Added support for Chrome's gpu command buffer extension BindUniformLocation.

R=bsalomon@google.com, bsalomon

Author: skaslev@chromium.org

Review URL: https://codereview.chromium.org/62163004

git-svn-id: http://skia.googlecode.com/svn/trunk@12178 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
commit-bot@chromium.org 2013-11-07 22:06:08 +00:00
parent 5e4d9819db
commit d3baf20dd1
16 changed files with 75 additions and 52 deletions

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@ -131,6 +131,8 @@ extern "C" {
typedef GrGLvoid (GR_GL_FUNCTION_TYPE* GrGLRenderbufferStorageMultisampleProc)(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE* GrGLResolveMultisampleFramebufferProc)();
typedef GrGLvoid (GR_GL_FUNCTION_TYPE* GrGLScissorProc)(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height);
typedef GrGLvoid (GR_GL_FUNCTION_TYPE* GrGLBindUniformLocation)(GrGLuint program, GrGLint location, const char* name);
#if GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE
typedef GrGLvoid (GR_GL_FUNCTION_TYPE* GrGLShaderSourceProc)(GrGLuint shader, GrGLsizei count, const char* const * str, const GrGLint* length);
#else

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@ -252,6 +252,9 @@ public:
// the standard function in ES3+ or GL 3.0+.
GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GLPtr<GrGLBindUniformLocation> fBindUniformLocation;
GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
GLPtr<GrGLScissorProc> fScissor;
GLPtr<GrGLShaderSourceProc> fShaderSource;

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@ -260,7 +260,7 @@ public:
const ModeColorFilterEffect& colorModeFilter = drawEffect.castEffect<ModeColorFilterEffect>();
GrGLfloat c[4];
GrColorToRGBAFloat(colorModeFilter.color(), c);
uman.set4fv(fFilterColorUni, 0, 1, c);
uman.set4fv(fFilterColorUni, 1, c);
}
}

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@ -441,8 +441,8 @@ public:
GrGLfloat vec[] = {
m[4] * kScale, m[9] * kScale, m[14] * kScale, m[19] * kScale,
};
uniManager.setMatrix4fv(fMatrixHandle, 0, 1, mt);
uniManager.set4fv(fVectorHandle, 0, 1, vec);
uniManager.setMatrix4fv(fMatrixHandle, 1, mt);
uniManager.set4fv(fVectorHandle, 1, vec);
}
private:

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@ -36,7 +36,7 @@ const SkScalar gOneQuarter = SkFloatToScalar(0.25f);
#if SK_SUPPORT_GPU
void setUniformPoint3(const GrGLUniformManager& uman, UniformHandle uni, const SkPoint3& point) {
GR_STATIC_ASSERT(sizeof(SkPoint3) == 3 * sizeof(GrGLfloat));
uman.set3fv(uni, 0, 1, &point.fX);
uman.set3fv(uni, 1, &point.fX);
}
void setUniformNormal3(const GrGLUniformManager& uman, UniformHandle uni, const SkPoint3& point) {

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@ -537,9 +537,9 @@ void GrGLMatrixConvolutionEffect::setData(const GrGLUniformManager& uman,
float ySign = texture.origin() == kTopLeft_GrSurfaceOrigin ? 1.0f : -1.0f;
imageIncrement[0] = 1.0f / texture.width();
imageIncrement[1] = ySign / texture.height();
uman.set2fv(fImageIncrementUni, 0, 1, imageIncrement);
uman.set2fv(fTargetUni, 0, 1, conv.target());
uman.set1fv(fKernelUni, 0, fKernelSize.width() * fKernelSize.height(), conv.kernel());
uman.set2fv(fImageIncrementUni, 1, imageIncrement);
uman.set2fv(fTargetUni, 1, conv.target());
uman.set1fv(fKernelUni, fKernelSize.width() * fKernelSize.height(), conv.kernel());
uman.set1f(fGainUni, conv.gain());
uman.set1f(fBiasUni, conv.bias());
const SkIRect& bounds = conv.bounds();

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@ -434,7 +434,7 @@ void GrGLMorphologyEffect::setData(const GrGLUniformManager& uman,
default:
GrCrash("Unknown filter direction.");
}
uman.set2fv(fImageIncrementUni, 0, 1, imageIncrement);
uman.set2fv(fImageIncrementUni, 1, imageIncrement);
}
///////////////////////////////////////////////////////////////////////////////

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@ -655,7 +655,7 @@ void GrGLConical2Gradient::setData(const GrGLUniformManager& uman,
SkScalarToFloat(diffRadius)
};
uman.set1fv(fParamUni, 0, 6, values);
uman.set1fv(fParamUni, 6, values);
fCachedCenter = centerX1;
fCachedRadius = radius0;
fCachedDiffRadius = diffRadius;

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@ -638,7 +638,7 @@ void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman,
data.isPosRoot() ? 1.f : -1.f
};
uman.set1fv(fParamUni, 0, 6, values);
uman.set1fv(fParamUni, 6, values);
fCachedCenter = centerX1;
fCachedRadius = radius0;
fCachedPosRoot = data.isPosRoot();

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@ -95,7 +95,7 @@ void GrGLBicubicEffect::setData(const GrGLUniformManager& uman,
float imageIncrement[2];
imageIncrement[0] = 1.0f / texture.width();
imageIncrement[1] = 1.0f / texture.height();
uman.set2fv(fImageIncrementUni, 0, 1, imageIncrement);
uman.set2fv(fImageIncrementUni, 1, imageIncrement);
uman.setMatrix4f(fCoefficientsUni, effect.coefficients());
}

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@ -120,7 +120,7 @@ void GrGLConvolutionEffect::setData(const GrGLUniformManager& uman,
default:
GrCrash("Unknown filter direction.");
}
uman.set2fv(fImageIncrementUni, 0, 1, imageIncrement);
uman.set2fv(fImageIncrementUni, 1, imageIncrement);
if (conv.useBounds()) {
const float* bounds = conv.bounds();
if (Gr1DKernelEffect::kY_Direction == conv.direction() &&
@ -130,7 +130,7 @@ void GrGLConvolutionEffect::setData(const GrGLUniformManager& uman,
uman.set2f(fBoundsUni, bounds[0], bounds[1]);
}
}
uman.set1fv(fKernelUni, 0, this->width(), conv.kernel());
uman.set1fv(fKernelUni, this->width(), conv.kernel());
}
GrGLEffect::EffectKey GrGLConvolutionEffect::GenKey(const GrDrawEffect& drawEffect,

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@ -113,7 +113,7 @@ void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman,
SkTSwap(values[1], values[3]);
}
if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) {
uman.set4fv(fNameUni, 0, 1, values);
uman.set4fv(fNameUni, 1, values);
memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat));
}
}

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@ -272,7 +272,7 @@ void GrGLProgram::setColor(const GrDrawState& drawState,
// OpenGL ES doesn't support unsigned byte varieties of glUniform
GrGLfloat c[4];
GrColorToRGBAFloat(color, c);
fUniformManager.set4fv(fUniformHandles.fColorUni, 0, 1, c);
fUniformManager.set4fv(fUniformHandles.fColorUni, 1, c);
fColor = color;
}
sharedState->fConstAttribColorIndex = -1;
@ -311,7 +311,7 @@ void GrGLProgram::setCoverage(const GrDrawState& drawState,
// OpenGL ES doesn't support unsigned byte varieties of glUniform
GrGLfloat c[4];
GrColorToRGBAFloat(coverage, c);
fUniformManager.set4fv(fUniformHandles.fCoverageUni, 0, 1, c);
fUniformManager.set4fv(fUniformHandles.fCoverageUni, 1, c);
fCoverage = coverage;
}
sharedState->fConstAttribCoverageIndex = -1;

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@ -588,6 +588,9 @@ bool GrGLShaderBuilder::finish(GrGLuint* outProgramId) {
}
this->bindProgramLocations(programId);
if (fUniformManager.isUsingBindUniform()) {
fUniformManager.getUniformLocations(programId, fUniforms);
}
GL_CALL(LinkProgram(programId));
@ -619,7 +622,9 @@ bool GrGLShaderBuilder::finish(GrGLuint* outProgramId) {
}
}
fUniformManager.getUniformLocations(programId, fUniforms);
if (!fUniformManager.isUsingBindUniform()) {
fUniformManager.getUniformLocations(programId, fUniforms);
}
*outProgramId = programId;
return true;
}

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@ -11,9 +11,13 @@
#include "gl/GrGpuGL.h"
#include "SkMatrix.h"
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
SkASSERT(offset + arrayCount <= uni.fArrayCount || \
(0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
SkASSERT(arrayCount <= uni.fArrayCount || \
(1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {
fUsingBindUniform = fGpu->glInterface()->fBindUniformLocation != NULL;
}
GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) {
int idx = fUniforms.count();
@ -56,22 +60,21 @@ void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
}
void GrGLUniformManager::set1fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, 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.
//SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
}
}
@ -89,19 +92,18 @@ void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
}
void GrGLUniformManager::set2fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kVec2f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
}
}
@ -119,19 +121,18 @@ void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
}
void GrGLUniformManager::set3fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kVec3f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v));
}
}
@ -153,18 +154,18 @@ void GrGLUniformManager::set4f(UniformHandle u,
}
void GrGLUniformManager::set4fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat v[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kVec4f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
}
}
@ -196,40 +197,38 @@ void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
}
void GrGLUniformManager::setMatrix3fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kMat33f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices));
}
}
void GrGLUniformManager::setMatrix4fv(UniformHandle u,
int offset,
int arrayCount,
const GrGLfloat matrices[]) const {
const Uniform& uni = fUniforms[u.toUniformIndex()];
SkASSERT(uni.fType == kMat44f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices));
}
if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
GR_GL_CALL(fGpu->glInterface(),
UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices));
}
}
@ -258,8 +257,14 @@ void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
SkASSERT(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(fGpu->glInterface(), location,
if (fUsingBindUniform) {
location = i;
GR_GL_CALL(fGpu->glInterface(),
BindUniformLocation(programID, location, uniforms[i].fVariable.c_str()));
} else {
GR_GL_CALL_RET(fGpu->glInterface(), location,
GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
}
if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
fUniforms[i].fVSLocation = location;
}

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@ -46,28 +46,28 @@ public:
friend class GrGLUniformManager; // For accessing toUniformIndex().
};
GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {}
GrGLUniformManager(GrGpuGL* gpu);
UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
/** Functions for uploading uniform values. The varities ending in v can be used to upload to an
* array of uniforms. offset + arrayCount must be <= the array count of the uniform.
* array of uniforms. arrayCount must be <= the array count of the uniform.
*/
void setSampler(UniformHandle, GrGLint texUnit) const;
void set1f(UniformHandle, GrGLfloat v0) const;
void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
// matrices are column-major, the first three upload a single matrix, the latter three upload
// arrayCount matrices into a uniform array.
void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
// convenience method for uploading a SkMatrix to a 3x3 matrix uniform
void setSkMatrix(UniformHandle, const SkMatrix&) const;
@ -81,6 +81,13 @@ public:
// name strings. Otherwise, we'd have to hand out copies.
typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
/**
* Called by the GrGLShaderBuilder to know if the manager is using
* BindUniformLocation. In that case getUniformLocations must be called
* before the program is linked.
*/
bool isUsingBindUniform() const { return fUsingBindUniform; }
/**
* Called by the GrGLShaderBuilder to get GL locations for all uniforms.
*/
@ -103,6 +110,7 @@ private:
int fArrayCount;
};
bool fUsingBindUniform;
SkTArray<Uniform, true> fUniforms;
GrGpuGL* fGpu;
};