| /* | |
| * Copyright 2015 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "gl/GrGLUniformHandler.h" | |
| #include "GrTexturePriv.h" | |
| #include "gl/GrGLCaps.h" | |
| #include "gl/GrGLGpu.h" | |
| #include "gl/builders/GrGLProgramBuilder.h" | |
| #include "SkSLCompiler.h" | |
| #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) | |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) | |
| bool valid_name(const char* name) { | |
| // disallow unknown names that start with "sk_" | |
| if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { | |
| return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); | |
| } | |
| return true; | |
| } | |
| GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( | |
| uint32_t visibility, | |
| GrSLType type, | |
| const char* name, | |
| bool mangleName, | |
| int arrayCount, | |
| const char** outName) { | |
| SkASSERT(name && strlen(name)); | |
| SkASSERT(valid_name(name)); | |
| SkASSERT(0 != visibility); | |
| UniformInfo& uni = fUniforms.push_back(); | |
| uni.fVariable.setType(type); | |
| uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); | |
| // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use | |
| // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB | |
| // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then | |
| // the names will mismatch. I think the correct solution is to have all GPs which need the | |
| // uniform view matrix, they should upload the view matrix in their setData along with regular | |
| // uniforms. | |
| char prefix = 'u'; | |
| if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { | |
| prefix = '\0'; | |
| } | |
| fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); | |
| uni.fVariable.setArrayCount(arrayCount); | |
| uni.fVisibility = visibility; | |
| uni.fLocation = -1; | |
| if (outName) { | |
| *outName = uni.fVariable.c_str(); | |
| } | |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); | |
| } | |
| GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture, | |
| const GrSamplerState&, | |
| const char* name, | |
| const GrShaderCaps* shaderCaps) { | |
| SkASSERT(name && strlen(name)); | |
| SkString mangleName; | |
| char prefix = 'u'; | |
| fProgramBuilder->nameVariable(&mangleName, prefix, name, true); | |
| GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config()); | |
| GrTextureType type = texture->texturePriv().textureType(); | |
| UniformInfo& sampler = fSamplers.push_back(); | |
| sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type)); | |
| sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); | |
| sampler.fVariable.setName(mangleName); | |
| sampler.fLocation = -1; | |
| sampler.fVisibility = kFragment_GrShaderFlag; | |
| fSamplerSwizzles.push_back(swizzle); | |
| SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); | |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); | |
| } | |
| void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { | |
| for (int i = 0; i < fUniforms.count(); ++i) { | |
| if (fUniforms[i].fVisibility & visibility) { | |
| fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); | |
| out->append(";"); | |
| } | |
| } | |
| for (int i = 0; i < fSamplers.count(); ++i) { | |
| if (fSamplers[i].fVisibility & visibility) { | |
| fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); | |
| out->append(";\n"); | |
| } | |
| } | |
| } | |
| void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { | |
| if (caps.bindUniformLocationSupport()) { | |
| int currUniform = 0; | |
| for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) { | |
| GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str())); | |
| fUniforms[i].fLocation = currUniform; | |
| } | |
| for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) { | |
| GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str())); | |
| fSamplers[i].fLocation = currUniform; | |
| } | |
| } | |
| } | |
| void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) { | |
| if (!caps.bindUniformLocationSupport()) { | |
| int count = fUniforms.count(); | |
| for (int i = 0; i < count; ++i) { | |
| GrGLint location; | |
| GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); | |
| fUniforms[i].fLocation = location; | |
| } | |
| for (int i = 0; i < fSamplers.count(); ++i) { | |
| GrGLint location; | |
| GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str())); | |
| fSamplers[i].fLocation = location; | |
| } | |
| } | |
| } | |
| const GrGLGpu* GrGLUniformHandler::glGpu() const { | |
| GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; | |
| return glPB->gpu(); | |
| } |