| 1 | /* |
| 2 | * Copyright 2011 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | |
| 9 | #ifndef GrGLProgram_DEFINED |
| 10 | #define GrGLProgram_DEFINED |
| 11 | |
| 12 | #include "src/gpu/gl/GrGLProgramDataManager.h" |
| 13 | #include "src/gpu/glsl/GrGLSLProgramDataManager.h" |
| 14 | #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| 15 | |
| 16 | class GrGLSLFragmentProcessor; |
| 17 | class GrGLSLPrimitiveProcessor; |
| 18 | class GrGLSLXferProcessor; |
| 19 | class GrPipeline; |
| 20 | class GrPrimitiveProcessor; |
| 21 | class GrProgramInfo; |
| 22 | class GrRenderTarget; |
| 23 | class GrTextureProxy; |
| 24 | |
| 25 | /** |
| 26 | * This class manages a GPU program and records per-program information. It also records the vertex |
| 27 | * and instance attribute layouts that are to be used with the program. |
| 28 | */ |
| 29 | class GrGLProgram : public SkRefCnt { |
| 30 | public: |
| 31 | /** |
| 32 | * This class has its own Attribute representation as it does not need the name and we don't |
| 33 | * want to worry about copying the name string to memory with life time of GrGLProgram. |
| 34 | * Additionally, these store the attribute location. |
| 35 | */ |
| 36 | struct Attribute { |
| 37 | GrVertexAttribType fCPUType; |
| 38 | GrSLType fGPUType; |
| 39 | size_t fOffset; |
| 40 | GrGLint fLocation; |
| 41 | }; |
| 42 | |
| 43 | using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| 44 | using UniformInfoArray = GrGLProgramDataManager::UniformInfoArray; |
| 45 | using VaryingInfoArray = GrGLProgramDataManager::VaryingInfoArray; |
| 46 | |
| 47 | /** |
| 48 | * The attribute array consists of vertexAttributeCnt + instanceAttributeCnt elements with |
| 49 | * the vertex attributes preceding the instance attributes. |
| 50 | */ |
| 51 | static sk_sp<GrGLProgram> Make(GrGLGpu*, |
| 52 | const GrGLSLBuiltinUniformHandles&, |
| 53 | GrGLuint programID, |
| 54 | const UniformInfoArray& uniforms, |
| 55 | const UniformInfoArray& textureSamplers, |
| 56 | const VaryingInfoArray&, // used for NVPR only currently |
| 57 | std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor, |
| 58 | std::unique_ptr<GrGLSLXferProcessor> xferProcessor, |
| 59 | std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fps, |
| 60 | std::unique_ptr<Attribute[]>, |
| 61 | int vertexAttributeCnt, |
| 62 | int instanceAttributeCnt, |
| 63 | int vertexStride, |
| 64 | int instanceStride); |
| 65 | |
| 66 | ~GrGLProgram() override; |
| 67 | |
| 68 | /** |
| 69 | * Call to abandon GL objects owned by this program. |
| 70 | */ |
| 71 | void abandon(); |
| 72 | |
| 73 | /** |
| 74 | * Gets the GL program ID for this program. |
| 75 | */ |
| 76 | GrGLuint programID() const { return fProgramID; } |
| 77 | |
| 78 | /** |
| 79 | * We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device |
| 80 | * space and to make device space positions have the correct origin for processors that require |
| 81 | * them. |
| 82 | */ |
| 83 | struct RenderTargetState { |
| 84 | SkISize fRenderTargetSize; |
| 85 | GrSurfaceOrigin fRenderTargetOrigin; |
| 86 | |
| 87 | RenderTargetState() { this->invalidate(); } |
| 88 | void invalidate() { |
| 89 | fRenderTargetSize.fWidth = -1; |
| 90 | fRenderTargetSize.fHeight = -1; |
| 91 | fRenderTargetOrigin = (GrSurfaceOrigin) -1; |
| 92 | } |
| 93 | |
| 94 | /** |
| 95 | * Gets a float4 that adjusts the position from Skia device coords to GL's normalized device |
| 96 | * coords. Assuming the transformed position, pos, is a homogeneous float3, the vec, v, is |
| 97 | * applied as such: |
| 98 | * pos.x = dot(v.xy, pos.xz) |
| 99 | * pos.y = dot(v.zw, pos.yz) |
| 100 | */ |
| 101 | void getRTAdjustmentVec(float* destVec) { |
| 102 | destVec[0] = 2.f / fRenderTargetSize.fWidth; |
| 103 | destVec[1] = -1.f; |
| 104 | if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { |
| 105 | destVec[2] = -2.f / fRenderTargetSize.fHeight; |
| 106 | destVec[3] = 1.f; |
| 107 | } else { |
| 108 | destVec[2] = 2.f / fRenderTargetSize.fHeight; |
| 109 | destVec[3] = -1.f; |
| 110 | } |
| 111 | } |
| 112 | }; |
| 113 | |
| 114 | /** |
| 115 | * This function uploads uniforms and calls each GrGLSL*Processor's setData. |
| 116 | * |
| 117 | * It is the caller's responsibility to ensure the program is bound before calling. |
| 118 | */ |
| 119 | void updateUniforms(const GrRenderTarget*, const GrProgramInfo&); |
| 120 | |
| 121 | /** |
| 122 | * Binds all primitive processor and fragment processor textures. |
| 123 | */ |
| 124 | void bindTextures(const GrPrimitiveProcessor&, const GrSurfaceProxy* const primProcTextures[], |
| 125 | const GrPipeline&); |
| 126 | |
| 127 | int vertexStride() const { return fVertexStride; } |
| 128 | int instanceStride() const { return fInstanceStride; } |
| 129 | |
| 130 | int numVertexAttributes() const { return fVertexAttributeCnt; } |
| 131 | const Attribute& vertexAttribute(int i) const { |
| 132 | SkASSERT(i >= 0 && i < fVertexAttributeCnt); |
| 133 | return fAttributes[i]; |
| 134 | } |
| 135 | |
| 136 | int numInstanceAttributes() const { return fInstanceAttributeCnt; } |
| 137 | const Attribute& instanceAttribute(int i) const { |
| 138 | SkASSERT(i >= 0 && i < fInstanceAttributeCnt); |
| 139 | return fAttributes[i + fVertexAttributeCnt]; |
| 140 | } |
| 141 | |
| 142 | private: |
| 143 | GrGLProgram(GrGLGpu*, |
| 144 | const GrGLSLBuiltinUniformHandles&, |
| 145 | GrGLuint programID, |
| 146 | const UniformInfoArray& uniforms, |
| 147 | const UniformInfoArray& textureSamplers, |
| 148 | const VaryingInfoArray&, // used for NVPR only currently |
| 149 | std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor, |
| 150 | std::unique_ptr<GrGLSLXferProcessor> xferProcessor, |
| 151 | std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fps, |
| 152 | std::unique_ptr<Attribute[]>, |
| 153 | int vertexAttributeCnt, |
| 154 | int instanceAttributeCnt, |
| 155 | int vertexStride, |
| 156 | int instanceStride); |
| 157 | |
| 158 | // Helper for setData() that sets the view matrix and loads the render target height uniform |
| 159 | void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin, const GrPrimitiveProcessor&); |
| 160 | |
| 161 | // these reflect the current values of uniforms (GL uniform values travel with program) |
| 162 | RenderTargetState fRenderTargetState; |
| 163 | GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; |
| 164 | GrGLuint fProgramID; |
| 165 | |
| 166 | // the installed effects |
| 167 | std::unique_ptr<GrGLSLPrimitiveProcessor> fPrimitiveProcessor; |
| 168 | std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| 169 | std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors; |
| 170 | |
| 171 | std::unique_ptr<Attribute[]> fAttributes; |
| 172 | int fVertexAttributeCnt; |
| 173 | int fInstanceAttributeCnt; |
| 174 | int fVertexStride; |
| 175 | int fInstanceStride; |
| 176 | |
| 177 | GrGLGpu* fGpu; |
| 178 | GrGLProgramDataManager fProgramDataManager; |
| 179 | |
| 180 | int fNumTextureSamplers; |
| 181 | |
| 182 | typedef SkRefCnt INHERITED; |
| 183 | }; |
| 184 | |
| 185 | #endif |
| 186 | |