blob: 551851c10e8e8565c2c8d8bd42121ee7e88b9a25 [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/GrTexturePriv.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(
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);
UniformInfo& uni = fUniforms.push_back();
uni.fVariable.setType(type);
uni.fVariable.setTypeModifier(GrShaderVar::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] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
prefix = '\0';
}
fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
uni.fVariable.setArrayCount(arrayCount);
uni.fVisibility = visibility;
uni.fLocation = -1;
if (outName) {
*outName = uni.fVariable.c_str();
}
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture,
const GrSamplerState&,
const GrSwizzle& swizzle,
const char* name,
const GrShaderCaps* shaderCaps) {
SkASSERT(name && strlen(name));
SkString mangleName;
char prefix = 'u';
fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
GrTextureType type = texture->texturePriv().textureType();
UniformInfo& sampler = fSamplers.push_back();
sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
sampler.fVariable.setName(mangleName);
sampler.fLocation = -1;
sampler.fVisibility = kFragment_GrShaderFlag;
if (shaderCaps->textureSwizzleAppliedInShader()) {
fSamplerSwizzles.push_back(swizzle);
SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
}
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->shaderCaps(), out);
out->append(";");
}
}
for (int i = 0; i < fSamplers.count(); ++i) {
if (fSamplers[i].fVisibility & visibility) {
fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
out->append(";\n");
}
}
}
void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
if (caps.bindUniformLocationSupport()) {
int currUniform = 0;
for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
fUniforms[i].fLocation = currUniform;
}
for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
fSamplers[i].fLocation = currUniform;
}
}
}
void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) {
if (!caps.bindUniformLocationSupport() || force) {
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].fVariable.c_str()));
fSamplers[i].fLocation = location;
}
}
}
const GrGLGpu* GrGLUniformHandler::glGpu() const {
GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
return glPB->gpu();
}