/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef GFX_OGLSHADERPROGRAM_H #define GFX_OGLSHADERPROGRAM_H #include #include #include "GLContext.h" // for fast inlines of glUniform* #include "OGLShaderConfig.h" namespace mozilla { namespace layers { #if defined(DEBUG) # define CHECK_CURRENT_PROGRAM 1 # define ASSERT_THIS_PROGRAM \ do { \ GLuint currentProgram; \ mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram); \ MOZ_ASSERT(currentProgram == mProgram, \ "SetUniform with wrong program active!"); \ } while (0) #else # define ASSERT_THIS_PROGRAM \ do { \ } while (0) #endif /** * This struct represents the shaders that make up a program and the uniform * and attribute parmeters that those shaders take. * It is used by ShaderProgramOGL. * Use the factory method GetProfileFor to create instances. */ struct ProgramProfileOGL { /** * Factory method; creates an instance of this class for the given * ShaderConfigOGL */ static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig); // the source code for the program's shaders std::string mVertexShaderString; std::string mFragmentShaderString; // the vertex attributes CopyableTArray> mAttributes; KnownUniform mUniforms[KnownUniform::KnownUniformCount]; CopyableTArray mDefines; size_t mTextureCount; ProgramProfileOGL() : mTextureCount(0) {} private: static void BuildMixBlender(const ShaderConfigOGL& aConfig, std::ostringstream& fs); }; /** * Represents an OGL shader program. The details of a program are represented * by a ProgramProfileOGL */ class ShaderProgramOGL { public: typedef mozilla::gl::GLContext GLContext; ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile); ~ShaderProgramOGL(); bool HasInitialized() { NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state"); return mProgramState == STATE_OK; } GLuint GetProgram(); bool Initialize(); GLint CreateShader(GLenum aShaderType, const char* aShaderSource); /** * Creates a program and stores its id. */ bool CreateProgram(const char* aVertexShaderString, const char* aFragmentShaderString); /** * The following set of methods set a uniform argument to the shader program. * Not all uniforms may be set for all programs, and such uses will throw * an assertion. */ void SetLayerTransform(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::LayerTransform, aMatrix); } void SetLayerTransformInverse(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::LayerTransformInverse, aMatrix); } void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::MaskTransform, aMatrix); } void SetBackdropTransform(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::BackdropTransform, aMatrix); } void SetDEAAEdges(const gfx::Point3D* aEdges) { SetArrayUniform(KnownUniform::SSEdges, 4, aEdges); } void SetViewportSize(const gfx::IntSize& aSize) { float vals[2] = {(float)aSize.width, (float)aSize.height}; SetUniform(KnownUniform::ViewportSize, 2, vals); } void SetVisibleCenter(const gfx::Point& aVisibleCenter) { float vals[2] = {aVisibleCenter.x, aVisibleCenter.y}; SetUniform(KnownUniform::VisibleCenter, 2, vals); } void SetLayerRects(const gfx::Rect* aRects) { float vals[16] = { aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(), aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(), aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(), aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height()}; SetUniform(KnownUniform::LayerRects, 16, vals); } void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::MatrixProj, aMatrix); } // sets this program's texture transform, if it uses one void SetTextureTransform(const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(KnownUniform::TextureTransform, aMatrix); } void SetTextureRects(const gfx::Rect* aRects) { float vals[16] = { aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(), aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(), aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(), aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height()}; SetUniform(KnownUniform::TextureRects, 16, vals); } void SetRenderOffset(const nsIntPoint& aOffset) { float vals[4] = {float(aOffset.x), float(aOffset.y)}; SetUniform(KnownUniform::RenderTargetOffset, 2, vals); } void SetRenderOffset(float aX, float aY) { float vals[2] = {aX, aY}; SetUniform(KnownUniform::RenderTargetOffset, 2, vals); } void SetLayerOpacity(float aOpacity) { SetUniform(KnownUniform::LayerOpacity, aOpacity); } void SetTextureUnit(GLint aUnit) { SetUniform(KnownUniform::Texture, aUnit); } void SetYTextureUnit(GLint aUnit) { SetUniform(KnownUniform::YTexture, aUnit); } void SetCbTextureUnit(GLint aUnit) { SetUniform(KnownUniform::CbTexture, aUnit); } void SetCrTextureUnit(GLint aUnit) { SetUniform(KnownUniform::CrTexture, aUnit); } void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) { SetUniform(KnownUniform::YTexture, aYUnit); SetUniform(KnownUniform::CbTexture, aCbUnit); SetUniform(KnownUniform::CrTexture, aCrUnit); } void SetNV12TextureUnits(GLint aYUnit, GLint aCbCrUnit) { SetUniform(KnownUniform::YTexture, aYUnit); SetUniform(KnownUniform::CbTexture, aCbCrUnit); } void SetBlackTextureUnit(GLint aUnit) { SetUniform(KnownUniform::BlackTexture, aUnit); } void SetWhiteTextureUnit(GLint aUnit) { SetUniform(KnownUniform::WhiteTexture, aUnit); } void SetMaskTextureUnit(GLint aUnit) { SetUniform(KnownUniform::MaskTexture, aUnit); } void SetBackdropTextureUnit(GLint aUnit) { SetUniform(KnownUniform::BackdropTexture, aUnit); } void SetRenderColor(const gfx::DeviceColor& aColor) { SetUniform(KnownUniform::RenderColor, aColor); } void SetColorMatrix(const gfx::Matrix5x4& aColorMatrix) { SetMatrixUniform(KnownUniform::ColorMatrix, &aColorMatrix._11); SetUniform(KnownUniform::ColorMatrixVector, 4, &aColorMatrix._51); } void SetTexCoordMultiplier(float aWidth, float aHeight) { float f[] = {aWidth, aHeight}; SetUniform(KnownUniform::TexCoordMultiplier, 2, f); } void SetCbCrTexCoordMultiplier(float aWidth, float aHeight) { float f[] = {aWidth, aHeight}; SetUniform(KnownUniform::CbCrTexCoordMultiplier, 2, f); } void SetMaskCoordMultiplier(float aWidth, float aHeight) { float f[] = {aWidth, aHeight}; SetUniform(KnownUniform::MaskCoordMultiplier, 2, f); } void SetYUVColorSpace(gfx::YUVColorSpace aYUVColorSpace); // Set whether we want the component alpha shader to return the color // vector (pass 1, false) or the alpha vector (pass2, true). With support // for multiple render targets we wouldn't need two passes here. void SetTexturePass2(bool aFlag) { SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0); } void SetBlurRadius(float aRX, float aRY); void SetBlurAlpha(float aAlpha) { SetUniform(KnownUniform::BlurAlpha, aAlpha); } void SetBlurOffset(float aOffsetX, float aOffsetY) { float f[] = {aOffsetX, aOffsetY}; SetUniform(KnownUniform::BlurOffset, 2, f); } size_t GetTextureCount() const { return mProfile.mTextureCount; } protected: RefPtr mGL; // the OpenGL id of the program GLuint mProgram; ProgramProfileOGL mProfile; enum { STATE_NEW, STATE_OK, STATE_ERROR } mProgramState; #ifdef CHECK_CURRENT_PROGRAM static int sCurrentProgramKey; #endif void SetUniform(KnownUniform::KnownUniformName aKnownUniform, float aFloatValue) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(aFloatValue)) { mGL->fUniform1f(ku.mLocation, aFloatValue); } } void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::DeviceColor& aColor) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) { mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); } } void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, const float* aFloatValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(aLength, aFloatValues)) { switch (aLength) { case 1: mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v); break; case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break; case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break; case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break; case 16: mGL->fUniform4fv(ku.mLocation, 4, ku.mValue.f16v); break; default: MOZ_ASSERT_UNREACHABLE("Bogus aLength param"); } } } void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, float* aFloatValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateArrayUniform(aLength, aFloatValues)) { mGL->fUniform1fv(ku.mLocation, aLength, ku.mValue.f16v); } } void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, const gfx::Point3D* aPointValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateArrayUniform(aLength, aPointValues)) { mGL->fUniform3fv(ku.mLocation, aLength, ku.mValue.f16v); } } void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(aIntValue)) { mGL->fUniform1i(ku.mLocation, aIntValue); } } void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const float* aFloatValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(16, aFloatValues)) { mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v); } } void SetMatrix3fvUniform(KnownUniform::KnownUniformName aKnownUniform, const float* aFloatValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(9, aFloatValues)) { mGL->fUniformMatrix3fv(ku.mLocation, 1, false, ku.mValue.f16v); } } void SetVec3fvUniform(KnownUniform::KnownUniformName aKnownUniform, const float* aFloatValues) { ASSERT_THIS_PROGRAM; NS_ASSERTION( aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform"); KnownUniform& ku(mProfile.mUniforms[aKnownUniform]); if (ku.UpdateUniform(3, aFloatValues)) { mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); } } void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) { SetMatrixUniform(aKnownUniform, &aMatrix._11); } }; } // namespace layers } // namespace mozilla #endif // GFX_OGLSHADERPROGRAM_H