| /* |
| * 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; |
| } |
| } |
| } |