GrGLUniformManager.cpp revision d8b5faca043100d7a1e4594b4d10e462532af390
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 "gl/GrGLShaderBuilder.h"
9#include "gl/GrGLProgram.h"
10#include "gl/GrGLUniformHandle.h"
11#include "SkMatrix.h"
12
13#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
14         GrAssert(offset + arrayCount <= uni.fArrayCount || \
15                  (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
16
17GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
18    int idx = fUniforms.count();
19    Uniform& uni = fUniforms.push_back();
20    GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
21    uni.fArrayCount = arrayCount;
22    uni.fType = type;
23    uni.fVSLocation = kUnusedUniform;
24    uni.fFSLocation = kUnusedUniform;
25    return index_to_handle(idx);
26}
27
28void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
29    const Uniform& uni = fUniforms[handle_to_index(u)];
30    GrAssert(uni.fType == kSampler2D_GrSLType);
31    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
32    // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
33    // reference the sampler then the compiler may have optimized it out. Uncomment this assert
34    // once stages insert their own samplers.
35    // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
36    if (kUnusedUniform != uni.fFSLocation) {
37        GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
38    }
39    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
40        GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit));
41    }
42}
43
44void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
45    const Uniform& uni = fUniforms[handle_to_index(u)];
46    GrAssert(uni.fType == kFloat_GrSLType);
47    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
48    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
49    if (kUnusedUniform != uni.fFSLocation) {
50        GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0));
51    }
52    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
53        GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0));
54    }
55}
56
57void GrGLUniformManager::set1fv(UniformHandle u,
58                                int offset,
59                                int arrayCount,
60                                const GrGLfloat v[]) const {
61    const Uniform& uni = fUniforms[handle_to_index(u)];
62    GrAssert(uni.fType == kFloat_GrSLType);
63    GrAssert(arrayCount > 0);
64    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
65    // This assert fires in some instances of the two-pt gradient for its VSParams.
66    // Once the uniform manager is responsible for inserting the duplicate uniform
67    // arrays in VS and FS driver bug workaround, this can be enabled.
68    //GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
69    if (kUnusedUniform != uni.fFSLocation) {
70        GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
71    }
72    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
73        GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
74    }
75}
76
77void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
78    const Uniform& uni = fUniforms[handle_to_index(u)];
79    GrAssert(uni.fType == kVec2f_GrSLType);
80    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
81    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
82    if (kUnusedUniform != uni.fFSLocation) {
83        GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1));
84    }
85    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
86        GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1));
87    }
88}
89
90void GrGLUniformManager::set2fv(UniformHandle u,
91                                int offset,
92                                int arrayCount,
93                                const GrGLfloat v[]) const {
94    const Uniform& uni = fUniforms[handle_to_index(u)];
95    GrAssert(uni.fType == kVec2f_GrSLType);
96    GrAssert(arrayCount > 0);
97    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
98    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
99    if (kUnusedUniform != uni.fFSLocation) {
100        GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
101    }
102    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
103        GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
104    }
105}
106
107void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
108    const Uniform& uni = fUniforms[handle_to_index(u)];
109    GrAssert(uni.fType == kVec3f_GrSLType);
110    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
111    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
112    if (kUnusedUniform != uni.fFSLocation) {
113        GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
114    }
115    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
116        GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
117    }
118}
119
120void GrGLUniformManager::set3fv(UniformHandle u,
121                                int offset,
122                                int arrayCount,
123                                const GrGLfloat v[]) const {
124    const Uniform& uni = fUniforms[handle_to_index(u)];
125    GrAssert(uni.fType == kVec3f_GrSLType);
126    GrAssert(arrayCount > 0);
127    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
128    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
129    if (kUnusedUniform != uni.fFSLocation) {
130        GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
131    }
132    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
133        GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
134    }
135}
136
137void GrGLUniformManager::set4f(UniformHandle u,
138                               GrGLfloat v0,
139                               GrGLfloat v1,
140                               GrGLfloat v2,
141                               GrGLfloat v3) const {
142    const Uniform& uni = fUniforms[handle_to_index(u)];
143    GrAssert(uni.fType == kVec4f_GrSLType);
144    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
145    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
146    if (kUnusedUniform != uni.fFSLocation) {
147        GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
148    }
149    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
150        GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
151    }
152}
153
154void GrGLUniformManager::set4fv(UniformHandle u,
155                                int offset,
156                                int arrayCount,
157                                const GrGLfloat v[]) const {
158    const Uniform& uni = fUniforms[handle_to_index(u)];
159    GrAssert(uni.fType == kVec4f_GrSLType);
160    GrAssert(arrayCount > 0);
161    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
162    if (kUnusedUniform != uni.fFSLocation) {
163        GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
164    }
165    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
166        GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
167    }
168}
169
170void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
171    const Uniform& uni = fUniforms[handle_to_index(u)];
172    GrAssert(uni.fType == kMat33f_GrSLType);
173    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
174    // TODO: Re-enable this assert once texture matrices aren't forced on all effects
175    // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
176    if (kUnusedUniform != uni.fFSLocation) {
177        GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
178    }
179    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
180        GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
181    }
182}
183
184void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
185    const Uniform& uni = fUniforms[handle_to_index(u)];
186    GrAssert(uni.fType == kMat44f_GrSLType);
187    GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
188    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
189    if (kUnusedUniform != uni.fFSLocation) {
190        GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
191    }
192    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
193        GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
194    }
195}
196
197void GrGLUniformManager::setMatrix3fv(UniformHandle u,
198                                      int offset,
199                                      int arrayCount,
200                                      const GrGLfloat matrices[]) const {
201    const Uniform& uni = fUniforms[handle_to_index(u)];
202    GrAssert(uni.fType == kMat33f_GrSLType);
203    GrAssert(arrayCount > 0);
204    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
205    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
206    if (kUnusedUniform != uni.fFSLocation) {
207        GR_GL_CALL(fContext.interface(),
208                   UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
209    }
210    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
211        GR_GL_CALL(fContext.interface(),
212                   UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
213    }
214}
215
216void GrGLUniformManager::setMatrix4fv(UniformHandle u,
217                                      int offset,
218                                      int arrayCount,
219                                      const GrGLfloat matrices[]) const {
220    const Uniform& uni = fUniforms[handle_to_index(u)];
221    GrAssert(uni.fType == kMat44f_GrSLType);
222    GrAssert(arrayCount > 0);
223    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
224    GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
225    if (kUnusedUniform != uni.fFSLocation) {
226        GR_GL_CALL(fContext.interface(),
227                   UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
228    }
229    if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
230        GR_GL_CALL(fContext.interface(),
231                   UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
232    }
233}
234
235void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
236    GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT);
237    GrGLfloat mt[] = {
238        matrix.get(SkMatrix::kMScaleX),
239        matrix.get(SkMatrix::kMSkewY),
240        matrix.get(SkMatrix::kMPersp0),
241        matrix.get(SkMatrix::kMSkewX),
242        matrix.get(SkMatrix::kMScaleY),
243        matrix.get(SkMatrix::kMPersp1),
244        matrix.get(SkMatrix::kMTransX),
245        matrix.get(SkMatrix::kMTransY),
246        matrix.get(SkMatrix::kMPersp2),
247    };
248    this->setMatrix3f(u, mt);
249}
250
251
252void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) {
253    GrAssert(uniforms.count() == fUniforms.count());
254    int count = fUniforms.count();
255    for (int i = 0; i < count; ++i) {
256        GrAssert(uniforms[i].fVariable.getType() == fUniforms[i].fType);
257        GrAssert(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
258        GrGLint location;
259        // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
260        GR_GL_CALL_RET(fContext.interface(), location,
261                       GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
262        if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
263            fUniforms[i].fVSLocation = location;
264        }
265        if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
266            fUniforms[i].fFSLocation = location;
267        }
268    }
269}
270