|  | /* | 
|  | * 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 "gl/GrGLCaps.h" | 
|  | #include "gl/GrGLGpu.h" | 
|  | #include "gl/builders/GrGLProgramBuilder.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) | 
|  |  | 
|  | GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( | 
|  | uint32_t visibility, | 
|  | GrSLType type, | 
|  | GrSLPrecision precision, | 
|  | const char* name, | 
|  | bool mangleName, | 
|  | int arrayCount, | 
|  | const char** outName) { | 
|  | SkASSERT(name && strlen(name)); | 
|  | SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); | 
|  | SkASSERT(0 == (~kVisMask & visibility)); | 
|  | SkASSERT(0 != visibility); | 
|  | SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeAcceptsPrecision(type)); | 
|  |  | 
|  | UniformInfo& uni = fUniforms.push_back(); | 
|  | uni.fVariable.setType(type); | 
|  | uni.fVariable.setTypeModifier(GrGLSLShaderVar::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]) { | 
|  | prefix = '\0'; | 
|  | } | 
|  | fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); | 
|  | uni.fVariable.setArrayCount(arrayCount); | 
|  | uni.fVisibility = visibility; | 
|  | uni.fVariable.setPrecision(precision); | 
|  |  | 
|  | if (outName) { | 
|  | *outName = uni.fVariable.c_str(); | 
|  | } | 
|  | return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); | 
|  | } | 
|  |  | 
|  | GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::internalAddSampler(uint32_t visibility, | 
|  | GrPixelConfig config, | 
|  | GrSLType type, | 
|  | GrSLPrecision precision, | 
|  | const char* name) { | 
|  | SkASSERT(name && strlen(name)); | 
|  | SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); | 
|  | SkASSERT(0 == (~kVisMask & visibility)); | 
|  | SkASSERT(0 != visibility); | 
|  | SkString mangleName; | 
|  | char prefix = 'u'; | 
|  | fProgramBuilder->nameVariable(&mangleName, prefix, name, true); | 
|  | fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str()); | 
|  | 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->glslCaps(), out); | 
|  | out->append(";\n"); | 
|  | } | 
|  | } | 
|  | for (int i = 0; i < fSamplers.count(); ++i) { | 
|  | if (fSamplers[i].visibility() & visibility) { | 
|  | fSamplers[i].fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out); | 
|  | out->append(";\n"); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { | 
|  | if (caps.bindUniformLocationSupport()) { | 
|  | int uniformCnt = fUniforms.count(); | 
|  | for (int i = 0; i < uniformCnt; ++i) { | 
|  | GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str())); | 
|  | fUniforms[i].fLocation = i; | 
|  | } | 
|  | for (int i = 0; i < fSamplers.count(); ++i) { | 
|  | GrGLint location = i + uniformCnt; | 
|  | GL_CALL(BindUniformLocation(programID, location, fSamplers[i].fShaderVar.c_str())); | 
|  | fSamplers[i].fLocation = location; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | 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].fShaderVar.c_str())); | 
|  | fSamplers[i].fLocation = location; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | const GrGLGpu* GrGLUniformHandler::glGpu() const { | 
|  | GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; | 
|  | return glPB->gpu(); | 
|  | } |