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((COUNT) <= (UNI).fArrayCount || \
15                   (1 == (COUNT) && GrShaderVar::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(GrShaderVar::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         uniform.fLocation = builderUniform.fLocation;
34     }
35 
36     // NVPR programs have separable varyings
37     count = pathProcVaryings.count();
38     fPathProcVaryings.push_back_n(count);
39     for (int i = 0; i < count; i++) {
40         SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
41         PathProcVarying& pathProcVarying = fPathProcVaryings[i];
42         const VaryingInfo& builderPathProcVarying = pathProcVaryings[i];
43         SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() ||
44                  builderPathProcVarying.fVariable.getArrayCount() > 0);
45         SkDEBUGCODE(
46             pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount();
47             pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
48         );
49         pathProcVarying.fLocation = builderPathProcVarying.fLocation;
50     }
51 }
52 
setSamplers(const UniformInfoArray & samplers) const53 void GrGLProgramDataManager::setSamplers(const UniformInfoArray& samplers) const {
54     for (int i = 0; i < samplers.count(); ++i) {
55         const UniformInfo& sampler = samplers[i];
56         SkASSERT(sampler.fVisibility);
57         if (kUnusedUniform != sampler.fLocation) {
58             GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i));
59         }
60     }
61 }
62 
setImageStorages(const UniformInfoArray & images) const63 void GrGLProgramDataManager::setImageStorages(const UniformInfoArray& images) const {
64     for (int i = 0; i < images.count(); ++i) {
65         const UniformInfo& image = images[i];
66         SkASSERT(image.fVisibility);
67         if (kUnusedUniform != image.fLocation) {
68             GR_GL_CALL(fGpu->glInterface(), Uniform1i(image.fLocation, i));
69         }
70     }
71 }
72 
set1i(UniformHandle u,int32_t i) const73 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
74     const Uniform& uni = fUniforms[u.toIndex()];
75     SkASSERT(uni.fType == kInt_GrSLType);
76     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
77     if (kUnusedUniform != uni.fLocation) {
78         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
79     }
80 }
81 
set1iv(UniformHandle u,int arrayCount,const int v[]) const82 void GrGLProgramDataManager::set1iv(UniformHandle u,
83                                     int arrayCount,
84                                     const int v[]) const {
85     const Uniform& uni = fUniforms[u.toIndex()];
86     SkASSERT(uni.fType == kInt_GrSLType);
87     SkASSERT(arrayCount > 0);
88     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
89     if (kUnusedUniform != uni.fLocation) {
90         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
91     }
92 }
93 
set1f(UniformHandle u,float v0) const94 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
95     const Uniform& uni = fUniforms[u.toIndex()];
96     SkASSERT(uni.fType == kFloat_GrSLType);
97     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
98     if (kUnusedUniform != uni.fLocation) {
99         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0));
100     }
101 }
102 
set1fv(UniformHandle u,int arrayCount,const float v[]) const103 void GrGLProgramDataManager::set1fv(UniformHandle u,
104                                     int arrayCount,
105                                     const float v[]) const {
106     const Uniform& uni = fUniforms[u.toIndex()];
107     SkASSERT(uni.fType == kFloat_GrSLType);
108     SkASSERT(arrayCount > 0);
109     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
110     // This assert fires in some instances of the two-pt gradient for its VSParams.
111     // Once the uniform manager is responsible for inserting the duplicate uniform
112     // arrays in VS and FS driver bug workaround, this can be enabled.
113     // this->printUni(uni);
114     if (kUnusedUniform != uni.fLocation) {
115         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
116     }
117 }
118 
set2f(UniformHandle u,float v0,float v1) const119 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
120     const Uniform& uni = fUniforms[u.toIndex()];
121     SkASSERT(uni.fType == kVec2f_GrSLType);
122     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
123     if (kUnusedUniform != uni.fLocation) {
124         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
125     }
126 }
127 
set2fv(UniformHandle u,int arrayCount,const float v[]) const128 void GrGLProgramDataManager::set2fv(UniformHandle u,
129                                     int arrayCount,
130                                     const float v[]) const {
131     const Uniform& uni = fUniforms[u.toIndex()];
132     SkASSERT(uni.fType == kVec2f_GrSLType);
133     SkASSERT(arrayCount > 0);
134     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
135     if (kUnusedUniform != uni.fLocation) {
136         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
137     }
138 }
139 
set3f(UniformHandle u,float v0,float v1,float v2) const140 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
141     const Uniform& uni = fUniforms[u.toIndex()];
142     SkASSERT(uni.fType == kVec3f_GrSLType);
143     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
144     if (kUnusedUniform != uni.fLocation) {
145         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
146     }
147 }
148 
set3fv(UniformHandle u,int arrayCount,const float v[]) const149 void GrGLProgramDataManager::set3fv(UniformHandle u,
150                                     int arrayCount,
151                                     const float v[]) const {
152     const Uniform& uni = fUniforms[u.toIndex()];
153     SkASSERT(uni.fType == kVec3f_GrSLType);
154     SkASSERT(arrayCount > 0);
155     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
156     if (kUnusedUniform != uni.fLocation) {
157         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
158     }
159 }
160 
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const161 void GrGLProgramDataManager::set4f(UniformHandle u,
162                                    float v0,
163                                    float v1,
164                                    float v2,
165                                    float v3) const {
166     const Uniform& uni = fUniforms[u.toIndex()];
167     SkASSERT(uni.fType == kVec4f_GrSLType);
168     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
169     if (kUnusedUniform != uni.fLocation) {
170         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
171     }
172 }
173 
set4fv(UniformHandle u,int arrayCount,const float v[]) const174 void GrGLProgramDataManager::set4fv(UniformHandle u,
175                                     int arrayCount,
176                                     const float v[]) const {
177     const Uniform& uni = fUniforms[u.toIndex()];
178     SkASSERT(uni.fType == kVec4f_GrSLType);
179     SkASSERT(arrayCount > 0);
180     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
181     if (kUnusedUniform != uni.fLocation) {
182         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
183     }
184 }
185 
setMatrix2f(UniformHandle u,const float matrix[]) const186 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
187     this->setMatrices<2>(u, 1, matrix);
188 }
189 
setMatrix3f(UniformHandle u,const float matrix[]) const190 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
191     this->setMatrices<3>(u, 1, matrix);
192 }
193 
setMatrix4f(UniformHandle u,const float matrix[]) const194 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
195     this->setMatrices<4>(u, 1, matrix);
196 }
197 
setMatrix2fv(UniformHandle u,int arrayCount,const float m[]) const198 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
199     this->setMatrices<2>(u, arrayCount, m);
200 }
201 
setMatrix3fv(UniformHandle u,int arrayCount,const float m[]) const202 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
203     this->setMatrices<3>(u, arrayCount, m);
204 }
205 
setMatrix4fv(UniformHandle u,int arrayCount,const float m[]) const206 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
207     this->setMatrices<4>(u, arrayCount, m);
208 }
209 
210 template<int N> struct set_uniform_matrix;
211 
setMatrices(UniformHandle u,int arrayCount,const float matrices[]) const212 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
213                                                                 int arrayCount,
214                                                                 const float matrices[]) const {
215     const Uniform& uni = fUniforms[u.toIndex()];
216     SkASSERT(uni.fType == kMat22f_GrSLType + (N - 2));
217     SkASSERT(arrayCount > 0);
218     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
219     if (kUnusedUniform != uni.fLocation) {
220         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
221     }
222 }
223 
224 template<> struct set_uniform_matrix<2> {
setset_uniform_matrix225     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
226         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
227     }
228 };
229 
230 template<> struct set_uniform_matrix<3> {
setset_uniform_matrix231     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
232         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
233     }
234 };
235 
236 template<> struct set_uniform_matrix<4> {
setset_uniform_matrix237     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
238         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
239     }
240 };
241 
setPathFragmentInputTransform(VaryingHandle u,int components,const SkMatrix & matrix) const242 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
243                                                            int components,
244                                                            const SkMatrix& matrix) const {
245     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
246     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
247 
248     SkASSERT((components == 2 && fragmentInput.fType == kVec2f_GrSLType) ||
249               (components == 3 && fragmentInput.fType == kVec3f_GrSLType));
250 
251     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
252                                                                   fragmentInput.fLocation,
253                                                                   GR_GL_OBJECT_LINEAR,
254                                                                   components,
255                                                                   matrix);
256 }
257