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 
setSamplerUniforms(const UniformInfoArray & samplers,int startUnit) const53 void GrGLProgramDataManager::setSamplerUniforms(const UniformInfoArray& samplers,
54                                                 int startUnit) const {
55     for (int i = 0; i < samplers.count(); ++i) {
56         const UniformInfo& sampler = samplers[i];
57         SkASSERT(sampler.fVisibility);
58         if (kUnusedUniform != sampler.fLocation) {
59             GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit));
60         }
61     }
62 }
63 
set1i(UniformHandle u,int32_t i) const64 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
65     const Uniform& uni = fUniforms[u.toIndex()];
66     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
67     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
68     if (kUnusedUniform != uni.fLocation) {
69         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
70     }
71 }
72 
set1iv(UniformHandle u,int arrayCount,const int v[]) const73 void GrGLProgramDataManager::set1iv(UniformHandle u,
74                                     int arrayCount,
75                                     const int v[]) const {
76     const Uniform& uni = fUniforms[u.toIndex()];
77     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
78     SkASSERT(arrayCount > 0);
79     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
80     if (kUnusedUniform != uni.fLocation) {
81         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
82     }
83 }
84 
set1f(UniformHandle u,float v0) const85 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
86     const Uniform& uni = fUniforms[u.toIndex()];
87     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
88     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
89     if (kUnusedUniform != uni.fLocation) {
90         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, 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 || uni.fType == kHalf_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.fLocation) {
106         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
107     }
108 }
109 
set2f(UniformHandle u,float v0,float v1) const110 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
111     const Uniform& uni = fUniforms[u.toIndex()];
112     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
113     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
114     if (kUnusedUniform != uni.fLocation) {
115         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
116     }
117 }
118 
set2fv(UniformHandle u,int arrayCount,const float v[]) const119 void GrGLProgramDataManager::set2fv(UniformHandle u,
120                                     int arrayCount,
121                                     const float v[]) const {
122     const Uniform& uni = fUniforms[u.toIndex()];
123     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
124     SkASSERT(arrayCount > 0);
125     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
126     if (kUnusedUniform != uni.fLocation) {
127         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
128     }
129 }
130 
set3f(UniformHandle u,float v0,float v1,float v2) const131 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
132     const Uniform& uni = fUniforms[u.toIndex()];
133     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
134     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
135     if (kUnusedUniform != uni.fLocation) {
136         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
137     }
138 }
139 
set3fv(UniformHandle u,int arrayCount,const float v[]) const140 void GrGLProgramDataManager::set3fv(UniformHandle u,
141                                     int arrayCount,
142                                     const float v[]) const {
143     const Uniform& uni = fUniforms[u.toIndex()];
144     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
145     SkASSERT(arrayCount > 0);
146     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
147     if (kUnusedUniform != uni.fLocation) {
148         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
149     }
150 }
151 
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const152 void GrGLProgramDataManager::set4f(UniformHandle u,
153                                    float v0,
154                                    float v1,
155                                    float v2,
156                                    float v3) const {
157     const Uniform& uni = fUniforms[u.toIndex()];
158     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
159     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
160     if (kUnusedUniform != uni.fLocation) {
161         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
162     }
163 }
164 
set4fv(UniformHandle u,int arrayCount,const float v[]) const165 void GrGLProgramDataManager::set4fv(UniformHandle u,
166                                     int arrayCount,
167                                     const float v[]) const {
168     const Uniform& uni = fUniforms[u.toIndex()];
169     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
170     SkASSERT(arrayCount > 0);
171     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
172     if (kUnusedUniform != uni.fLocation) {
173         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
174     }
175 }
176 
setMatrix2f(UniformHandle u,const float matrix[]) const177 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
178     this->setMatrices<2>(u, 1, matrix);
179 }
180 
setMatrix3f(UniformHandle u,const float matrix[]) const181 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
182     this->setMatrices<3>(u, 1, matrix);
183 }
184 
setMatrix4f(UniformHandle u,const float matrix[]) const185 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
186     this->setMatrices<4>(u, 1, matrix);
187 }
188 
setMatrix2fv(UniformHandle u,int arrayCount,const float m[]) const189 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
190     this->setMatrices<2>(u, arrayCount, m);
191 }
192 
setMatrix3fv(UniformHandle u,int arrayCount,const float m[]) const193 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
194     this->setMatrices<3>(u, arrayCount, m);
195 }
196 
setMatrix4fv(UniformHandle u,int arrayCount,const float m[]) const197 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
198     this->setMatrices<4>(u, arrayCount, m);
199 }
200 
201 template<int N> struct set_uniform_matrix;
202 
setMatrices(UniformHandle u,int arrayCount,const float matrices[]) const203 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
204                                                                 int arrayCount,
205                                                                 const float matrices[]) const {
206     const Uniform& uni = fUniforms[u.toIndex()];
207     SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) ||
208              uni.fType == kHalf2x2_GrSLType + (N - 2));
209     SkASSERT(arrayCount > 0);
210     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
211     if (kUnusedUniform != uni.fLocation) {
212         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
213     }
214 }
215 
216 template<> struct set_uniform_matrix<2> {
setset_uniform_matrix217     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
218         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
219     }
220 };
221 
222 template<> struct set_uniform_matrix<3> {
setset_uniform_matrix223     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
224         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
225     }
226 };
227 
228 template<> struct set_uniform_matrix<4> {
setset_uniform_matrix229     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
230         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
231     }
232 };
233 
setPathFragmentInputTransform(VaryingHandle u,int components,const SkMatrix & matrix) const234 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
235                                                            int components,
236                                                            const SkMatrix& matrix) const {
237     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
238     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
239 
240     SkASSERT((components == 2 && (fragmentInput.fType == kFloat2_GrSLType ||
241                                   fragmentInput.fType == kHalf2_GrSLType)) ||
242               (components == 3 && (fragmentInput.fType == kFloat3_GrSLType ||
243                                    fragmentInput.fType == kHalf3_GrSLType)));
244 
245     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
246                                                                   fragmentInput.fLocation,
247                                                                   GR_GL_OBJECT_LINEAR,
248                                                                   components,
249                                                                   matrix);
250 }
251