blob: 06ce2db6ed4d1901854e13e19bdb0948eee9369a [file] [log] [blame]
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gl/GrGLShaderBuilder.h"
#include "gl/GrGLProgram.h"
#include "gl/GrGLUniformHandle.h"
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
GrAssert(offset + arrayCount <= uni.fArrayCount || \
(0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
int idx = fUniforms.count();
Uniform& uni = fUniforms.push_back();
GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
uni.fArrayCount = arrayCount;
uni.fType = type;
uni.fVSLocation = kUnusedUniform;
uni.fFSLocation = kUnusedUniform;
return index_to_handle(idx);
}
void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kSampler2D_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
// FIXME: We still insert a single sampler uniform for every stage. If the shader does not
// reference the sampler then the compiler may have optimized it out. Uncomment this assert
// once stages insert their own samplers.
// GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit));
}
}
void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kFloat_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0));
}
}
void GrGLUniformManager::set1fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kFloat_GrSLType);
GrAssert(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
// This assert fires in some instances of the two-pt gradient for its VSParams.
// Once the uniform manager is responsible for inserting the duplicate uniform
// arrays in VS and FS driver bug workaround, this can be enabled.
//GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
}
}
void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec2f_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1));
}
}
void GrGLUniformManager::set2fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec2f_GrSLType);
GrAssert(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
}
}
void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec3f_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
}
}
void GrGLUniformManager::set3fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec3f_GrSLType);
GrAssert(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
}
}
void GrGLUniformManager::set4f(UniformHandle u,
GrGLfloat v0,
GrGLfloat v1,
GrGLfloat v2,
GrGLfloat v3) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec4f_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
}
}
void GrGLUniformManager::set4fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kVec4f_GrSLType);
GrAssert(arrayCount > 0);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
}
}
void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kMat33f_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
// TODO: Re-enable this assert once texture matrices aren't forced on all custom effects
// GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
}
}
void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kMat44f_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
}
}
void GrGLUniformManager::setMatrix3fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kMat33f_GrSLType);
GrAssert(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(),
UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(),
UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
}
}
void GrGLUniformManager::setMatrix4fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kMat44f_GrSLType);
GrAssert(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(),
UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(),
UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
}
}
void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) {
GrAssert(uniforms.count() == fUniforms.count());
int count = fUniforms.count();
for (int i = 0; i < count; ++i) {
GrAssert(uniforms[i].fVariable.getType() == fUniforms[i].fType);
GrAssert(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
GrGLint location;
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
GR_GL_CALL_RET(fContext.interface(), location,
GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
fUniforms[i].fVSLocation = location;
}
if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
fUniforms[i].fFSLocation = location;
}
}
}