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/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h"
11 #include "gl/GrGpuGL.h"
14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
15 SkASSERT(arrayCount <= uni.fArrayCount || \
16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
18 GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu,
20 const GrGLShaderBuilder& builder)
22 int count = builder.getUniformInfos().count();
23 fUniforms.push_back_n(count);
24 for (int i = 0; i < count; i++) {
25 Uniform& uniform = fUniforms[i];
26 const GrGLShaderBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i];
27 SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
28 builderUniform.fVariable.getArrayCount() > 0);
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31 uniform.fType = builderUniform.fVariable.getType();
33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
35 if (GrGLShaderBuilder::kVertex_Visibility & builderUniform.fVisibility) {
36 uniform.fVSLocation = builderUniform.fLocation;
38 uniform.fVSLocation = kUnusedUniform;
40 if (GrGLShaderBuilder::kFragment_Visibility & builderUniform.fVisibility) {
41 uniform.fFSLocation = builderUniform.fLocation;
43 uniform.fFSLocation = kUnusedUniform;
48 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
49 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
50 SkASSERT(uni.fType == kSampler2D_GrSLType);
51 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
52 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
53 // reference the sampler then the compiler may have optimized it out. Uncomment this assert
54 // once stages insert their own samplers.
55 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
56 if (kUnusedUniform != uni.fFSLocation) {
57 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
59 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
60 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
64 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
65 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
66 SkASSERT(uni.fType == kFloat_GrSLType);
67 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
68 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
69 if (kUnusedUniform != uni.fFSLocation) {
70 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
72 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
73 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
77 void GrGLProgramDataManager::set1fv(UniformHandle u,
79 const GrGLfloat v[]) const {
80 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
81 SkASSERT(uni.fType == kFloat_GrSLType);
82 SkASSERT(arrayCount > 0);
83 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
84 // This assert fires in some instances of the two-pt gradient for its VSParams.
85 // Once the uniform manager is responsible for inserting the duplicate uniform
86 // arrays in VS and FS driver bug workaround, this can be enabled.
87 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
88 if (kUnusedUniform != uni.fFSLocation) {
89 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
91 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
92 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
96 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
97 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
98 SkASSERT(uni.fType == kVec2f_GrSLType);
99 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
100 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
101 if (kUnusedUniform != uni.fFSLocation) {
102 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
104 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
105 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
109 void GrGLProgramDataManager::set2fv(UniformHandle u,
111 const GrGLfloat v[]) const {
112 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
113 SkASSERT(uni.fType == kVec2f_GrSLType);
114 SkASSERT(arrayCount > 0);
115 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
116 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
117 if (kUnusedUniform != uni.fFSLocation) {
118 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
120 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
121 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
125 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
126 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
127 SkASSERT(uni.fType == kVec3f_GrSLType);
128 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
129 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
130 if (kUnusedUniform != uni.fFSLocation) {
131 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
133 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
134 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
138 void GrGLProgramDataManager::set3fv(UniformHandle u,
140 const GrGLfloat v[]) const {
141 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
142 SkASSERT(uni.fType == kVec3f_GrSLType);
143 SkASSERT(arrayCount > 0);
144 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
145 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
146 if (kUnusedUniform != uni.fFSLocation) {
147 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
149 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
150 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
154 void GrGLProgramDataManager::set4f(UniformHandle u,
158 GrGLfloat v3) const {
159 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
160 SkASSERT(uni.fType == kVec4f_GrSLType);
161 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
162 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
163 if (kUnusedUniform != uni.fFSLocation) {
164 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
166 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
167 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
171 void GrGLProgramDataManager::set4fv(UniformHandle u,
173 const GrGLfloat v[]) const {
174 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
175 SkASSERT(uni.fType == kVec4f_GrSLType);
176 SkASSERT(arrayCount > 0);
177 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
178 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
179 if (kUnusedUniform != uni.fFSLocation) {
180 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
182 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
183 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
187 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
188 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
189 SkASSERT(uni.fType == kMat33f_GrSLType);
190 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
191 // TODO: Re-enable this assert once texture matrices aren't forced on all effects
192 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
193 if (kUnusedUniform != uni.fFSLocation) {
194 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
196 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
197 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
201 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
202 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
203 SkASSERT(uni.fType == kMat44f_GrSLType);
204 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
205 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
206 if (kUnusedUniform != uni.fFSLocation) {
207 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
209 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
210 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
214 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
216 const GrGLfloat matrices[]) const {
217 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
218 SkASSERT(uni.fType == kMat33f_GrSLType);
219 SkASSERT(arrayCount > 0);
220 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
221 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
222 if (kUnusedUniform != uni.fFSLocation) {
223 GR_GL_CALL(fGpu->glInterface(),
224 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
226 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
227 GR_GL_CALL(fGpu->glInterface(),
228 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
232 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
234 const GrGLfloat matrices[]) const {
235 const Uniform& uni = fUniforms[u.toProgramDataIndex()];
236 SkASSERT(uni.fType == kMat44f_GrSLType);
237 SkASSERT(arrayCount > 0);
238 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
239 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
240 if (kUnusedUniform != uni.fFSLocation) {
241 GR_GL_CALL(fGpu->glInterface(),
242 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
244 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
245 GR_GL_CALL(fGpu->glInterface(),
246 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
250 void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
252 matrix.get(SkMatrix::kMScaleX),
253 matrix.get(SkMatrix::kMSkewY),
254 matrix.get(SkMatrix::kMPersp0),
255 matrix.get(SkMatrix::kMSkewX),
256 matrix.get(SkMatrix::kMScaleY),
257 matrix.get(SkMatrix::kMPersp1),
258 matrix.get(SkMatrix::kMTransX),
259 matrix.get(SkMatrix::kMTransY),
260 matrix.get(SkMatrix::kMPersp2),
262 this->setMatrix3f(u, mt);