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 "SkMatrix.h"
9 #include "gl/GrGLProgramDataManager.h"
10 #include "gl/GrGLGpu.h"
11 #include "glsl/GrGLSLUniformHandler.h"
12
13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
14 SkASSERT(arrayCount <= uni.fArrayCount || \
15 (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount))
16
GrGLProgramDataManager(GrGLGpu * gpu,GrGLuint programID,const UniformInfoArray & uniforms,const VaryingInfoArray & pathProcVaryings)17 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
18 const UniformInfoArray& uniforms,
19 const VaryingInfoArray& pathProcVaryings)
20 : fGpu(gpu)
21 , fProgramID(programID) {
22 int count = uniforms.count();
23 fUniforms.push_back_n(count);
24 for (int i = 0; i < count; i++) {
25 Uniform& uniform = fUniforms[i];
26 const UniformInfo& builderUniform = uniforms[i];
27 SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
28 builderUniform.fVariable.getArrayCount() > 0);
29 SkDEBUGCODE(
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31 uniform.fType = builderUniform.fVariable.getType();
32 );
33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
34
35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) {
36 uniform.fVSLocation = builderUniform.fLocation;
37 } else {
38 uniform.fVSLocation = kUnusedUniform;
39 }
40 if (kFragment_GrShaderFlag & builderUniform.fVisibility) {
41 uniform.fFSLocation = builderUniform.fLocation;
42 } else {
43 uniform.fFSLocation = kUnusedUniform;
44 }
45 }
46
47 // NVPR programs have separable varyings
48 count = pathProcVaryings.count();
49 fPathProcVaryings.push_back_n(count);
50 for (int i = 0; i < count; i++) {
51 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
52 PathProcVarying& pathProcVarying = fPathProcVaryings[i];
53 const VaryingInfo& builderPathProcVarying = pathProcVaryings[i];
54 SkASSERT(GrGLSLShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() ||
55 builderPathProcVarying.fVariable.getArrayCount() > 0);
56 SkDEBUGCODE(
57 pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount();
58 pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
59 );
60 pathProcVarying.fLocation = builderPathProcVarying.fLocation;
61 }
62 }
63
setSampler(UniformHandle u,int texUnit) const64 void GrGLProgramDataManager::setSampler(UniformHandle u, int texUnit) const {
65 const Uniform& uni = fUniforms[u.toIndex()];
66 SkASSERT(uni.fType == kSampler2D_GrSLType || uni.fType == kSamplerExternal_GrSLType ||
67 uni.fType == kSampler2DRect_GrSLType);
68 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
69 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
70 // reference the sampler then the compiler may have optimized it out. Uncomment this assert
71 // once stages insert their own samplers.
72 // this->printUnused(uni);
73 if (kUnusedUniform != uni.fFSLocation) {
74 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
75 }
76 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
77 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
78 }
79 }
80
set1f(UniformHandle u,float v0) const81 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
82 const Uniform& uni = fUniforms[u.toIndex()];
83 SkASSERT(uni.fType == kFloat_GrSLType);
84 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
85 SkDEBUGCODE(this->printUnused(uni);)
86 if (kUnusedUniform != uni.fFSLocation) {
87 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
88 }
89 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
90 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
91 }
92 }
93
set1fv(UniformHandle u,int arrayCount,const float v[]) const94 void GrGLProgramDataManager::set1fv(UniformHandle u,
95 int arrayCount,
96 const float v[]) const {
97 const Uniform& uni = fUniforms[u.toIndex()];
98 SkASSERT(uni.fType == kFloat_GrSLType);
99 SkASSERT(arrayCount > 0);
100 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
101 // This assert fires in some instances of the two-pt gradient for its VSParams.
102 // Once the uniform manager is responsible for inserting the duplicate uniform
103 // arrays in VS and FS driver bug workaround, this can be enabled.
104 // this->printUni(uni);
105 if (kUnusedUniform != uni.fFSLocation) {
106 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
107 }
108 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
109 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
110 }
111 }
112
set2f(UniformHandle u,float v0,float v1) const113 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
114 const Uniform& uni = fUniforms[u.toIndex()];
115 SkASSERT(uni.fType == kVec2f_GrSLType);
116 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
117 SkDEBUGCODE(this->printUnused(uni);)
118 if (kUnusedUniform != uni.fFSLocation) {
119 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
120 }
121 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
122 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
123 }
124 }
125
set2fv(UniformHandle u,int arrayCount,const float v[]) const126 void GrGLProgramDataManager::set2fv(UniformHandle u,
127 int arrayCount,
128 const float v[]) const {
129 const Uniform& uni = fUniforms[u.toIndex()];
130 SkASSERT(uni.fType == kVec2f_GrSLType);
131 SkASSERT(arrayCount > 0);
132 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
133 SkDEBUGCODE(this->printUnused(uni);)
134 if (kUnusedUniform != uni.fFSLocation) {
135 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
136 }
137 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
138 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
139 }
140 }
141
set3f(UniformHandle u,float v0,float v1,float v2) const142 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
143 const Uniform& uni = fUniforms[u.toIndex()];
144 SkASSERT(uni.fType == kVec3f_GrSLType);
145 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
146 SkDEBUGCODE(this->printUnused(uni);)
147 if (kUnusedUniform != uni.fFSLocation) {
148 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
149 }
150 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
151 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
152 }
153 }
154
set3fv(UniformHandle u,int arrayCount,const float v[]) const155 void GrGLProgramDataManager::set3fv(UniformHandle u,
156 int arrayCount,
157 const float v[]) const {
158 const Uniform& uni = fUniforms[u.toIndex()];
159 SkASSERT(uni.fType == kVec3f_GrSLType);
160 SkASSERT(arrayCount > 0);
161 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
162 SkDEBUGCODE(this->printUnused(uni);)
163 if (kUnusedUniform != uni.fFSLocation) {
164 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
165 }
166 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
167 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
168 }
169 }
170
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const171 void GrGLProgramDataManager::set4f(UniformHandle u,
172 float v0,
173 float v1,
174 float v2,
175 float v3) const {
176 const Uniform& uni = fUniforms[u.toIndex()];
177 SkASSERT(uni.fType == kVec4f_GrSLType);
178 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
179 SkDEBUGCODE(this->printUnused(uni);)
180 if (kUnusedUniform != uni.fFSLocation) {
181 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
182 }
183 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
184 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
185 }
186 }
187
set4fv(UniformHandle u,int arrayCount,const float v[]) const188 void GrGLProgramDataManager::set4fv(UniformHandle u,
189 int arrayCount,
190 const float v[]) const {
191 const Uniform& uni = fUniforms[u.toIndex()];
192 SkASSERT(uni.fType == kVec4f_GrSLType);
193 SkASSERT(arrayCount > 0);
194 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
195 SkDEBUGCODE(this->printUnused(uni);)
196 if (kUnusedUniform != uni.fFSLocation) {
197 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
198 }
199 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
200 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
201 }
202 }
203
setMatrix3f(UniformHandle u,const float matrix[]) const204 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
205 const Uniform& uni = fUniforms[u.toIndex()];
206 SkASSERT(uni.fType == kMat33f_GrSLType);
207 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
208 SkDEBUGCODE(this->printUnused(uni);)
209 if (kUnusedUniform != uni.fFSLocation) {
210 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
211 }
212 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
213 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
214 }
215 }
216
setMatrix4f(UniformHandle u,const float matrix[]) const217 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
218 const Uniform& uni = fUniforms[u.toIndex()];
219 SkASSERT(uni.fType == kMat44f_GrSLType);
220 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
221 SkDEBUGCODE(this->printUnused(uni);)
222 if (kUnusedUniform != uni.fFSLocation) {
223 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
224 }
225 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
226 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
227 }
228 }
229
setMatrix3fv(UniformHandle u,int arrayCount,const float matrices[]) const230 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
231 int arrayCount,
232 const float matrices[]) const {
233 const Uniform& uni = fUniforms[u.toIndex()];
234 SkASSERT(uni.fType == kMat33f_GrSLType);
235 SkASSERT(arrayCount > 0);
236 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
237 SkDEBUGCODE(this->printUnused(uni);)
238 if (kUnusedUniform != uni.fFSLocation) {
239 GR_GL_CALL(fGpu->glInterface(),
240 UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
241 }
242 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
243 GR_GL_CALL(fGpu->glInterface(),
244 UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
245 }
246 }
247
setMatrix4fv(UniformHandle u,int arrayCount,const float matrices[]) const248 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
249 int arrayCount,
250 const float matrices[]) const {
251 const Uniform& uni = fUniforms[u.toIndex()];
252 SkASSERT(uni.fType == kMat44f_GrSLType);
253 SkASSERT(arrayCount > 0);
254 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
255 SkDEBUGCODE(this->printUnused(uni);)
256 if (kUnusedUniform != uni.fFSLocation) {
257 GR_GL_CALL(fGpu->glInterface(),
258 UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
259 }
260 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
261 GR_GL_CALL(fGpu->glInterface(),
262 UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
263 }
264 }
265
setPathFragmentInputTransform(VaryingHandle u,int components,const SkMatrix & matrix) const266 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
267 int components,
268 const SkMatrix& matrix) const {
269 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
270 const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
271
272 SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) ||
273 (components == 3 && fragmentInput.fType == kVec3f_GrSLType));
274
275 fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
276 fragmentInput.fLocation,
277 GR_GL_OBJECT_LINEAR,
278 components,
279 matrix);
280 }
281
282 #ifdef SK_DEBUG
printUnused(const Uniform & uni) const283 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
284 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
285 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
286 }
287 }
288 #endif
289