2 * Copyright 2012 Google Inc.
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
8 #include "gl/builders/GrGLProgramBuilder.h"
9 #include "gl/GrGLPathRendering.h"
10 #include "gl/GrGLProgram.h"
11 #include "gl/GrGLUniformHandle.h"
12 #include "gl/GrGpuGL.h"
15 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
16 SkASSERT(arrayCount <= uni.fArrayCount || \
17 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
19 GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu,
21 const GrGLProgramBuilder& builder)
24 int count = builder.getUniformInfos().count();
25 fUniforms.push_back_n(count);
26 for (int i = 0; i < count; i++) {
27 Uniform& uniform = fUniforms[i];
28 const GrGLProgramBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i];
29 SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
30 builderUniform.fVariable.getArrayCount() > 0);
32 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
33 uniform.fType = builderUniform.fVariable.getType();
35 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
37 if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) {
38 uniform.fVSLocation = builderUniform.fLocation;
40 uniform.fVSLocation = kUnusedUniform;
42 if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) {
43 uniform.fFSLocation = builderUniform.fLocation;
45 uniform.fFSLocation = kUnusedUniform;
49 count = builder.getSeparableVaryingInfos().count();
50 fVaryings.push_back_n(count);
51 for (int i = 0; i < count; i++) {
52 Varying& varying = fVaryings[i];
53 const GrGLProgramBuilder::SeparableVaryingInfo& builderVarying =
54 builder.getSeparableVaryingInfos()[i];
55 SkASSERT(GrGLShaderVar::kNonArray == builderVarying.fVariable.getArrayCount());
57 varying.fType = builderVarying.fVariable.getType();
59 varying.fLocation = builderVarying.fLocation;
63 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
64 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
65 SkASSERT(uni.fType == kSampler2D_GrSLType);
66 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
67 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
68 // reference the sampler then the compiler may have optimized it out. Uncomment this assert
69 // once stages insert their own samplers.
70 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
71 if (kUnusedUniform != uni.fFSLocation) {
72 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
74 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
75 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
79 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
80 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
81 SkASSERT(uni.fType == kFloat_GrSLType);
82 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
83 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
84 if (kUnusedUniform != uni.fFSLocation) {
85 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
87 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
88 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
92 void GrGLProgramDataManager::set1fv(UniformHandle u,
94 const GrGLfloat v[]) const {
95 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
96 SkASSERT(uni.fType == kFloat_GrSLType);
97 SkASSERT(arrayCount > 0);
98 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
99 // This assert fires in some instances of the two-pt gradient for its VSParams.
100 // Once the uniform manager is responsible for inserting the duplicate uniform
101 // arrays in VS and FS driver bug workaround, this can be enabled.
102 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
103 if (kUnusedUniform != uni.fFSLocation) {
104 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
111 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
112 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
113 SkASSERT(uni.fType == kVec2f_GrSLType);
114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
115 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
116 if (kUnusedUniform != uni.fFSLocation) {
117 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
124 void GrGLProgramDataManager::set2fv(UniformHandle u,
126 const GrGLfloat v[]) const {
127 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
128 SkASSERT(uni.fType == kVec2f_GrSLType);
129 SkASSERT(arrayCount > 0);
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
131 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
132 if (kUnusedUniform != uni.fFSLocation) {
133 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
140 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
141 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
142 SkASSERT(uni.fType == kVec3f_GrSLType);
143 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
144 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
145 if (kUnusedUniform != uni.fFSLocation) {
146 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
148 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
149 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
153 void GrGLProgramDataManager::set3fv(UniformHandle u,
155 const GrGLfloat v[]) const {
156 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
157 SkASSERT(uni.fType == kVec3f_GrSLType);
158 SkASSERT(arrayCount > 0);
159 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
160 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
161 if (kUnusedUniform != uni.fFSLocation) {
162 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
164 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
165 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
169 void GrGLProgramDataManager::set4f(UniformHandle u,
173 GrGLfloat v3) const {
174 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
175 SkASSERT(uni.fType == kVec4f_GrSLType);
176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
177 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
178 if (kUnusedUniform != uni.fFSLocation) {
179 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
181 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
182 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
186 void GrGLProgramDataManager::set4fv(UniformHandle u,
188 const GrGLfloat v[]) const {
189 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
190 SkASSERT(uni.fType == kVec4f_GrSLType);
191 SkASSERT(arrayCount > 0);
192 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
193 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
194 if (kUnusedUniform != uni.fFSLocation) {
195 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
197 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
198 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
202 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
203 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
204 SkASSERT(uni.fType == kMat33f_GrSLType);
205 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
206 // TODO: Re-enable this assert once texture matrices aren't forced on all effects
207 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
208 if (kUnusedUniform != uni.fFSLocation) {
209 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
211 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
212 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
216 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
217 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
218 SkASSERT(uni.fType == kMat44f_GrSLType);
219 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
220 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
221 if (kUnusedUniform != uni.fFSLocation) {
222 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
224 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
225 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
229 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
231 const GrGLfloat matrices[]) const {
232 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
233 SkASSERT(uni.fType == kMat33f_GrSLType);
234 SkASSERT(arrayCount > 0);
235 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
236 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
237 if (kUnusedUniform != uni.fFSLocation) {
238 GR_GL_CALL(fGpu->glInterface(),
239 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
241 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
242 GR_GL_CALL(fGpu->glInterface(),
243 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
247 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
249 const GrGLfloat matrices[]) const {
250 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
251 SkASSERT(uni.fType == kMat44f_GrSLType);
252 SkASSERT(arrayCount > 0);
253 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
254 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
255 if (kUnusedUniform != uni.fFSLocation) {
256 GR_GL_CALL(fGpu->glInterface(),
257 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
259 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
260 GR_GL_CALL(fGpu->glInterface(),
261 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
265 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
267 matrix.get(SkMatrix::kMScaleX),
268 matrix.get(SkMatrix::kMSkewY),
269 matrix.get(SkMatrix::kMPersp0),
270 matrix.get(SkMatrix::kMSkewX),
271 matrix.get(SkMatrix::kMScaleY),
272 matrix.get(SkMatrix::kMPersp1),
273 matrix.get(SkMatrix::kMTransX),
274 matrix.get(SkMatrix::kMTransY),
275 matrix.get(SkMatrix::kMPersp2),
277 this->setMatrix3f(u, mt);
280 void GrGLProgramDataManager::setProgramPathFragmentInputTransform(VaryingHandle i,
282 const SkMatrix& matrix) const {
283 const Varying& fragmentInput = fVaryings[i.toProgramDataIndex()];
284 fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgram->programID(),
285 fragmentInput.fLocation,