/* * 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 "builders/GrGLProgramBuilder.h" #include "builders/GrGLNvprProgramBuilder.h" #include "GrDrawState.h" #include "GrGLContext.h" #include "GrGLProgramDesc.h" #include "GrGLSL.h" #include "GrGLTexture.h" #include "GrGLProgramDataManager.h" #include "SkString.h" #include "SkXfermode.h" class GrGLProcessor; class GrGLInstalledProcessors; class GrGLProgramBuilder; /** * 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 SkRefCnt { public: SK_DECLARE_INST_COUNT(GrGLProgram) typedef GrGLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles; virtual ~GrGLProgram(); /** * Call to abandon GL objects owned by this program. */ void abandon(); const GrGLProgramDesc& getDesc() { return fDesc; } /** * Gets the GL program ID for this program. */ GrGLuint programID() const { return fProgramID; } /* * The base class always has a vertex shader, only the NVPR variants may omit a vertex shader */ virtual bool hasVertexShader() const { return true; } /** * Some GL state that is relevant to programs is not stored per-program. In particular color * and coverage attributes can be global state. This struct is read and updated by * GrGLProgram::setColor and GrGLProgram::setCoverage to allow us to avoid setting this state * redundantly. */ struct SharedGLState { GrColor fConstAttribColor; int fConstAttribColorIndex; GrColor fConstAttribCoverage; int fConstAttribCoverageIndex; SharedGLState() { this->invalidate(); } void invalidate() { fConstAttribColor = GrColor_ILLEGAL; fConstAttribColorIndex = -1; fConstAttribCoverage = GrColor_ILLEGAL; fConstAttribCoverageIndex = -1; } }; /** * 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; } /** * Gets a matrix that goes from local coords to Skia's device coordinates. */ template void getGLMatrix(GrGLfloat* destMatrix) { GrGLGetMatrix(destMatrix, fViewMatrix); } /** * Gets a matrix that goes from local coordinates to GL normalized device coords. */ template void getRTAdjustedGLMatrix(GrGLfloat* destMatrix) { SkMatrix combined; if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { combined.setAll(SkIntToScalar(2) / fRenderTargetSize.fWidth, 0, -SK_Scalar1, 0, -SkIntToScalar(2) / fRenderTargetSize.fHeight, SK_Scalar1, 0, 0, 1); } else { combined.setAll(SkIntToScalar(2) / fRenderTargetSize.fWidth, 0, -SK_Scalar1, 0, SkIntToScalar(2) / fRenderTargetSize.fHeight, -SK_Scalar1, 0, 0, 1); } combined.preConcat(fViewMatrix); GrGLGetMatrix(destMatrix, combined); } /** * Gets a vec4 that adjusts the position from Skia device coords to GL's normalized device * coords. Assuming the transformed position, pos, is a homogeneous vec3, the vec, v, is * applied as such: * pos.x = dot(v.xy, pos.xz) * pos.y = dot(v.zq, pos.yz) */ void getRTAdjustmentVec(GrGLfloat* destVec) { destVec[0] = 2.f / fRenderTargetSize.fWidth; destVec[1] = -1.f; if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { destVec[2] = -2.f / fRenderTargetSize.fHeight; destVec[3] = 1.f; } else { destVec[2] = 2.f / fRenderTargetSize.fHeight; destVec[3] = -1.f; } } }; /** * This function uploads uniforms and calls each GrGLProcessor'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 GrGLProcessors. The color and coverage * stages come from GrGLProgramDesc::Build(). */ void setData(const GrOptDrawState&, GrGpu::DrawType, const GrDeviceCoordTexture* dstCopy, // can be NULL SharedGLState*); protected: typedef GrGLProgramDataManager::UniformHandle UniformHandle; typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; GrGLProgram(GrGpuGL*, const GrGLProgramDesc&, const BuiltinUniformHandles&, GrGLuint programID, const UniformInfoArray&, GrGLInstalledGeoProc* geometryProcessor, GrGLInstalledFragProcs* fragmentProcessors); // Sets the texture units for samplers. void initSamplerUniforms(); void initSamplers(GrGLInstalledProc*, int* texUnitIdx); // Helper for setData(). Makes GL calls to specify the initial color when there is not // per-vertex colors. void setColor(const GrOptDrawState&, GrColor color, SharedGLState*); // Helper for setData(). Makes GL calls to specify the initial coverage when there is not // per-vertex coverages. void setCoverage(const GrOptDrawState&, GrColor coverage, SharedGLState*); // A templated helper to loop over effects, set the transforms(via subclass) and bind textures void setFragmentData(const GrOptDrawState&); virtual void setTransformData(const GrFragmentStage& effectStage, GrGLInstalledFragProc* pe); void bindTextures(const GrGLInstalledProc*, const GrProcessor&); /* * Legacy NVPR needs a hook here to flush path tex gen settings. * TODO when legacy nvpr is removed, remove this call. */ virtual void didSetData(GrGpu::DrawType); // Helper for setData() that sets the view matrix and loads the render target height uniform void setMatrixAndRenderTargetHeight(GrGpu::DrawType, const GrOptDrawState&); virtual void onSetMatrixAndRenderTargetHeight(GrGpu::DrawType, const GrOptDrawState&); // these reflect the current values of uniforms (GL uniform values travel with program) MatrixState fMatrixState; GrColor fColor; GrColor fCoverage; int fDstCopyTexUnit; BuiltinUniformHandles fBuiltinUniformHandles; GrGLuint fProgramID; // the installed effects SkAutoTDelete fGeometryProcessor; SkAutoTUnref fFragmentProcessors; GrGLProgramDesc fDesc; GrGpuGL* fGpu; GrGLProgramDataManager fProgramDataManager; friend class GrGLProgramBuilder; typedef SkRefCnt INHERITED; }; /* * Below are slight specializations of the program object for the different types of programs * The default GrGL programs consist of at the very least a vertex and fragment shader. * Legacy Nvpr only has a fragment shader, 1.3+ Nvpr ignores the vertex shader, but both require * specialized methods for setting transform data. Both types of NVPR also require setting the * projection matrix through a special function call */ class GrGLNvprProgramBase : public GrGLProgram { protected: GrGLNvprProgramBase(GrGpuGL*, const GrGLProgramDesc&, const BuiltinUniformHandles&, GrGLuint programID, const UniformInfoArray&, GrGLInstalledFragProcs* fragmentProcessors); virtual void onSetMatrixAndRenderTargetHeight(GrGpu::DrawType, const GrOptDrawState&); typedef GrGLProgram INHERITED; }; class GrGLNvprProgram : public GrGLNvprProgramBase { public: virtual bool hasVertexShader() const SK_OVERRIDE { return true; } private: typedef GrGLNvprProgramBuilder::SeparableVaryingInfo SeparableVaryingInfo; typedef GrGLNvprProgramBuilder::SeparableVaryingInfoArray SeparableVaryingInfoArray; GrGLNvprProgram(GrGpuGL*, const GrGLProgramDesc&, const BuiltinUniformHandles&, GrGLuint programID, const UniformInfoArray&, GrGLInstalledFragProcs* fragmentProcessors, const SeparableVaryingInfoArray& separableVaryings); virtual void didSetData(GrGpu::DrawType) SK_OVERRIDE; virtual void setTransformData(const GrFragmentStage&, GrGLInstalledFragProc*) SK_OVERRIDE; struct Varying { GrGLint fLocation; SkDEBUGCODE( GrSLType fType; ); }; SkTArray fVaryings; friend class GrGLNvprProgramBuilder; typedef GrGLNvprProgramBase INHERITED; }; class GrGLLegacyNvprProgram : public GrGLNvprProgramBase { public: virtual bool hasVertexShader() const SK_OVERRIDE { return false; } private: GrGLLegacyNvprProgram(GrGpuGL* gpu, const GrGLProgramDesc& desc, const BuiltinUniformHandles&, GrGLuint programID, const UniformInfoArray&, GrGLInstalledFragProcs* fragmentProcessors, int texCoordSetCnt); virtual void didSetData(GrGpu::DrawType) SK_OVERRIDE; virtual void setTransformData(const GrFragmentStage&, GrGLInstalledFragProc*) SK_OVERRIDE; int fTexCoordSetCnt; friend class GrGLLegacyNvprProgramBuilder; typedef GrGLNvprProgramBase INHERITED; }; #endif