gecko/gfx/layers/opengl/OGLShaderProgram.h
Jeff Muizelaar 4b0029fdf7 Bug 1073036. layers: Track program state more carefully to avoid setting unnecessarily. r=nical
This introduces some infrastructure to start tracking the program state more carefully. Currently
it only tracks the program because UseProgram was showing up the most in profiles, but more
state could also be added as needed.

--HG--
extra : rebase_source : 289ab867ef63032f7604a6cbe6d0230fd0a9411a
2014-11-10 14:34:06 -05:00

531 lines
15 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "GLContext.h" // for fast inlines of glUniform*
#include "gfxTypes.h"
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/RefPtr.h" // for RefPtr
#include "mozilla/gfx/Matrix.h" // for Matrix4x4
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/gfx/Types.h"
#include "nsDebug.h" // for NS_ASSERTION
#include "nsPoint.h" // for nsIntPoint
#include "nsTArray.h" // for nsTArray
#include "mozilla/layers/CompositorTypes.h"
#include <string>
struct gfxRGBA;
struct nsIntRect;
namespace mozilla {
namespace layers {
class Layer;
enum ShaderFeatures {
ENABLE_RENDER_COLOR=0x01,
ENABLE_TEXTURE_RECT=0x02,
ENABLE_TEXTURE_EXTERNAL=0x04,
ENABLE_TEXTURE_YCBCR=0x08,
ENABLE_TEXTURE_COMPONENT_ALPHA=0x10,
ENABLE_TEXTURE_NO_ALPHA=0x20,
ENABLE_TEXTURE_RB_SWAP=0x40,
ENABLE_OPACITY=0x80,
ENABLE_BLUR=0x100,
ENABLE_COLOR_MATRIX=0x200,
ENABLE_MASK_2D=0x400,
ENABLE_MASK_3D=0x800,
ENABLE_PREMULTIPLY=0x1000
};
class KnownUniform {
public:
// this needs to be kept in sync with strings in 'AddUniforms'
enum KnownUniformName {
NotAKnownUniform = -1,
LayerTransform = 0,
MaskTransform,
LayerRects,
MatrixProj,
TextureTransform,
TextureRects,
RenderTargetOffset,
LayerOpacity,
Texture,
YTexture,
CbTexture,
CrTexture,
BlackTexture,
WhiteTexture,
MaskTexture,
RenderColor,
TexCoordMultiplier,
TexturePass2,
ColorMatrix,
ColorMatrixVector,
BlurRadius,
BlurOffset,
BlurAlpha,
BlurGaussianKernel,
KnownUniformCount
};
KnownUniform()
{
mName = NotAKnownUniform;
mNameString = nullptr;
mLocation = -1;
memset(&mValue, 0, sizeof(mValue));
}
bool UpdateUniform(int32_t i1) {
if (mLocation == -1) return false;
if (mValue.i1 != i1) {
mValue.i1 = i1;
return true;
}
return false;
}
bool UpdateUniform(float f1) {
if (mLocation == -1) return false;
if (mValue.f1 != f1) {
mValue.f1 = f1;
return true;
}
return false;
}
bool UpdateUniform(float f1, float f2) {
if (mLocation == -1) return false;
if (mValue.f16v[0] != f1 ||
mValue.f16v[1] != f2)
{
mValue.f16v[0] = f1;
mValue.f16v[1] = f2;
return true;
}
return false;
}
bool UpdateUniform(float f1, float f2, float f3, float f4) {
if (mLocation == -1) return false;
if (mValue.f16v[0] != f1 ||
mValue.f16v[1] != f2 ||
mValue.f16v[2] != f3 ||
mValue.f16v[3] != f4)
{
mValue.f16v[0] = f1;
mValue.f16v[1] = f2;
mValue.f16v[2] = f3;
mValue.f16v[3] = f4;
return true;
}
return false;
}
bool UpdateUniform(int cnt, const float *fp) {
if (mLocation == -1) return false;
switch (cnt) {
case 1:
case 2:
case 3:
case 4:
case 16:
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt);
return true;
}
return false;
}
NS_NOTREACHED("cnt must be 1 2 3 4 or 16");
return false;
}
bool UpdateArrayUniform(int cnt, const float *fp) {
if (mLocation == -1) return false;
if (cnt > 16) {
return false;
}
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt);
return true;
}
return false;
}
KnownUniformName mName;
const char *mNameString;
int32_t mLocation;
union {
int i1;
float f1;
float f16v[16];
} mValue;
};
class ShaderConfigOGL
{
public:
ShaderConfigOGL() :
mFeatures(0) {}
void SetRenderColor(bool aEnabled);
void SetTextureTarget(GLenum aTarget);
void SetRBSwap(bool aEnabled);
void SetNoAlpha(bool aEnabled);
void SetOpacity(bool aEnabled);
void SetYCbCr(bool aEnabled);
void SetComponentAlpha(bool aEnabled);
void SetColorMatrix(bool aEnabled);
void SetBlur(bool aEnabled);
void SetMask2D(bool aEnabled);
void SetMask3D(bool aEnabled);
void SetPremultiply(bool aEnabled);
bool operator< (const ShaderConfigOGL& other) const {
return mFeatures < other.mFeatures;
}
public:
void SetFeature(int aBitmask, bool aState) {
if (aState)
mFeatures |= aBitmask;
else
mFeatures &= (~aBitmask);
}
int mFeatures;
};
static inline ShaderConfigOGL
ShaderConfigFromTargetAndFormat(GLenum aTarget,
gfx::SurfaceFormat aFormat)
{
ShaderConfigOGL config;
config.SetTextureTarget(aTarget);
config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 ||
aFormat == gfx::SurfaceFormat::B8G8R8X8);
config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 ||
aFormat == gfx::SurfaceFormat::R8G8B8X8 ||
aFormat == gfx::SurfaceFormat::R5G6B5);
return config;
}
/**
* 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;
KnownUniform mUniforms[KnownUniform::KnownUniformCount];
nsTArray<const char *> mDefines;
size_t mTextureCount;
ProgramProfileOGL() :
mTextureCount(0)
{}
};
#if defined(DEBUG)
#define CHECK_CURRENT_PROGRAM 1
#define ASSERT_THIS_PROGRAM \
do { \
GLuint currentProgram; \
mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &currentProgram); \
MOZ_ASSERT(currentProgram == mProgram, \
"SetUniform with wrong program active!"); \
} while (0)
#else
#define ASSERT_THIS_PROGRAM \
do { } while (0)
#endif
/**
* 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 SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
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), 0.0f, 0.0f };
SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[4] = { aX, aY, 0.0f, 0.0f };
SetUniform(KnownUniform::RenderTargetOffset, 4, 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 SetBlackTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::BlackTexture, aUnit);
}
void SetWhiteTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::WhiteTexture, aUnit);
}
void SetMaskTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::MaskTexture, aUnit);
}
void SetRenderColor(const gfxRGBA& aColor) {
SetUniform(KnownUniform::RenderColor, aColor);
}
void SetRenderColor(const gfx::Color& 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);
}
// 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<GLContext> 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 gfxRGBA& 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, const gfx::Color& 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:
NS_NOTREACHED("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 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 SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(aKnownUniform, &aMatrix._11);
}
};
} /* layers */
} /* mozilla */
#endif /* GFX_OGLSHADERPROGRAM_H */