xref: /aosp_15_r20/external/skia/src/gpu/ganesh/gl/GrGLProgram.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2011 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 #ifndef GrGLProgram_DEFINED
8*c8dee2aaSAndroid Build Coastguard Worker #define GrGLProgram_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrFragmentProcessor.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrXferProcessor.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLProgramDataManager.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
23*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
24*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker class GrGLGpu;
27*c8dee2aaSAndroid Build Coastguard Worker class GrPipeline;
28*c8dee2aaSAndroid Build Coastguard Worker class GrProgramInfo;
29*c8dee2aaSAndroid Build Coastguard Worker class GrRenderTarget;
30*c8dee2aaSAndroid Build Coastguard Worker class GrSurfaceProxy;
31*c8dee2aaSAndroid Build Coastguard Worker enum GrSurfaceOrigin : int;
32*c8dee2aaSAndroid Build Coastguard Worker enum class SkSLType : char;
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker /**
35*c8dee2aaSAndroid Build Coastguard Worker  * This class manages a GPU program and records per-program information. It also records the vertex
36*c8dee2aaSAndroid Build Coastguard Worker  * and instance attribute layouts that are to be used with the program.
37*c8dee2aaSAndroid Build Coastguard Worker  */
38*c8dee2aaSAndroid Build Coastguard Worker class GrGLProgram : public SkRefCnt {
39*c8dee2aaSAndroid Build Coastguard Worker public:
40*c8dee2aaSAndroid Build Coastguard Worker     /**
41*c8dee2aaSAndroid Build Coastguard Worker      * This class has its own Attribute representation as it does not need the name and we don't
42*c8dee2aaSAndroid Build Coastguard Worker      * want to worry about copying the name string to memory with life time of GrGLProgram.
43*c8dee2aaSAndroid Build Coastguard Worker      * Additionally, these store the attribute location.
44*c8dee2aaSAndroid Build Coastguard Worker      */
45*c8dee2aaSAndroid Build Coastguard Worker     struct Attribute {
46*c8dee2aaSAndroid Build Coastguard Worker         GrVertexAttribType fCPUType;
47*c8dee2aaSAndroid Build Coastguard Worker         SkSLType fGPUType;
48*c8dee2aaSAndroid Build Coastguard Worker         size_t fOffset;
49*c8dee2aaSAndroid Build Coastguard Worker         GrGLint fLocation;
50*c8dee2aaSAndroid Build Coastguard Worker     };
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker     using UniformHandle = GrGLSLProgramDataManager::UniformHandle;
53*c8dee2aaSAndroid Build Coastguard Worker     using UniformInfoArray = GrGLProgramDataManager::UniformInfoArray;
54*c8dee2aaSAndroid Build Coastguard Worker     using VaryingInfoArray = GrGLProgramDataManager::VaryingInfoArray;
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker     /**
57*c8dee2aaSAndroid Build Coastguard Worker      * The attribute array consists of vertexAttributeCnt + instanceAttributeCnt elements with
58*c8dee2aaSAndroid Build Coastguard Worker      * the vertex attributes preceding the instance attributes.
59*c8dee2aaSAndroid Build Coastguard Worker      */
60*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrGLProgram> Make(
61*c8dee2aaSAndroid Build Coastguard Worker             GrGLGpu*,
62*c8dee2aaSAndroid Build Coastguard Worker             const GrGLSLBuiltinUniformHandles&,
63*c8dee2aaSAndroid Build Coastguard Worker             GrGLuint programID,
64*c8dee2aaSAndroid Build Coastguard Worker             const UniformInfoArray& uniforms,
65*c8dee2aaSAndroid Build Coastguard Worker             const UniformInfoArray& textureSamplers,
66*c8dee2aaSAndroid Build Coastguard Worker             std::unique_ptr<GrGeometryProcessor::ProgramImpl>,
67*c8dee2aaSAndroid Build Coastguard Worker             std::unique_ptr<GrXferProcessor::ProgramImpl>,
68*c8dee2aaSAndroid Build Coastguard Worker             std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fps,
69*c8dee2aaSAndroid Build Coastguard Worker             std::unique_ptr<Attribute[]>,
70*c8dee2aaSAndroid Build Coastguard Worker             int vertexAttributeCnt,
71*c8dee2aaSAndroid Build Coastguard Worker             int instanceAttributeCnt,
72*c8dee2aaSAndroid Build Coastguard Worker             int vertexStride,
73*c8dee2aaSAndroid Build Coastguard Worker             int instanceStride);
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     ~GrGLProgram() override;
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker     /**
78*c8dee2aaSAndroid Build Coastguard Worker      * Call to abandon GL objects owned by this program.
79*c8dee2aaSAndroid Build Coastguard Worker      */
80*c8dee2aaSAndroid Build Coastguard Worker     void abandon();
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker     /**
83*c8dee2aaSAndroid Build Coastguard Worker      * Gets the GL program ID for this program.
84*c8dee2aaSAndroid Build Coastguard Worker      */
programID()85*c8dee2aaSAndroid Build Coastguard Worker     GrGLuint programID() const { return fProgramID; }
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker     /**
88*c8dee2aaSAndroid Build Coastguard Worker      * We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device
89*c8dee2aaSAndroid Build Coastguard Worker      * space and to make device space positions have the correct origin for processors that require
90*c8dee2aaSAndroid Build Coastguard Worker      * them.
91*c8dee2aaSAndroid Build Coastguard Worker      */
92*c8dee2aaSAndroid Build Coastguard Worker     struct RenderTargetState {
93*c8dee2aaSAndroid Build Coastguard Worker         SkISize         fRenderTargetSize;
94*c8dee2aaSAndroid Build Coastguard Worker         GrSurfaceOrigin fRenderTargetOrigin;
95*c8dee2aaSAndroid Build Coastguard Worker 
RenderTargetStateRenderTargetState96*c8dee2aaSAndroid Build Coastguard Worker         RenderTargetState() { this->invalidate(); }
invalidateRenderTargetState97*c8dee2aaSAndroid Build Coastguard Worker         void invalidate() {
98*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetSize.fWidth = -1;
99*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetSize.fHeight = -1;
100*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetOrigin = (GrSurfaceOrigin) -1;
101*c8dee2aaSAndroid Build Coastguard Worker         }
102*c8dee2aaSAndroid Build Coastguard Worker     };
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     /**
105*c8dee2aaSAndroid Build Coastguard Worker      * This function uploads uniforms and calls each GrGLSL*Processor's setData.
106*c8dee2aaSAndroid Build Coastguard Worker      *
107*c8dee2aaSAndroid Build Coastguard Worker      * It is the caller's responsibility to ensure the program is bound before calling.
108*c8dee2aaSAndroid Build Coastguard Worker      */
109*c8dee2aaSAndroid Build Coastguard Worker     void updateUniforms(const GrRenderTarget*, const GrProgramInfo&);
110*c8dee2aaSAndroid Build Coastguard Worker 
111*c8dee2aaSAndroid Build Coastguard Worker     /**
112*c8dee2aaSAndroid Build Coastguard Worker      * Binds all geometry processor and fragment processor textures.
113*c8dee2aaSAndroid Build Coastguard Worker      */
114*c8dee2aaSAndroid Build Coastguard Worker     void bindTextures(const GrGeometryProcessor&,
115*c8dee2aaSAndroid Build Coastguard Worker                       const GrSurfaceProxy* const geomProcTextures[],
116*c8dee2aaSAndroid Build Coastguard Worker                       const GrPipeline&);
117*c8dee2aaSAndroid Build Coastguard Worker 
vertexStride()118*c8dee2aaSAndroid Build Coastguard Worker     int vertexStride() const { return fVertexStride; }
instanceStride()119*c8dee2aaSAndroid Build Coastguard Worker     int instanceStride() const { return fInstanceStride; }
120*c8dee2aaSAndroid Build Coastguard Worker 
numVertexAttributes()121*c8dee2aaSAndroid Build Coastguard Worker     int numVertexAttributes() const { return fVertexAttributeCnt; }
vertexAttribute(int i)122*c8dee2aaSAndroid Build Coastguard Worker     const Attribute& vertexAttribute(int i) const {
123*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(i >= 0 && i < fVertexAttributeCnt);
124*c8dee2aaSAndroid Build Coastguard Worker         return fAttributes[i];
125*c8dee2aaSAndroid Build Coastguard Worker     }
126*c8dee2aaSAndroid Build Coastguard Worker 
numInstanceAttributes()127*c8dee2aaSAndroid Build Coastguard Worker     int numInstanceAttributes() const { return fInstanceAttributeCnt; }
instanceAttribute(int i)128*c8dee2aaSAndroid Build Coastguard Worker     const Attribute& instanceAttribute(int i) const {
129*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(i >= 0 && i < fInstanceAttributeCnt);
130*c8dee2aaSAndroid Build Coastguard Worker         return fAttributes[i + fVertexAttributeCnt];
131*c8dee2aaSAndroid Build Coastguard Worker     }
132*c8dee2aaSAndroid Build Coastguard Worker 
133*c8dee2aaSAndroid Build Coastguard Worker private:
134*c8dee2aaSAndroid Build Coastguard Worker     GrGLProgram(GrGLGpu*,
135*c8dee2aaSAndroid Build Coastguard Worker                 const GrGLSLBuiltinUniformHandles&,
136*c8dee2aaSAndroid Build Coastguard Worker                 GrGLuint programID,
137*c8dee2aaSAndroid Build Coastguard Worker                 const UniformInfoArray& uniforms,
138*c8dee2aaSAndroid Build Coastguard Worker                 const UniformInfoArray& textureSamplers,
139*c8dee2aaSAndroid Build Coastguard Worker                 std::unique_ptr<GrGeometryProcessor::ProgramImpl>,
140*c8dee2aaSAndroid Build Coastguard Worker                 std::unique_ptr<GrXferProcessor::ProgramImpl>,
141*c8dee2aaSAndroid Build Coastguard Worker                 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
142*c8dee2aaSAndroid Build Coastguard Worker                 std::unique_ptr<Attribute[]>,
143*c8dee2aaSAndroid Build Coastguard Worker                 int vertexAttributeCnt,
144*c8dee2aaSAndroid Build Coastguard Worker                 int instanceAttributeCnt,
145*c8dee2aaSAndroid Build Coastguard Worker                 int vertexStride,
146*c8dee2aaSAndroid Build Coastguard Worker                 int instanceStride);
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker     // Helper for setData() that sets the view matrix and loads the render target height uniform
149*c8dee2aaSAndroid Build Coastguard Worker     void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin, const GrGeometryProcessor&);
150*c8dee2aaSAndroid Build Coastguard Worker 
151*c8dee2aaSAndroid Build Coastguard Worker     // these reflect the current values of uniforms (GL uniform values travel with program)
152*c8dee2aaSAndroid Build Coastguard Worker     RenderTargetState fRenderTargetState;
153*c8dee2aaSAndroid Build Coastguard Worker     GrGLSLBuiltinUniformHandles fBuiltinUniformHandles;
154*c8dee2aaSAndroid Build Coastguard Worker     GrGLuint fProgramID;
155*c8dee2aaSAndroid Build Coastguard Worker 
156*c8dee2aaSAndroid Build Coastguard Worker     // the installed effects
157*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrGeometryProcessor::ProgramImpl>              fGPImpl;
158*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrXferProcessor::ProgramImpl>                  fXPImpl;
159*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls;
160*c8dee2aaSAndroid Build Coastguard Worker 
161*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<Attribute[]> fAttributes;
162*c8dee2aaSAndroid Build Coastguard Worker     int fVertexAttributeCnt;
163*c8dee2aaSAndroid Build Coastguard Worker     int fInstanceAttributeCnt;
164*c8dee2aaSAndroid Build Coastguard Worker     int fVertexStride;
165*c8dee2aaSAndroid Build Coastguard Worker     int fInstanceStride;
166*c8dee2aaSAndroid Build Coastguard Worker 
167*c8dee2aaSAndroid Build Coastguard Worker     GrGLGpu* fGpu;
168*c8dee2aaSAndroid Build Coastguard Worker     GrGLProgramDataManager fProgramDataManager;
169*c8dee2aaSAndroid Build Coastguard Worker 
170*c8dee2aaSAndroid Build Coastguard Worker     int fNumTextureSamplers;
171*c8dee2aaSAndroid Build Coastguard Worker 
172*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = SkRefCnt;
173*c8dee2aaSAndroid Build Coastguard Worker };
174*c8dee2aaSAndroid Build Coastguard Worker 
175*c8dee2aaSAndroid Build Coastguard Worker #endif
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