1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2012 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLProgramDataManager.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLFunctions.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLInterface.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLGpu.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLUtil.h"
15*c8dee2aaSAndroid Build Coastguard Worker
16*c8dee2aaSAndroid Build Coastguard Worker #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
17*c8dee2aaSAndroid Build Coastguard Worker SkASSERT((COUNT) <= (UNI).fArrayCount || \
18*c8dee2aaSAndroid Build Coastguard Worker (1 == (COUNT) && GrShaderVar::kNonArray == (UNI).fArrayCount))
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker static constexpr GrGLint kUnusedUniform = -1;
21*c8dee2aaSAndroid Build Coastguard Worker
GrGLProgramDataManager(GrGLGpu * gpu,const UniformInfoArray & uniforms)22*c8dee2aaSAndroid Build Coastguard Worker GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, const UniformInfoArray& uniforms)
23*c8dee2aaSAndroid Build Coastguard Worker : fGpu(gpu) {
24*c8dee2aaSAndroid Build Coastguard Worker fUniforms.push_back_n(uniforms.count());
25*c8dee2aaSAndroid Build Coastguard Worker int i = 0;
26*c8dee2aaSAndroid Build Coastguard Worker for (const GLUniformInfo& builderUniform : uniforms.items()) {
27*c8dee2aaSAndroid Build Coastguard Worker Uniform& uniform = fUniforms[i++];
28*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
29*c8dee2aaSAndroid Build Coastguard Worker builderUniform.fVariable.getArrayCount() > 0);
30*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(
31*c8dee2aaSAndroid Build Coastguard Worker uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
32*c8dee2aaSAndroid Build Coastguard Worker uniform.fType = builderUniform.fVariable.getType();
33*c8dee2aaSAndroid Build Coastguard Worker )
34*c8dee2aaSAndroid Build Coastguard Worker uniform.fLocation = builderUniform.fLocation;
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker }
37*c8dee2aaSAndroid Build Coastguard Worker
setSamplerUniforms(const UniformInfoArray & samplers,int startUnit) const38*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setSamplerUniforms(const UniformInfoArray& samplers,
39*c8dee2aaSAndroid Build Coastguard Worker int startUnit) const {
40*c8dee2aaSAndroid Build Coastguard Worker int i = 0;
41*c8dee2aaSAndroid Build Coastguard Worker for (const GLUniformInfo& sampler : samplers.items()) {
42*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(sampler.fVisibility);
43*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != sampler.fLocation) {
44*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform1i(sampler.fLocation, i + startUnit));
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker ++i;
47*c8dee2aaSAndroid Build Coastguard Worker }
48*c8dee2aaSAndroid Build Coastguard Worker }
49*c8dee2aaSAndroid Build Coastguard Worker
set1i(UniformHandle u,int32_t i) const50*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set1i(UniformHandle u, int32_t i) const {
51*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
52*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt || uni.fType == SkSLType::kShort);
53*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
54*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
55*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fLocation, i));
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker
set1iv(UniformHandle u,int arrayCount,const int32_t v[]) const59*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set1iv(UniformHandle u,
60*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
61*c8dee2aaSAndroid Build Coastguard Worker const int32_t v[]) const {
62*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
63*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt || uni.fType == SkSLType::kShort);
64*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
65*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
66*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
67*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform1iv(uni.fLocation, arrayCount, v));
68*c8dee2aaSAndroid Build Coastguard Worker }
69*c8dee2aaSAndroid Build Coastguard Worker }
70*c8dee2aaSAndroid Build Coastguard Worker
set1f(UniformHandle u,float v0) const71*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
72*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
73*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat || uni.fType == SkSLType::kHalf);
74*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
75*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
76*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fLocation, v0));
77*c8dee2aaSAndroid Build Coastguard Worker }
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
set1fv(UniformHandle u,int arrayCount,const float v[]) const80*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set1fv(UniformHandle u,
81*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
82*c8dee2aaSAndroid Build Coastguard Worker const float v[]) const {
83*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
84*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat || uni.fType == SkSLType::kHalf);
85*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
86*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
87*c8dee2aaSAndroid Build Coastguard Worker // This assert fires in some instances of the two-pt gradient for its VSParams.
88*c8dee2aaSAndroid Build Coastguard Worker // Once the uniform manager is responsible for inserting the duplicate uniform
89*c8dee2aaSAndroid Build Coastguard Worker // arrays in VS and FS driver bug workaround, this can be enabled.
90*c8dee2aaSAndroid Build Coastguard Worker // this->printUni(uni);
91*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
92*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fLocation, arrayCount, v));
93*c8dee2aaSAndroid Build Coastguard Worker }
94*c8dee2aaSAndroid Build Coastguard Worker }
95*c8dee2aaSAndroid Build Coastguard Worker
set2i(UniformHandle u,int32_t i0,int32_t i1) const96*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set2i(UniformHandle u, int32_t i0, int32_t i1) const {
97*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
98*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt2 || uni.fType == SkSLType::kShort2);
99*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
100*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
101*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform2i(uni.fLocation, i0, i1));
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
set2iv(UniformHandle u,int arrayCount,const int32_t v[]) const105*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set2iv(UniformHandle u,
106*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
107*c8dee2aaSAndroid Build Coastguard Worker const int32_t v[]) const {
108*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
109*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt2 || uni.fType == SkSLType::kShort2);
110*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
111*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
112*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
113*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform2iv(uni.fLocation, arrayCount, v));
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker }
116*c8dee2aaSAndroid Build Coastguard Worker
set2f(UniformHandle u,float v0,float v1) const117*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set2f(UniformHandle u, float v0, float v1) const {
118*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
119*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat2 || uni.fType == SkSLType::kHalf2);
120*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
121*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
122*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fLocation, v0, v1));
123*c8dee2aaSAndroid Build Coastguard Worker }
124*c8dee2aaSAndroid Build Coastguard Worker }
125*c8dee2aaSAndroid Build Coastguard Worker
set2fv(UniformHandle u,int arrayCount,const float v[]) const126*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set2fv(UniformHandle u,
127*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
128*c8dee2aaSAndroid Build Coastguard Worker const float v[]) const {
129*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
130*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat2 || uni.fType == SkSLType::kHalf2);
131*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
132*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
133*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
134*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fLocation, arrayCount, v));
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker
set3i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2) const138*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set3i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2) const {
139*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
140*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt3 || uni.fType == SkSLType::kShort3);
141*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
142*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
143*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform3i(uni.fLocation, i0, i1, i2));
144*c8dee2aaSAndroid Build Coastguard Worker }
145*c8dee2aaSAndroid Build Coastguard Worker }
146*c8dee2aaSAndroid Build Coastguard Worker
set3iv(UniformHandle u,int arrayCount,const int32_t v[]) const147*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set3iv(UniformHandle u,
148*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
149*c8dee2aaSAndroid Build Coastguard Worker const int32_t v[]) const {
150*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
151*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt3 || uni.fType == SkSLType::kShort3);
152*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
153*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
154*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
155*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform3iv(uni.fLocation, arrayCount, v));
156*c8dee2aaSAndroid Build Coastguard Worker }
157*c8dee2aaSAndroid Build Coastguard Worker }
158*c8dee2aaSAndroid Build Coastguard Worker
set3f(UniformHandle u,float v0,float v1,float v2) const159*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
160*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
161*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat3 || uni.fType == SkSLType::kHalf3);
162*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
163*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
164*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fLocation, v0, v1, v2));
165*c8dee2aaSAndroid Build Coastguard Worker }
166*c8dee2aaSAndroid Build Coastguard Worker }
167*c8dee2aaSAndroid Build Coastguard Worker
set3fv(UniformHandle u,int arrayCount,const float v[]) const168*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set3fv(UniformHandle u,
169*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
170*c8dee2aaSAndroid Build Coastguard Worker const float v[]) const {
171*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
172*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat3 || uni.fType == SkSLType::kHalf3);
173*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
174*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
175*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
176*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fLocation, arrayCount, v));
177*c8dee2aaSAndroid Build Coastguard Worker }
178*c8dee2aaSAndroid Build Coastguard Worker }
179*c8dee2aaSAndroid Build Coastguard Worker
set4i(UniformHandle u,int32_t i0,int32_t i1,int32_t i2,int32_t i3) const180*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set4i(UniformHandle u,
181*c8dee2aaSAndroid Build Coastguard Worker int32_t i0,
182*c8dee2aaSAndroid Build Coastguard Worker int32_t i1,
183*c8dee2aaSAndroid Build Coastguard Worker int32_t i2,
184*c8dee2aaSAndroid Build Coastguard Worker int32_t i3) const {
185*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
186*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt4 || uni.fType == SkSLType::kShort4);
187*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
188*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
189*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform4i(uni.fLocation, i0, i1, i2, i3));
190*c8dee2aaSAndroid Build Coastguard Worker }
191*c8dee2aaSAndroid Build Coastguard Worker }
192*c8dee2aaSAndroid Build Coastguard Worker
set4iv(UniformHandle u,int arrayCount,const int32_t v[]) const193*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set4iv(UniformHandle u,
194*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
195*c8dee2aaSAndroid Build Coastguard Worker const int32_t v[]) const {
196*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
197*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kInt4 || uni.fType == SkSLType::kShort4);
198*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
199*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
200*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
201*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform4iv(uni.fLocation, arrayCount, v));
202*c8dee2aaSAndroid Build Coastguard Worker }
203*c8dee2aaSAndroid Build Coastguard Worker }
204*c8dee2aaSAndroid Build Coastguard Worker
set4f(UniformHandle u,float v0,float v1,float v2,float v3) const205*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set4f(UniformHandle u,
206*c8dee2aaSAndroid Build Coastguard Worker float v0,
207*c8dee2aaSAndroid Build Coastguard Worker float v1,
208*c8dee2aaSAndroid Build Coastguard Worker float v2,
209*c8dee2aaSAndroid Build Coastguard Worker float v3) const {
210*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
211*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat4 || uni.fType == SkSLType::kHalf4);
212*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
213*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
214*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fLocation, v0, v1, v2, v3));
215*c8dee2aaSAndroid Build Coastguard Worker }
216*c8dee2aaSAndroid Build Coastguard Worker }
217*c8dee2aaSAndroid Build Coastguard Worker
set4fv(UniformHandle u,int arrayCount,const float v[]) const218*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::set4fv(UniformHandle u,
219*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
220*c8dee2aaSAndroid Build Coastguard Worker const float v[]) const {
221*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
222*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(uni.fType == SkSLType::kFloat4 || uni.fType == SkSLType::kHalf4);
223*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
224*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
225*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
226*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fLocation, arrayCount, v));
227*c8dee2aaSAndroid Build Coastguard Worker }
228*c8dee2aaSAndroid Build Coastguard Worker }
229*c8dee2aaSAndroid Build Coastguard Worker
setMatrix2f(UniformHandle u,const float matrix[]) const230*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
231*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<2>(u, 1, matrix);
232*c8dee2aaSAndroid Build Coastguard Worker }
233*c8dee2aaSAndroid Build Coastguard Worker
setMatrix3f(UniformHandle u,const float matrix[]) const234*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
235*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<3>(u, 1, matrix);
236*c8dee2aaSAndroid Build Coastguard Worker }
237*c8dee2aaSAndroid Build Coastguard Worker
setMatrix4f(UniformHandle u,const float matrix[]) const238*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
239*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<4>(u, 1, matrix);
240*c8dee2aaSAndroid Build Coastguard Worker }
241*c8dee2aaSAndroid Build Coastguard Worker
setMatrix2fv(UniformHandle u,int arrayCount,const float m[]) const242*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const {
243*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<2>(u, arrayCount, m);
244*c8dee2aaSAndroid Build Coastguard Worker }
245*c8dee2aaSAndroid Build Coastguard Worker
setMatrix3fv(UniformHandle u,int arrayCount,const float m[]) const246*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const {
247*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<3>(u, arrayCount, m);
248*c8dee2aaSAndroid Build Coastguard Worker }
249*c8dee2aaSAndroid Build Coastguard Worker
setMatrix4fv(UniformHandle u,int arrayCount,const float m[]) const250*c8dee2aaSAndroid Build Coastguard Worker void GrGLProgramDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const {
251*c8dee2aaSAndroid Build Coastguard Worker this->setMatrices<4>(u, arrayCount, m);
252*c8dee2aaSAndroid Build Coastguard Worker }
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker template<int N> struct set_uniform_matrix;
255*c8dee2aaSAndroid Build Coastguard Worker
setMatrices(UniformHandle u,int arrayCount,const float matrices[]) const256*c8dee2aaSAndroid Build Coastguard Worker template<int N> inline void GrGLProgramDataManager::setMatrices(UniformHandle u,
257*c8dee2aaSAndroid Build Coastguard Worker int arrayCount,
258*c8dee2aaSAndroid Build Coastguard Worker const float matrices[]) const {
259*c8dee2aaSAndroid Build Coastguard Worker const Uniform& uni = fUniforms[u.toIndex()];
260*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(static_cast<int>(uni.fType) == static_cast<int>(SkSLType::kFloat2x2) + (N - 2) ||
261*c8dee2aaSAndroid Build Coastguard Worker static_cast<int>(uni.fType) == static_cast<int>(SkSLType::kHalf2x2) + (N - 2));
262*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(arrayCount > 0);
263*c8dee2aaSAndroid Build Coastguard Worker ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
264*c8dee2aaSAndroid Build Coastguard Worker if (kUnusedUniform != uni.fLocation) {
265*c8dee2aaSAndroid Build Coastguard Worker set_uniform_matrix<N>::set(fGpu->glInterface(), uni.fLocation, arrayCount, matrices);
266*c8dee2aaSAndroid Build Coastguard Worker }
267*c8dee2aaSAndroid Build Coastguard Worker }
268*c8dee2aaSAndroid Build Coastguard Worker
269*c8dee2aaSAndroid Build Coastguard Worker template<> struct set_uniform_matrix<2> {
setset_uniform_matrix270*c8dee2aaSAndroid Build Coastguard Worker inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
271*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(gli, UniformMatrix2fv(loc, cnt, false, m));
272*c8dee2aaSAndroid Build Coastguard Worker }
273*c8dee2aaSAndroid Build Coastguard Worker };
274*c8dee2aaSAndroid Build Coastguard Worker
275*c8dee2aaSAndroid Build Coastguard Worker template<> struct set_uniform_matrix<3> {
setset_uniform_matrix276*c8dee2aaSAndroid Build Coastguard Worker inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
277*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(gli, UniformMatrix3fv(loc, cnt, false, m));
278*c8dee2aaSAndroid Build Coastguard Worker }
279*c8dee2aaSAndroid Build Coastguard Worker };
280*c8dee2aaSAndroid Build Coastguard Worker
281*c8dee2aaSAndroid Build Coastguard Worker template<> struct set_uniform_matrix<4> {
setset_uniform_matrix282*c8dee2aaSAndroid Build Coastguard Worker inline static void set(const GrGLInterface* gli, const GrGLint loc, int cnt, const float m[]) {
283*c8dee2aaSAndroid Build Coastguard Worker GR_GL_CALL(gli, UniformMatrix4fv(loc, cnt, false, m));
284*c8dee2aaSAndroid Build Coastguard Worker }
285*c8dee2aaSAndroid Build Coastguard Worker };
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