| /* |
| * Copyright 2021 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef skgpu_graphite_Uniform_DEFINED |
| #define skgpu_graphite_Uniform_DEFINED |
| |
| #include "src/core/SkSLTypeShared.h" |
| |
| namespace skgpu::graphite { |
| |
| // TODO: can SkRuntimeEffect::Uniform be absorbed into this class!? |
| |
| /** |
| * Describes a uniform. Uniforms consist of: |
| * name: The constant string name to use in the generated SkSL (with mangling) |
| * type: The type of the uniform |
| * count: Number of elements of 'type' in the array or kNonArray if not an array. |
| */ |
| class Uniform { |
| public: |
| static constexpr int kNonArray = 0; |
| |
| constexpr Uniform(const char* name, SkSLType type, int count = kNonArray) |
| : Uniform(name, type, count, /*isPaintColor=*/false) {} |
| |
| /* |
| * The paint color uniform is treated special and will only be added to the uniform block |
| * once. Its name will not be mangled. |
| */ |
| static constexpr Uniform PaintColor() { |
| return Uniform("paintColor", SkSLType::kFloat4, |
| Uniform::kNonArray, /*isPaintColor=*/true); |
| } |
| |
| constexpr Uniform(const Uniform&) = default; |
| Uniform& operator=(const Uniform&) = default; |
| |
| constexpr const char* name() const { return fName; } |
| constexpr SkSLType type() const { return static_cast<SkSLType>(fType); } |
| constexpr int count() const { return static_cast<int>(fCount); } |
| |
| constexpr bool isPaintColor() const { return static_cast<bool>(fIsPaintColor); } |
| |
| private: |
| constexpr Uniform(const char* name, SkSLType type, int count, bool isPaintColor) |
| : fName(name) |
| , fType(static_cast<unsigned>(type)) |
| , fIsPaintColor(static_cast<unsigned>(isPaintColor)) |
| , fCount(static_cast<unsigned>(count)) { |
| SkASSERT(SkSLTypeCanBeUniformValue(type)); |
| SkASSERT(count >= 0); |
| } |
| |
| const char* fName; |
| |
| // Uniform definitions for all encountered SkRuntimeEffects are stored permanently in the |
| // ShaderCodeDictionary as part of the stable ShaderSnippet and code ID assigned to the |
| // effect, including de-duplicating equivalent or re-created SkRuntimeEffects with the same |
| // SkSL. To help keep this memory overhead as low as possible, we pack the Uniform fields |
| // as tightly as possible. |
| uint32_t fType : 6; |
| uint32_t fIsPaintColor : 1; |
| uint32_t fCount : 25; |
| |
| static_assert(kSkSLTypeCount <= (1 << 6)); |
| }; |
| |
| } // namespace skgpu::graphite |
| |
| #endif // skgpu_graphite_Uniform_DEFINED |