/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLProgram.h"
#include "GrAllocator.h"
#include "GrProcessor.h"
#include "GrCoordTransform.h"
#include "GrGLGpu.h"
#include "GrGLBuffer.h"
#include "GrGLPathRendering.h"
#include "GrPathProcessor.h"
#include "GrPipeline.h"
#include "GrXferProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLXferProcessor.h"
#define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X)
///////////////////////////////////////////////////////////////////////////////////////////////////
GrGLProgram::GrGLProgram(GrGLGpu* gpu,
const GrProgramDesc& desc,
const BuiltinUniformHandles& builtinUniforms,
GrGLuint programID,
const UniformInfoArray& uniforms,
const UniformInfoArray& textureSamplers,
const UniformInfoArray& texelBuffers,
const VaryingInfoArray& pathProcVaryings,
std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor,
std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
const GrGLSLFragProcs& fragmentProcessors)
: fBuiltinUniformHandles(builtinUniforms)
, fProgramID(programID)
, fGeometryProcessor(std::move(geometryProcessor))
, fXferProcessor(std::move(xferProcessor))
, fFragmentProcessors(fragmentProcessors)
, fDesc(desc)
, fGpu(gpu)
, fProgramDataManager(gpu, programID, uniforms, pathProcVaryings)
, fNumTextureSamplers(textureSamplers.count())
, fNumTexelBuffers(texelBuffers.count()) {
// Assign texture units to sampler uniforms one time up front.
GL_CALL(UseProgram(fProgramID));
fProgramDataManager.setSamplerUniforms(textureSamplers, 0);
fProgramDataManager.setSamplerUniforms(texelBuffers, fNumTextureSamplers);
}
GrGLProgram::~GrGLProgram() {
if (fProgramID) {
GL_CALL(DeleteProgram(fProgramID));
}
for (int i = 0; i < fFragmentProcessors.count(); ++i) {
delete fFragmentProcessors[i];
}
}
void GrGLProgram::abandon() {
fProgramID = 0;
}
///////////////////////////////////////////////////////////////////////////////
void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) {
this->setRenderTargetState(primProc, pipeline.proxy());
// we set the textures, and uniforms for installed processors in a generic way, but subclasses
// of GLProgram determine how to set coord transforms
// We must bind to texture units in the same order in which we set the uniforms in
// GrGLProgramDataManager. That is first all texture samplers and then texel buffers.
// Within each group we will bind them in primProc, fragProcs, XP order.
int nextTexSamplerIdx = 0;
int nextTexelBufferIdx = fNumTextureSamplers;
fGeometryProcessor->setData(fProgramDataManager, primProc,
GrFragmentProcessor::CoordTransformIter(pipeline));
this->bindTextures(primProc, pipeline.getAllowSRGBInputs(), &nextTexSamplerIdx,
&nextTexelBufferIdx);
this->setFragmentData(primProc, pipeline, &nextTexSamplerIdx, &nextTexelBufferIdx);
const GrXferProcessor& xp = pipeline.getXferProcessor();
SkIPoint offset;
GrTexture* dstTexture = pipeline.peekDstTexture(&offset);
fXferProcessor->setData(fProgramDataManager, xp, dstTexture, offset);
if (dstTexture) {
fGpu->bindTexture(nextTexSamplerIdx++, GrSamplerState::ClampNearest(), true,
static_cast<GrGLTexture*>(dstTexture),
pipeline.dstTextureProxy()->origin());
}
SkASSERT(nextTexSamplerIdx == fNumTextureSamplers);
SkASSERT(nextTexelBufferIdx == fNumTextureSamplers + fNumTexelBuffers);
}
void GrGLProgram::generateMipmaps(const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline) {
this->generateMipmaps(primProc, pipeline.getAllowSRGBInputs());
GrFragmentProcessor::Iter iter(pipeline);
while (const GrFragmentProcessor* fp = iter.next()) {
this->generateMipmaps(*fp, pipeline.getAllowSRGBInputs());
}
}
void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
int* nextTexSamplerIdx,
int* nextTexelBufferIdx) {
GrFragmentProcessor::Iter iter(pipeline);
GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.begin(),
fFragmentProcessors.count());
const GrFragmentProcessor* fp = iter.next();
GrGLSLFragmentProcessor* glslFP = glslIter.next();
while (fp && glslFP) {
glslFP->setData(fProgramDataManager, *fp);
this->bindTextures(*fp, pipeline.getAllowSRGBInputs(), nextTexSamplerIdx,
nextTexelBufferIdx);
fp = iter.next();
glslFP = glslIter.next();
}
SkASSERT(!fp && !glslFP);
}
void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc,
const GrRenderTargetProxy* proxy) {
GrRenderTarget* rt = proxy->priv().peekRenderTarget();
// Load the RT height uniform if it is needed to y-flip gl_FragCoord.
if (fBuiltinUniformHandles.fRTHeightUni.isValid() &&
fRenderTargetState.fRenderTargetSize.fHeight != rt->height()) {
fProgramDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(rt->height()));
}
// set RT adjustment
SkISize size;
size.set(rt->width(), rt->height());
if (!primProc.isPathRendering()) {
if (fRenderTargetState.fRenderTargetOrigin != proxy->origin() ||
fRenderTargetState.fRenderTargetSize != size) {
fRenderTargetState.fRenderTargetSize = size;
fRenderTargetState.fRenderTargetOrigin = proxy->origin();
float rtAdjustmentVec[4];
fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec);
fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec);
}
} else {
SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>();
fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(),
size, proxy->origin());
}
}
void GrGLProgram::bindTextures(const GrResourceIOProcessor& processor,
bool allowSRGBInputs,
int* nextTexSamplerIdx,
int* nextTexelBufferIdx) {
for (int i = 0; i < processor.numTextureSamplers(); ++i) {
const GrResourceIOProcessor::TextureSampler& sampler = processor.textureSampler(i);
fGpu->bindTexture((*nextTexSamplerIdx)++, sampler.samplerState(), allowSRGBInputs,
static_cast<GrGLTexture*>(sampler.peekTexture()),
sampler.proxy()->origin());
}
for (int i = 0; i < processor.numBuffers(); ++i) {
const GrResourceIOProcessor::BufferAccess& access = processor.bufferAccess(i);
fGpu->bindTexelBuffer((*nextTexelBufferIdx)++, access.texelConfig(),
static_cast<GrGLBuffer*>(access.buffer()));
}
}
void GrGLProgram::generateMipmaps(const GrResourceIOProcessor& processor, bool allowSRGBInputs) {
for (int i = 0; i < processor.numTextureSamplers(); ++i) {
const GrResourceIOProcessor::TextureSampler& sampler = processor.textureSampler(i);
fGpu->generateMipmaps(sampler.samplerState(), allowSRGBInputs,
static_cast<GrGLTexture*>(sampler.peekTexture()),
sampler.proxy()->origin());
}
}