blob: c267713020f7b2b5d8e0c26685a00e822e74839d [file] [log] [blame]
/*
* 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 "src/gpu/gl/GrGLUniformHandler.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/gl/GrGLCaps.h"
#include "src/gpu/gl/GrGLGpu.h"
#include "src/gpu/gl/builders/GrGLProgramBuilder.h"
#include "src/sksl/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(
const GrFragmentProcessor* owner,
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);
// 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';
}
SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
GLUniformInfo tempInfo;
tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
type,
GrShaderVar::TypeModifier::Uniform,
arrayCount};
tempInfo.fVisibility = visibility;
tempInfo.fOwner = owner;
tempInfo.fRawName = SkString(name);
tempInfo.fLocation = -1;
fUniforms.push_back(tempInfo);
if (outName) {
*outName = fUniforms.back().fVariable.c_str();
}
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(
const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle,
const char* name, const GrShaderCaps* shaderCaps) {
SkASSERT(name && strlen(name));
constexpr char prefix = 'u';
SkString mangleName = fProgramBuilder->nameVariable(prefix, name, true);
GrTextureType type = backendFormat.textureType();
GLUniformInfo tempInfo;
tempInfo.fVariable = GrShaderVar{std::move(mangleName),
GrSLCombinedSamplerTypeForTextureType(type),
GrShaderVar::TypeModifier::Uniform};
tempInfo.fVisibility = kFragment_GrShaderFlag;
tempInfo.fOwner = nullptr;
tempInfo.fRawName = SkString(name);
tempInfo.fLocation = -1;
fSamplers.push_back(tempInfo);
fSamplerSwizzles.push_back(swizzle);
SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
}
void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
for (const UniformInfo& uniform : fUniforms.items()) {
if (uniform.fVisibility & visibility) {
uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
out->append(";");
}
}
for (const UniformInfo& sampler : fSamplers.items()) {
if (sampler.fVisibility & visibility) {
sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
out->append(";\n");
}
}
}
void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
if (caps.bindUniformLocationSupport()) {
int currUniform = 0;
for (GLUniformInfo& uniform : fUniforms.items()) {
GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str()));
uniform.fLocation = currUniform;
++currUniform;
}
for (GLUniformInfo& sampler : fSamplers.items()) {
GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str()));
sampler.fLocation = currUniform;
++currUniform;
}
}
}
void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) {
if (!caps.bindUniformLocationSupport() || force) {
for (GLUniformInfo& uniform : fUniforms.items()) {
GrGLint location;
GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str()));
uniform.fLocation = location;
}
for (GLUniformInfo& sampler : fSamplers.items()) {
GrGLint location;
GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str()));
sampler.fLocation = location;
}
}
}
const GrGLGpu* GrGLUniformHandler::glGpu() const {
GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
return glPB->gpu();
}