| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "gl/GrGLShaderBuilder.h" | 8 #include "gl/GrGLShaderBuilder.h" |
| 9 #include "gl/GrGLProgram.h" | 9 #include "gl/GrGLProgram.h" |
| 10 #include "gl/GrGLUniformHandle.h" | 10 #include "gl/GrGLUniformHandle.h" |
| 11 #include "gl/GrGpuGL.h" |
| 11 #include "SkMatrix.h" | 12 #include "SkMatrix.h" |
| 12 | 13 |
| 13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \ | 14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \ |
| 14 SkASSERT(offset + arrayCount <= uni.fArrayCount || \ | 15 SkASSERT(offset + arrayCount <= uni.fArrayCount || \ |
| 15 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray ==
uni.fArrayCount)) | 16 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray ==
uni.fArrayCount)) |
| 16 | 17 |
| 17 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ
e, int arrayCount) { | 18 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ
e, int arrayCount) { |
| 18 int idx = fUniforms.count(); | 19 int idx = fUniforms.count(); |
| 19 Uniform& uni = fUniforms.push_back(); | 20 Uniform& uni = fUniforms.push_back(); |
| 20 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); | 21 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
| 21 uni.fArrayCount = arrayCount; | 22 uni.fArrayCount = arrayCount; |
| 22 uni.fType = type; | 23 uni.fType = type; |
| 23 uni.fVSLocation = kUnusedUniform; | 24 uni.fVSLocation = kUnusedUniform; |
| 24 uni.fFSLocation = kUnusedUniform; | 25 uni.fFSLocation = kUnusedUniform; |
| 25 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); | 26 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx); |
| 26 } | 27 } |
| 27 | 28 |
| 28 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { | 29 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
| 29 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 30 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 30 SkASSERT(uni.fType == kSampler2D_GrSLType); | 31 SkASSERT(uni.fType == kSampler2D_GrSLType); |
| 31 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 32 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 32 // FIXME: We still insert a single sampler uniform for every stage. If the s
hader does not | 33 // FIXME: We still insert a single sampler uniform for every stage. If the s
hader does not |
| 33 // reference the sampler then the compiler may have optimized it out. Uncomm
ent this assert | 34 // reference the sampler then the compiler may have optimized it out. Uncomm
ent this assert |
| 34 // once stages insert their own samplers. | 35 // once stages insert their own samplers. |
| 35 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); | 36 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); |
| 36 if (kUnusedUniform != uni.fFSLocation) { | 37 if (kUnusedUniform != uni.fFSLocation) { |
| 37 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit)); | 38 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); |
| 38 } | 39 } |
| 39 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 40 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 40 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit)); | 41 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); |
| 41 } | 42 } |
| 42 } | 43 } |
| 43 | 44 |
| 44 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { | 45 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { |
| 45 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 46 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 46 SkASSERT(uni.fType == kFloat_GrSLType); | 47 SkASSERT(uni.fType == kFloat_GrSLType); |
| 47 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 48 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 48 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 49 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 49 if (kUnusedUniform != uni.fFSLocation) { | 50 if (kUnusedUniform != uni.fFSLocation) { |
| 50 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0)); | 51 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); |
| 51 } | 52 } |
| 52 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 53 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 53 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0)); | 54 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); |
| 54 } | 55 } |
| 55 } | 56 } |
| 56 | 57 |
| 57 void GrGLUniformManager::set1fv(UniformHandle u, | 58 void GrGLUniformManager::set1fv(UniformHandle u, |
| 58 int offset, | 59 int offset, |
| 59 int arrayCount, | 60 int arrayCount, |
| 60 const GrGLfloat v[]) const { | 61 const GrGLfloat v[]) const { |
| 61 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 62 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 62 SkASSERT(uni.fType == kFloat_GrSLType); | 63 SkASSERT(uni.fType == kFloat_GrSLType); |
| 63 SkASSERT(arrayCount > 0); | 64 SkASSERT(arrayCount > 0); |
| 64 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 65 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
| 65 // This assert fires in some instances of the two-pt gradient for its VSPara
ms. | 66 // This assert fires in some instances of the two-pt gradient for its VSPara
ms. |
| 66 // Once the uniform manager is responsible for inserting the duplicate unifo
rm | 67 // Once the uniform manager is responsible for inserting the duplicate unifo
rm |
| 67 // arrays in VS and FS driver bug workaround, this can be enabled. | 68 // arrays in VS and FS driver bug workaround, this can be enabled. |
| 68 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc
ation); | 69 //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc
ation); |
| 69 if (kUnusedUniform != uni.fFSLocation) { | 70 if (kUnusedUniform != uni.fFSLocation) { |
| 70 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, ar
rayCount, v)); | 71 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation + offset, arr
ayCount, v)); |
| 71 } | 72 } |
| 72 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 73 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 73 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, ar
rayCount, v)); | 74 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation + offset, arr
ayCount, v)); |
| 74 } | 75 } |
| 75 } | 76 } |
| 76 | 77 |
| 77 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
t { | 78 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
t { |
| 78 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 79 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 79 SkASSERT(uni.fType == kVec2f_GrSLType); | 80 SkASSERT(uni.fType == kVec2f_GrSLType); |
| 80 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 81 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 81 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 82 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 82 if (kUnusedUniform != uni.fFSLocation) { | 83 if (kUnusedUniform != uni.fFSLocation) { |
| 83 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1)); | 84 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); |
| 84 } | 85 } |
| 85 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 86 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 86 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1)); | 87 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); |
| 87 } | 88 } |
| 88 } | 89 } |
| 89 | 90 |
| 90 void GrGLUniformManager::set2fv(UniformHandle u, | 91 void GrGLUniformManager::set2fv(UniformHandle u, |
| 91 int offset, | 92 int offset, |
| 92 int arrayCount, | 93 int arrayCount, |
| 93 const GrGLfloat v[]) const { | 94 const GrGLfloat v[]) const { |
| 94 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 95 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 95 SkASSERT(uni.fType == kVec2f_GrSLType); | 96 SkASSERT(uni.fType == kVec2f_GrSLType); |
| 96 SkASSERT(arrayCount > 0); | 97 SkASSERT(arrayCount > 0); |
| 97 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 98 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
| 98 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 99 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 99 if (kUnusedUniform != uni.fFSLocation) { | 100 if (kUnusedUniform != uni.fFSLocation) { |
| 100 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, ar
rayCount, v)); | 101 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation + offset, arr
ayCount, v)); |
| 101 } | 102 } |
| 102 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 103 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 103 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, ar
rayCount, v)); | 104 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation + offset, arr
ayCount, v)); |
| 104 } | 105 } |
| 105 } | 106 } |
| 106 | 107 |
| 107 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
float v2) const { | 108 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
float v2) const { |
| 108 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 109 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 109 SkASSERT(uni.fType == kVec3f_GrSLType); | 110 SkASSERT(uni.fType == kVec3f_GrSLType); |
| 110 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 111 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 111 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 112 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 112 if (kUnusedUniform != uni.fFSLocation) { | 113 if (kUnusedUniform != uni.fFSLocation) { |
| 113 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2))
; | 114 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); |
| 114 } | 115 } |
| 115 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 116 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 116 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2))
; | 117 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); |
| 117 } | 118 } |
| 118 } | 119 } |
| 119 | 120 |
| 120 void GrGLUniformManager::set3fv(UniformHandle u, | 121 void GrGLUniformManager::set3fv(UniformHandle u, |
| 121 int offset, | 122 int offset, |
| 122 int arrayCount, | 123 int arrayCount, |
| 123 const GrGLfloat v[]) const { | 124 const GrGLfloat v[]) const { |
| 124 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 125 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 125 SkASSERT(uni.fType == kVec3f_GrSLType); | 126 SkASSERT(uni.fType == kVec3f_GrSLType); |
| 126 SkASSERT(arrayCount > 0); | 127 SkASSERT(arrayCount > 0); |
| 127 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 128 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
| 128 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 129 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 129 if (kUnusedUniform != uni.fFSLocation) { | 130 if (kUnusedUniform != uni.fFSLocation) { |
| 130 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, ar
rayCount, v)); | 131 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation + offset, arr
ayCount, v)); |
| 131 } | 132 } |
| 132 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 133 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 133 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, ar
rayCount, v)); | 134 GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation + offset, arr
ayCount, v)); |
| 134 } | 135 } |
| 135 } | 136 } |
| 136 | 137 |
| 137 void GrGLUniformManager::set4f(UniformHandle u, | 138 void GrGLUniformManager::set4f(UniformHandle u, |
| 138 GrGLfloat v0, | 139 GrGLfloat v0, |
| 139 GrGLfloat v1, | 140 GrGLfloat v1, |
| 140 GrGLfloat v2, | 141 GrGLfloat v2, |
| 141 GrGLfloat v3) const { | 142 GrGLfloat v3) const { |
| 142 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 143 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 143 SkASSERT(uni.fType == kVec4f_GrSLType); | 144 SkASSERT(uni.fType == kVec4f_GrSLType); |
| 144 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 145 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 145 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 146 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 146 if (kUnusedUniform != uni.fFSLocation) { | 147 if (kUnusedUniform != uni.fFSLocation) { |
| 147 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2,
v3)); | 148 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v
3)); |
| 148 } | 149 } |
| 149 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 150 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 150 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2,
v3)); | 151 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v
3)); |
| 151 } | 152 } |
| 152 } | 153 } |
| 153 | 154 |
| 154 void GrGLUniformManager::set4fv(UniformHandle u, | 155 void GrGLUniformManager::set4fv(UniformHandle u, |
| 155 int offset, | 156 int offset, |
| 156 int arrayCount, | 157 int arrayCount, |
| 157 const GrGLfloat v[]) const { | 158 const GrGLfloat v[]) const { |
| 158 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 159 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 159 SkASSERT(uni.fType == kVec4f_GrSLType); | 160 SkASSERT(uni.fType == kVec4f_GrSLType); |
| 160 SkASSERT(arrayCount > 0); | 161 SkASSERT(arrayCount > 0); |
| 161 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 162 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 162 if (kUnusedUniform != uni.fFSLocation) { | 163 if (kUnusedUniform != uni.fFSLocation) { |
| 163 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, ar
rayCount, v)); | 164 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation + offset, arr
ayCount, v)); |
| 164 } | 165 } |
| 165 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 166 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 166 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, ar
rayCount, v)); | 167 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation + offset, arr
ayCount, v)); |
| 167 } | 168 } |
| 168 } | 169 } |
| 169 | 170 |
| 170 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
const { | 171 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
const { |
| 171 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 172 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 172 SkASSERT(uni.fType == kMat33f_GrSLType); | 173 SkASSERT(uni.fType == kMat33f_GrSLType); |
| 173 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 174 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 174 // TODO: Re-enable this assert once texture matrices aren't forced on all ef
fects | 175 // TODO: Re-enable this assert once texture matrices aren't forced on all ef
fects |
| 175 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); | 176 // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo
cation); |
| 176 if (kUnusedUniform != uni.fFSLocation) { | 177 if (kUnusedUniform != uni.fFSLocation) { |
| 177 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, fa
lse, matrix)); | 178 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal
se, matrix)); |
| 178 } | 179 } |
| 179 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 180 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 180 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, fa
lse, matrix)); | 181 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal
se, matrix)); |
| 181 } | 182 } |
| 182 } | 183 } |
| 183 | 184 |
| 184 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
const { | 185 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
const { |
| 185 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 186 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 186 SkASSERT(uni.fType == kMat44f_GrSLType); | 187 SkASSERT(uni.fType == kMat44f_GrSLType); |
| 187 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); | 188 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
| 188 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 189 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 189 if (kUnusedUniform != uni.fFSLocation) { | 190 if (kUnusedUniform != uni.fFSLocation) { |
| 190 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, fa
lse, matrix)); | 191 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal
se, matrix)); |
| 191 } | 192 } |
| 192 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 193 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 193 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, fa
lse, matrix)); | 194 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal
se, matrix)); |
| 194 } | 195 } |
| 195 } | 196 } |
| 196 | 197 |
| 197 void GrGLUniformManager::setMatrix3fv(UniformHandle u, | 198 void GrGLUniformManager::setMatrix3fv(UniformHandle u, |
| 198 int offset, | 199 int offset, |
| 199 int arrayCount, | 200 int arrayCount, |
| 200 const GrGLfloat matrices[]) const { | 201 const GrGLfloat matrices[]) const { |
| 201 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 202 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 202 SkASSERT(uni.fType == kMat33f_GrSLType); | 203 SkASSERT(uni.fType == kMat33f_GrSLType); |
| 203 SkASSERT(arrayCount > 0); | 204 SkASSERT(arrayCount > 0); |
| 204 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 205 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
| 205 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 206 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 206 if (kUnusedUniform != uni.fFSLocation) { | 207 if (kUnusedUniform != uni.fFSLocation) { |
| 207 GR_GL_CALL(fContext.interface(), | 208 GR_GL_CALL(fGpu->glInterface(), |
| 208 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); | 209 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); |
| 209 } | 210 } |
| 210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 211 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 211 GR_GL_CALL(fContext.interface(), | 212 GR_GL_CALL(fGpu->glInterface(), |
| 212 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); | 213 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); |
| 213 } | 214 } |
| 214 } | 215 } |
| 215 | 216 |
| 216 void GrGLUniformManager::setMatrix4fv(UniformHandle u, | 217 void GrGLUniformManager::setMatrix4fv(UniformHandle u, |
| 217 int offset, | 218 int offset, |
| 218 int arrayCount, | 219 int arrayCount, |
| 219 const GrGLfloat matrices[]) const { | 220 const GrGLfloat matrices[]) const { |
| 220 const Uniform& uni = fUniforms[u.toUniformIndex()]; | 221 const Uniform& uni = fUniforms[u.toUniformIndex()]; |
| 221 SkASSERT(uni.fType == kMat44f_GrSLType); | 222 SkASSERT(uni.fType == kMat44f_GrSLType); |
| 222 SkASSERT(arrayCount > 0); | 223 SkASSERT(arrayCount > 0); |
| 223 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 224 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
| 224 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); | 225 SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat
ion); |
| 225 if (kUnusedUniform != uni.fFSLocation) { | 226 if (kUnusedUniform != uni.fFSLocation) { |
| 226 GR_GL_CALL(fContext.interface(), | 227 GR_GL_CALL(fGpu->glInterface(), |
| 227 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); | 228 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); |
| 228 } | 229 } |
| 229 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
| 230 GR_GL_CALL(fContext.interface(), | 231 GR_GL_CALL(fGpu->glInterface(), |
| 231 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); | 232 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); |
| 232 } | 233 } |
| 233 } | 234 } |
| 234 | 235 |
| 235 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { | 236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { |
| 236 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); | 237 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); |
| 237 GrGLfloat mt[] = { | 238 GrGLfloat mt[] = { |
| 238 matrix.get(SkMatrix::kMScaleX), | 239 matrix.get(SkMatrix::kMScaleX), |
| 239 matrix.get(SkMatrix::kMSkewY), | 240 matrix.get(SkMatrix::kMSkewY), |
| 240 matrix.get(SkMatrix::kMPersp0), | 241 matrix.get(SkMatrix::kMPersp0), |
| 241 matrix.get(SkMatrix::kMSkewX), | 242 matrix.get(SkMatrix::kMSkewX), |
| 242 matrix.get(SkMatrix::kMScaleY), | 243 matrix.get(SkMatrix::kMScaleY), |
| 243 matrix.get(SkMatrix::kMPersp1), | 244 matrix.get(SkMatrix::kMPersp1), |
| 244 matrix.get(SkMatrix::kMTransX), | 245 matrix.get(SkMatrix::kMTransX), |
| 245 matrix.get(SkMatrix::kMTransY), | 246 matrix.get(SkMatrix::kMTransY), |
| 246 matrix.get(SkMatrix::kMPersp2), | 247 matrix.get(SkMatrix::kMPersp2), |
| 247 }; | 248 }; |
| 248 this->setMatrix3f(u, mt); | 249 this->setMatrix3f(u, mt); |
| 249 } | 250 } |
| 250 | 251 |
| 251 | 252 |
| 252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { | 253 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { |
| 253 SkASSERT(uniforms.count() == fUniforms.count()); | 254 SkASSERT(uniforms.count() == fUniforms.count()); |
| 254 int count = fUniforms.count(); | 255 int count = fUniforms.count(); |
| 255 for (int i = 0; i < count; ++i) { | 256 for (int i = 0; i < count; ++i) { |
| 256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); | 257 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
| 257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); | 258 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); |
| 258 GrGLint location; | 259 GrGLint location; |
| 259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. | 260 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. |
| 260 GR_GL_CALL_RET(fContext.interface(), location, | 261 GR_GL_CALL_RET(fGpu->glInterface(), location, |
| 261 GetUniformLocation(programID, uniforms[i].fVariable.c_str
())); | 262 GetUniformLocation(programID, uniforms[i].fVariable.c_str
())); |
| 262 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { | 263 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) { |
| 263 fUniforms[i].fVSLocation = location; | 264 fUniforms[i].fVSLocation = location; |
| 264 } | 265 } |
| 265 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { | 266 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { |
| 266 fUniforms[i].fFSLocation = location; | 267 fUniforms[i].fFSLocation = location; |
| 267 } | 268 } |
| 268 } | 269 } |
| 269 } | 270 } |
| 270 | 271 |
| 271 const GrGLUniformManager::BuilderUniform& | 272 const GrGLUniformManager::BuilderUniform& |
| 272 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { | 273 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { |
| 273 return array[handle.toUniformIndex()]; | 274 return array[handle.toUniformIndex()]; |
| 274 } | 275 } |
| OLD | NEW |