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* Copyright 2015 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrGLUniformHandler_DEFINED
#define GrGLUniformHandler_DEFINED
#include "src/gpu/gl/GrGLProgramDataManager.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include <vector>
class GrGLCaps;
class GrGLUniformHandler : public GrGLSLUniformHandler {
static const int kUniformsPerBlock = 8;
const GrShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms.item(u.toIndex()).fVariable;
const char* getUniformCStr(UniformHandle u) const override {
return this->getUniformVariable(u).c_str();
int numUniforms() const override {
return fUniforms.count();
UniformInfo& uniform(int idx) override {
return fUniforms.item(idx);
const UniformInfo& uniform(int idx) const override {
return fUniforms.item(idx);
explicit GrGLUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock)
, fSamplers(kUniformsPerBlock) {}
UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner,
uint32_t visibility,
GrSLType type,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&,
const char* name, const GrShaderCaps*) override;
const char* samplerVariable(SamplerHandle handle) const override {
return fSamplers.item(handle.toIndex()).fVariable.c_str();
GrSwizzle samplerSwizzle(SamplerHandle handle) const override {
return fSamplerSwizzles[handle.toIndex()];
void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
// Manually set uniform locations for all our uniforms.
void bindUniformLocations(GrGLuint programID, const GrGLCaps& caps);
// Updates the loction of the Uniforms if we cannot bind uniform locations manually
void getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force);
const GrGLGpu* glGpu() const;
typedef GrGLProgramDataManager::GLUniformInfo GLUniformInfo;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
UniformInfoArray fUniforms;
UniformInfoArray fSamplers;
SkTArray<GrSwizzle> fSamplerSwizzles;
friend class GrGLProgramBuilder;
using INHERITED = GrGLSLUniformHandler;