/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLProgram_DEFINED #define GrGLProgram_DEFINED #include "GrDrawState.h" #include "GrGLContext.h" #include "GrGLProgramDesc.h" #include "GrGLSL.h" #include "GrGLTexture.h" #include "GrGLUniformManager.h" #include "SkString.h" #include "SkXfermode.h" class GrBinHashKeyBuilder; class GrGLEffect; class GrGLShaderBuilder; /** * This class manages a GPU program and records per-program information. * We can specify the attribute locations so that they are constant * across our shaders. But the driver determines the uniform locations * at link time. We don't need to remember the sampler uniform location * because we will bind a texture slot to it and never change it * Uniforms are program-local so we can't rely on fHWState to hold the * previous uniform state after a program change. */ class GrGLProgram : public GrRefCnt { public: SK_DECLARE_INST_COUNT(GrGLProgram) static GrGLProgram* Create(const GrGLContext& gl, const GrGLProgramDesc& desc, const GrEffectStage* stages[]); virtual ~GrGLProgram(); /** * Call to abandon GL objects owned by this program. */ void abandon(); /** * The shader may modify the blend coefficients. Params are in/out */ void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const; const GrGLProgramDesc& getDesc() { return fDesc; } /** * Gets the GL program ID for this program. */ GrGLuint programID() const { return fProgramID; } /** * Some GL state that is relevant to programs is not stored per-program. In particular vertex * attributes are global state. This struct is read and updated by GrGLProgram::setData to * allow us to avoid setting this state redundantly. */ struct SharedGLState { GrColor fConstAttribColor; GrColor fConstAttribCoverage; SharedGLState() { this->invalidate(); } void invalidate() { fConstAttribColor = GrColor_ILLEGAL; fConstAttribCoverage = GrColor_ILLEGAL; } }; /** * The GrDrawState's view matrix along with the aspects of the render target determine the * matrix sent to GL. The size of the render target affects the GL matrix because we must * convert from Skia device coords to GL's normalized coords. Also the origin of the render * target may require us to perform a mirror-flip. */ struct MatrixState { SkMatrix fViewMatrix; SkISize fRenderTargetSize; GrSurfaceOrigin fRenderTargetOrigin; MatrixState() { this->invalidate(); } void invalidate() { fViewMatrix = SkMatrix::InvalidMatrix(); fRenderTargetSize.fWidth = -1; fRenderTargetSize.fHeight = -1; fRenderTargetOrigin = (GrSurfaceOrigin) -1; } }; /** * This function uploads uniforms and calls each GrGLEffect's setData. It is called before a * draw occurs using the program after the program has already been bound. It also uses the * GrGpuGL object to bind the textures required by the GrGLEffects. * * The color and coverage params override the GrDrawState's getColor() and getCoverage() values. */ void setData(GrGpuGL*, GrColor color, GrColor coverage, SharedGLState*); private: GrGLProgram(const GrGLContext& gl, const GrGLProgramDesc& desc, const GrEffectStage* stages[]); bool succeeded() const { return 0 != fProgramID; } /** * This is the heavy initialization routine for building a GLProgram. */ bool genProgram(const GrEffectStage* stages[]); void genInputColor(GrGLShaderBuilder* builder, SkString* inColor); void genGeometryShader(GrGLShaderBuilder* segments) const; typedef GrGLUniformManager::UniformHandle UniformHandle; void genUniformCoverage(GrGLShaderBuilder* segments, SkString* inOutCoverage); // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder, bool bindColorOut, bool bindDualSrcOut); // Sets the texture units for samplers void initSamplerUniforms(); bool compileShaders(const GrGLShaderBuilder& builder); const char* adjustInColor(const SkString& inColor) const; // Helper for setData(). Makes GL calls to specify the initial color when there is not // per-vertex colors. void setColor(const GrDrawState&, GrColor color, SharedGLState*); // Helper for setData(). Makes GL calls to specify the initial coverage when there is not // per-vertex coverages. void setCoverage(const GrDrawState&, GrColor coverage, SharedGLState*); // Helper for setData() that sets the view matrix and loads the render target height uniform void setMatrixAndRenderTargetHeight(const GrDrawState&); typedef SkSTArray<4, UniformHandle, true> SamplerUniSArray; struct UniformHandles { UniformHandle fViewMatrixUni; UniformHandle fColorUni; UniformHandle fCoverageUni; UniformHandle fColorFilterUni; // We use the render target height to provide a y-down frag coord when specifying // origin_upper_left is not supported. UniformHandle fRTHeightUni; // An array of sampler uniform handles for each effect. SamplerUniSArray fSamplerUnis[GrDrawState::kNumStages]; UniformHandles() { fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle; fColorUni = GrGLUniformManager::kInvalidUniformHandle; fCoverageUni = GrGLUniformManager::kInvalidUniformHandle; fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle; fRTHeightUni = GrGLUniformManager::kInvalidUniformHandle; } }; // GL IDs GrGLuint fVShaderID; GrGLuint fGShaderID; GrGLuint fFShaderID; GrGLuint fProgramID; // these reflect the current values of uniforms (GL uniform values travel with program) MatrixState fMatrixState; GrColor fColor; GrColor fCoverage; GrColor fColorFilterColor; GrGLEffect* fEffects[GrDrawState::kNumStages]; GrGLProgramDesc fDesc; const GrGLContext& fContext; GrGLUniformManager fUniformManager; UniformHandles fUniformHandles; typedef GrRefCnt INHERITED; }; #endif