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 "include/core/SkMatrix.h"
9 #include "src/gpu/gl/GrGLGpu.h"
10 #include "src/gpu/gl/GrGLProgramDataManager.h"
11 #include "src/gpu/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     fUniforms.push_back_n(uniforms.count());
23     int i = 0;
24     for (const UniformInfo& builderUniform : uniforms.items()) {
25         Uniform& uniform = fUniforms[i++];
26         SkASSERT(GrShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
27                  builderUniform.fVariable.getArrayCount() > 0);
28         SkDEBUGCODE(
29             uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
30             uniform.fType = builderUniform.fVariable.getType();
31         )
32         uniform.fLocation = builderUniform.fLocation;
33     }
34 
35     // NVPR programs have separable varyings
36     fPathProcVaryings.push_back_n(pathProcVaryings.count());
37     i = 0;
38     for (const VaryingInfo& builderPathProcVarying : pathProcVaryings.items()) {
39         SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
40         PathProcVarying& pathProcVarying = fPathProcVaryings[i++];
41         SkASSERT(GrShaderVar::kNonArray == builderPathProcVarying.fVariable.getArrayCount() ||
42                  builderPathProcVarying.fVariable.getArrayCount() > 0);
43         SkDEBUGCODE(
44             pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getArrayCount();
45             pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
46         )
47         pathProcVarying.fLocation = builderPathProcVarying.fLocation;
48     }
49 }
50 
setSamplerUniforms(const UniformInfoArray & samplers,int startUnit) const51 void GrGLProgramDataManager::setSamplerUniforms(const UniformInfoArray& samplers,
52                                                 int startUnit) const {
53     int i = 0;
54     for (const UniformInfo& sampler : samplers.items()) {
55         SkASSERT(sampler.fVisibility);
56         if (kUnusedUniform != sampler.fLocation) {
57             GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit));
58         }
59         ++i;
60     }
61 }
62 
set1i(UniformHandle u,int32_t i) const63 void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
64     const Uniform& uni = fUniforms[u.toIndex()];
65     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
66     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
67     if (kUnusedUniform != uni.fLocation) {
68         GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
69     }
70 }
71 
set1iv(UniformHandle u,int arrayCount,const int32_t v[]) const72 void GrGLProgramDataManager::set1iv(UniformHandle u,
73                                     int arrayCount,
74                                     const int32_t v[]) const {
75     const Uniform& uni = fUniforms[u.toIndex()];
76     SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
77     SkASSERT(arrayCount > 0);
78     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
79     if (kUnusedUniform != uni.fLocation) {
80         GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
81     }
82 }
83 
set1f(UniformHandle u,float v0) const84 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
85     const Uniform& uni = fUniforms[u.toIndex()];
86     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
87     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
88     if (kUnusedUniform != uni.fLocation) {
89         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0));
90     }
91 }
92 
set1fv(UniformHandle u,int arrayCount,const float v[]) const93 void GrGLProgramDataManager::set1fv(UniformHandle u,
94                                     int arrayCount,
95                                     const float v[]) const {
96     const Uniform& uni = fUniforms[u.toIndex()];
97     SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
98     SkASSERT(arrayCount > 0);
99     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
100     // This assert fires in some instances of the two-pt gradient for its VSParams.
101     // Once the uniform manager is responsible for inserting the duplicate uniform
102     // arrays in VS and FS driver bug workaround, this can be enabled.
103     // this->printUni(uni);
104     if (kUnusedUniform != uni.fLocation) {
105         GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
106     }
107 }
108 
set2i(UniformHandle u,int32_t i0,int32_t i1) const109 void GrGLProgramDataManager::set2i(UniformHandle u, int32_t i0, int32_t i1) const {
110     const Uniform& uni = fUniforms[u.toIndex()];
111     SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
112     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
113     if (kUnusedUniform != uni.fLocation) {
114         GR_GL_CALL(fGpu->glInterface(), Uniform2i(uni.fLocation, i0, i1));
115     }
116 }
117 
set2iv(UniformHandle u,int arrayCount,const int32_t v[]) const118 void GrGLProgramDataManager::set2iv(UniformHandle u,
119                                     int arrayCount,
120                                     const int32_t v[]) const {
121     const Uniform& uni = fUniforms[u.toIndex()];
122     SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
123     SkASSERT(arrayCount > 0);
124     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
125     if (kUnusedUniform != uni.fLocation) {
126         GR_GL_CALL(fGpu->glInterface(), Uniform2iv(uni.fLocation, arrayCount, v));
127     }
128 }
129 
set2f(UniformHandle u,float v0,float v1) const130 void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
131     const Uniform& uni = fUniforms[u.toIndex()];
132     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
133     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
134     if (kUnusedUniform != uni.fLocation) {
135         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
136     }
137 }
138 
set2fv(UniformHandle u,int arrayCount,const float v[]) const139 void GrGLProgramDataManager::set2fv(UniformHandle u,
140                                     int arrayCount,
141                                     const float v[]) const {
142     const Uniform& uni = fUniforms[u.toIndex()];
143     SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
144     SkASSERT(arrayCount > 0);
145     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
146     if (kUnusedUniform != uni.fLocation) {
147         GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
148     }
149 }
150 
set3i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2) const151 void GrGLProgramDataManager::set3i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2) const {
152     const Uniform& uni = fUniforms[u.toIndex()];
153     SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
154     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
155     if (kUnusedUniform != uni.fLocation) {
156         GR_GL_CALL(fGpu->glInterface(), Uniform3i(uni.fLocation, i0, i1, i2));
157     }
158 }
159 
set3iv(UniformHandle u,int arrayCount,const int32_t v[]) const160 void GrGLProgramDataManager::set3iv(UniformHandle u,
161                                     int arrayCount,
162                                     const int32_t v[]) const {
163     const Uniform& uni = fUniforms[u.toIndex()];
164     SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
165     SkASSERT(arrayCount > 0);
166     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
167     if (kUnusedUniform != uni.fLocation) {
168         GR_GL_CALL(fGpu->glInterface(), Uniform3iv(uni.fLocation, arrayCount, v));
169     }
170 }
171 
set3f(UniformHandle u,float v0,float v1,float v2) const172 void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
173     const Uniform& uni = fUniforms[u.toIndex()];
174     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
175     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
176     if (kUnusedUniform != uni.fLocation) {
177         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
178     }
179 }
180 
set3fv(UniformHandle u,int arrayCount,const float v[]) const181 void GrGLProgramDataManager::set3fv(UniformHandle u,
182                                     int arrayCount,
183                                     const float v[]) const {
184     const Uniform& uni = fUniforms[u.toIndex()];
185     SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
186     SkASSERT(arrayCount > 0);
187     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
188     if (kUnusedUniform != uni.fLocation) {
189         GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
190     }
191 }
192 
set4i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2,int32_t i3) const193 void GrGLProgramDataManager::set4i(UniformHandle u,
194                                    int32_t i0,
195                                    int32_t i1,
196                                    int32_t i2,
197                                    int32_t i3) const {
198     const Uniform& uni = fUniforms[u.toIndex()];
199     SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
200     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
201     if (kUnusedUniform != uni.fLocation) {
202         GR_GL_CALL(fGpu->glInterface(), Uniform4i(uni.fLocation, i0, i1, i2, i3));
203     }
204 }
205 
set4iv(UniformHandle u,int arrayCount,const int32_t v[]) const206 void GrGLProgramDataManager::set4iv(UniformHandle u,
207                                     int arrayCount,
208                                     const int32_t v[]) const {
209     const Uniform& uni = fUniforms[u.toIndex()];
210     SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
211     SkASSERT(arrayCount > 0);
212     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
213     if (kUnusedUniform != uni.fLocation) {
214         GR_GL_CALL(fGpu->glInterface(), Uniform4iv(uni.fLocation, arrayCount, v));
215     }
216 }
217 
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const218 void GrGLProgramDataManager::set4f(UniformHandle u,
219                                    float v0,
220                                    float v1,
221                                    float v2,
222                                    float v3) const {
223     const Uniform& uni = fUniforms[u.toIndex()];
224     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
225     SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
226     if (kUnusedUniform != uni.fLocation) {
227         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
228     }
229 }
230 
set4fv(UniformHandle u,int arrayCount,const float v[]) const231 void GrGLProgramDataManager::set4fv(UniformHandle u,
232                                     int arrayCount,
233                                     const float v[]) const {
234     const Uniform& uni = fUniforms[u.toIndex()];
235     SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
236     SkASSERT(arrayCount > 0);
237     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
238     if (kUnusedUniform != uni.fLocation) {
239         GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
240     }
241 }
242 
setMatrix2f(UniformHandle u,const float matrix[]) const243 void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
244     this->setMatrices<2>(u, 1, matrix);
245 }
246 
setMatrix3f(UniformHandle u,const float matrix[]) const247 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
248     this->setMatrices<3>(u, 1, matrix);
249 }
250 
setMatrix4f(UniformHandle u,const float matrix[]) const251 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
252     this->setMatrices<4>(u, 1, matrix);
253 }
254 
setMatrix2fv(UniformHandle u,int arrayCount,const float m[]) const255 void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
256     this->setMatrices<2>(u, arrayCount, m);
257 }
258 
setMatrix3fv(UniformHandle u,int arrayCount,const float m[]) const259 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
260     this->setMatrices<3>(u, arrayCount, m);
261 }
262 
setMatrix4fv(UniformHandle u,int arrayCount,const float m[]) const263 void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
264     this->setMatrices<4>(u, arrayCount, m);
265 }
266 
267 template<int N> struct set_uniform_matrix;
268 
setMatrices(UniformHandle u,int arrayCount,const float matrices[]) const269 template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
270                                                                 int arrayCount,
271                                                                 const float matrices[]) const {
272     const Uniform& uni = fUniforms[u.toIndex()];
273     SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) ||
274              uni.fType == kHalf2x2_GrSLType + (N - 2));
275     SkASSERT(arrayCount > 0);
276     ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
277     if (kUnusedUniform != uni.fLocation) {
278         set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
279     }
280 }
281 
282 template<> struct set_uniform_matrix<2> {
setset_uniform_matrix283     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
284         GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
285     }
286 };
287 
288 template<> struct set_uniform_matrix<3> {
setset_uniform_matrix289     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
290         GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
291     }
292 };
293 
294 template<> struct set_uniform_matrix<4> {
setset_uniform_matrix295     inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
296         GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
297     }
298 };
299 
setPathFragmentInputTransform(VaryingHandle u,int components,const SkMatrix & matrix) const300 void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
301                                                            int components,
302                                                            const SkMatrix& matrix) const {
303     SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
304     const PathProcVarying& fragmentInput = fPathProcVaryings[u.toIndex()];
305 
306     SkASSERT((components == 2 && (fragmentInput.fType == kFloat2_GrSLType ||
307                                   fragmentInput.fType == kHalf2_GrSLType)) ||
308               (components == 3 && (fragmentInput.fType == kFloat3_GrSLType ||
309                                    fragmentInput.fType == kHalf3_GrSLType)));
310 
311     fGpu->glPathRendering()->setProgramPathFragmentInputTransform(fProgramID,
312                                                                   fragmentInput.fLocation,
313                                                                   GR_GL_OBJECT_LINEAR,
314                                                                   components,
315                                                                   matrix);
316 }
317