/* * 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()]; }