/* * 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)) GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu, GrGLProgram*, const GrGLShaderBuilder& builder) : fGpu(gpu) { int count = builder.getUniformInfos().count(); fUniforms.push_back_n(count); for (int i = 0; i < count; i++) { Uniform& uniform = fUniforms[i]; const GrGLShaderBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i]; SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() || builderUniform.fVariable.getArrayCount() > 0); SkDEBUGCODE( uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); uniform.fType = builderUniform.fVariable.getType(); ); // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. if (GrGLShaderBuilder::kVertex_Visibility & builderUniform.fVisibility) { uniform.fVSLocation = builderUniform.fLocation; } else { uniform.fVSLocation = kUnusedUniform; } if (GrGLShaderBuilder::kFragment_Visibility & builderUniform.fVisibility) { uniform.fFSLocation = builderUniform.fLocation; } else { uniform.fFSLocation = kUnusedUniform; } } } void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set1fv(UniformHandle u, int arrayCount, const GrGLfloat v[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set2fv(UniformHandle u, int arrayCount, const GrGLfloat v[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set3fv(UniformHandle u, int arrayCount, const GrGLfloat v[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set4f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2, GrGLfloat v3) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::set4fv(UniformHandle u, int arrayCount, const GrGLfloat v[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const GrGLfloat matrices[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const GrGLfloat matrices[]) const { const Uniform& uni = fUniforms[u.toProgramDataIndex()]; 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 GrGLProgramDataManager::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); }