Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / third_party / skia / src / gpu / gl / GrGLProgramDataManager.cpp
1 /*
2  * Copyright 2012 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7
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"
13 #include "SkMatrix.h"
14
15 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
16          SkASSERT(arrayCount <= uni.fArrayCount || \
17                   (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
18
19 GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu,
20                                                GrGLProgram* program,
21                                                const GrGLProgramBuilder& builder)
22     : fGpu(gpu),
23       fProgram(program) {
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);
31         SkDEBUGCODE(
32             uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
33             uniform.fType = builderUniform.fVariable.getType();
34         );
35         // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
36
37         if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) {
38             uniform.fVSLocation = builderUniform.fLocation;
39         } else {
40             uniform.fVSLocation = kUnusedUniform;
41             }
42         if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) {
43             uniform.fFSLocation = builderUniform.fLocation;
44         } else {
45             uniform.fFSLocation = kUnusedUniform;
46         }
47     }
48
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());
56         SkDEBUGCODE(
57             varying.fType = builderVarying.fVariable.getType();
58         );
59         varying.fLocation = builderVarying.fLocation;
60     }
61 }
62
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));
73     }
74     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
75         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
76     }
77 }
78
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));
86     }
87     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
88         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
89     }
90 }
91
92 void GrGLProgramDataManager::set1fv(UniformHandle u,
93                                     int arrayCount,
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));
105     }
106     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
108     }
109 }
110
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));
118     }
119     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
121     }
122 }
123
124 void GrGLProgramDataManager::set2fv(UniformHandle u,
125                                     int arrayCount,
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));
134     }
135     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
137     }
138 }
139
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));
147     }
148     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
149         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
150     }
151 }
152
153 void GrGLProgramDataManager::set3fv(UniformHandle u,
154                                     int arrayCount,
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));
163     }
164     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
165         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
166     }
167 }
168
169 void GrGLProgramDataManager::set4f(UniformHandle u,
170                                    GrGLfloat v0,
171                                    GrGLfloat v1,
172                                    GrGLfloat v2,
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));
180     }
181     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
182         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
183     }
184 }
185
186 void GrGLProgramDataManager::set4fv(UniformHandle u,
187                                     int arrayCount,
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));
196     }
197     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
198         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
199     }
200 }
201
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));
210     }
211     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
212         GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
213     }
214 }
215
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));
223     }
224     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
225         GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
226     }
227 }
228
229 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
230                                           int arrayCount,
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));
240     }
241     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
242         GR_GL_CALL(fGpu->glInterface(),
243                    UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
244     }
245 }
246
247 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
248                                           int arrayCount,
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));
258     }
259     if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
260         GR_GL_CALL(fGpu->glInterface(),
261                    UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
262     }
263 }
264
265 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
266     GrGLfloat mt[] = {
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),
276     };
277     this->setMatrix3f(u, mt);
278 }
279
280 void GrGLProgramDataManager::setProgramPathFragmentInputTransform(VaryingHandle i,
281                                                                   unsigned components,
282                                                                   const SkMatrix& matrix) const {
283     const Varying& fragmentInput = fVaryings[i.toProgramDataIndex()];
284     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgram->programID(),
285                                                                   fragmentInput.fLocation,
286                                                                   GR_GL_OBJECT_LINEAR,
287                                                                   components,
288                                                                   matrix);
289 }