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 |