| /* | |
| * 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(); | |
| } |