrGLGpu* gpu, const GrProgramDesc& desc, const BuiltinUniformHandles& builtinUniforms, GrGLuint programID, const UniformInfoArray& uniforms, const SkTArray& samplers, const VaryingInfoArray& pathProcVaryings, GrGLSLPrimitiveProcessor* geometryProcessor, GrGLSLXferProcessor* xferProcessor, const GrGLSLFragProcs& fragmentProcessors) : fBuiltinUniformHandles(builtinUniforms) , fProgramID(programID) , fGeometryProcessor(geometryProcessor) , fXferProcessor(xferProcessor) , fFragmentProcessors(fragmentProcessors) , fDesc(desc) , fGpu(gpu) , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) { // Assign texture units to sampler uniforms one time up front. GL_CALL(UseProgram(fProgramID)); fProgramDataManager.setSamplers(samplers); } GrGLProgram::~GrGLProgram() { if (fProgramID) { GL_CALL(DeleteProgram(fProgramID)); } for (int i = 0; i < fFragmentProcessors.count(); ++i) { delete fFragmentProcessors[i]; } } void GrGLProgram::abandon() { fProgramID = 0; } /////////////////////////////////////////////////////////////////////////////// void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) { this->setRenderTargetState(primProc, pipeline); // we set the textures, and uniforms for installed processors in a generic way, but subclasses // of GLProgram determine how to set coord transforms int nextSamplerIdx = 0; fGeometryProcessor->setData(fProgramDataManager, primProc); this->bindTextures(primProc, pipeline.getAllowSRGBInputs(), &nextSamplerIdx); this->setFragmentData(primProc, pipeline, &nextSamplerIdx); if (primProc.getPixelLocalStorageState() != GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { const GrXferProcessor& xp = pipeline.getXferProcessor(); fXferProcessor->setData(fProgramDataManager, xp); this->bindTextures(xp, pipeline.getAllowSRGBInputs(), &nextSamplerIdx); } } void GrGLProgram::generateMipmaps(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) { this->generateMipmaps(primProc, pipeline.getAllowSRGBInputs()); int numProcessors = fFragmentProcessors.count(); for (int i = 0; i < numProcessors; ++i) { const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); this->generateMipmaps(processor, pipeline.getAllowSRGBInputs()); } if (primProc.getPixelLocalStorageState() != GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { const GrXferProcessor& xp = pipeline.getXferProcessor(); this->generateMipmaps(xp, pipeline.getAllowSRGBInputs()); } } void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, int* nextSamplerIdx) { int numProcessors = fFragmentProcessors.count(); for (int i = 0; i < numProcessors; ++i) { const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); fFragmentProcessors[i]->setData(fProgramDataManager, processor); this->setTransformData(primProc, processor, i); this->bindTextures(processor, pipeline.getAllowSRGBInputs(), nextSamplerIdx); } } void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, const GrFragmentProcessor& processor, int index) { fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index, processor.coordTransforms()); } void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) { // Load the RT height uniform if it is needed to y-flip gl_FragCoord. if (fBuiltinUniformHandles.fRTHeightUni.isValid() && fRenderTargetState.fRenderTargetSize.fHeight != pipeline.getRenderTarget()->height()) { fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(pipeline.getRenderTarget()->height())); } // set RT adjustment const GrRenderTarget* rt = pipeline.getRenderTarget(); SkISize size; size.set(rt->width(), rt->height()); if (!primProc.isPathRendering()) { if (fRenderTargetState.fRenderTargetOrigin != rt->origin() || fRenderTargetState.fRenderTargetSize != size) { fRenderTargetState.fRenderTargetSize = size; fRenderTargetState.fRenderTargetOrigin = rt->origin(); float rtAdjustmentVec[4]; fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec); } } else { SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); const GrPathProcessor& pathProc = primProc.cast(); fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), size, rt->origin()); } } void GrGLProgram::bindTextures(const GrProcessor& processor, bool allowSRGBInputs, int* nextSamplerIdx) { for (int i = 0; i < processor.numTextures(); ++i) { const GrTextureAccess& access = processor.textureAccess(i); fGpu->bindTexture((*nextSamplerIdx)++, access.getParams(), allowSRGBInputs, static_cast(access.getTexture())); } for (int i = 0; i < processor.numBuffers(); ++i) { const GrBufferAccess& access = processor.bufferAccess(i); fGpu->bindTexelBuffer((*nextSamplerIdx)++, access.texelConfig(), static_cast(access.buffer())); } } void GrGLProgram::generateMipmaps(const GrProcessor& processor, bool allowSRGBInputs) { for (int i = 0; i < processor.numTextures(); ++i) { const GrTextureAccess& access = processor.textureAccess(i); fGpu->generateMipmaps(access.getParams(), allowSRGBInputs, static_cast(access.getTexture())); } }