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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 GrGLSLProgramDataManager_DEFINED
#define GrGLSLProgramDataManager_DEFINED
#include "SkTypes.h"
class SkMatrix;
/** Manages the resources used by a shader program.
* The resources are objects the program uses to communicate with the
* application code.
*/
class GrGLSLProgramDataManager : SkNoncopyable {
public:
// Opaque handle to a resource
class ShaderResourceHandle {
public:
ShaderResourceHandle(int value)
: fValue(value) {
SkASSERT(this->isValid());
}
ShaderResourceHandle()
: fValue(kInvalid_ShaderResourceHandle) {
}
bool operator==(const ShaderResourceHandle& other) const { return other.fValue == fValue; }
bool isValid() const { return kInvalid_ShaderResourceHandle != fValue; }
int toIndex() const { SkASSERT(this->isValid()); return fValue; }
private:
static const int kInvalid_ShaderResourceHandle = -1;
int fValue;
};
typedef ShaderResourceHandle UniformHandle;
virtual ~GrGLSLProgramDataManager() {}
/** Functions for uploading uniform values. The varities ending in v can be used to upload to an
* array of uniforms. arrayCount must be <= the array count of the uniform.
*/
virtual void set1f(UniformHandle, float v0) const = 0;
virtual void set1fv(UniformHandle, int arrayCount, const float v[]) const = 0;
virtual void set2f(UniformHandle, float, float) const = 0;
virtual void set2fv(UniformHandle, int arrayCount, const float v[]) const = 0;
virtual void set3f(UniformHandle, float, float, float) const = 0;
virtual void set3fv(UniformHandle, int arrayCount, const float v[]) const = 0;
virtual void set4f(UniformHandle, float, float, float, float) const = 0;
virtual void set4fv(UniformHandle, int arrayCount, const float v[]) const = 0;
// matrices are column-major, the first three upload a single matrix, the latter three upload
// arrayCount matrices into a uniform array.
virtual void setMatrix3f(UniformHandle, const float matrix[]) const = 0;
virtual void setMatrix4f(UniformHandle, const float matrix[]) const = 0;
virtual void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const = 0;
virtual void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const = 0;
// convenience method for uploading a SkMatrix to a 3x3 matrix uniform
void setSkMatrix(UniformHandle, const SkMatrix&) const;
// for nvpr only
typedef ShaderResourceHandle VaryingHandle;
virtual void setPathFragmentInputTransform(VaryingHandle u, int components,
const SkMatrix& matrix) const = 0;
protected:
GrGLSLProgramDataManager() {}
private:
typedef SkNoncopyable INHERITED;
};
#endif