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/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrUniformDataManager_DEFINED
#define GrUniformDataManager_DEFINED
#include "src/gpu/glsl/GrGLSLProgramDataManager.h"
#include "include/private/GrTypesPriv.h"
#include "include/private/SkTArray.h"
#include "src/core/SkAutoMalloc.h"
/**
* Subclass of GrGLSLProgramDataManager used to store uniforms for a program in a CPU buffer that
* can be uploaded to a UBO. This currently assumes uniform layouts that are compatible with
* Vulkan, Dawn, and D3D12. It could be used more broadly if this aspect was made configurable.
*/
class GrUniformDataManager : public GrGLSLProgramDataManager {
public:
GrUniformDataManager(uint32_t uniformCount, uint32_t uniformSize);
void set1i(UniformHandle, int32_t) const override;
void set1iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set1f(UniformHandle, float v0) const override;
void set1fv(UniformHandle, int arrayCount, const float v[]) const override;
void set2i(UniformHandle, int32_t, int32_t) const override;
void set2iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set2f(UniformHandle, float, float) const override;
void set2fv(UniformHandle, int arrayCount, const float v[]) const override;
void set3i(UniformHandle, int32_t, int32_t, int32_t) const override;
void set3iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set3f(UniformHandle, float, float, float) const override;
void set3fv(UniformHandle, int arrayCount, const float v[]) const override;
void set4i(UniformHandle, int32_t, int32_t, int32_t, int32_t) const override;
void set4iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set4f(UniformHandle, float, float, float, float) const override;
void set4fv(UniformHandle, int arrayCount, const float v[]) const override;
// matrices are column-major, the first two upload a single matrix, the latter two upload
// arrayCount matrices into a uniform array.
void setMatrix2f(UniformHandle, const float matrix[]) const override;
void setMatrix3f(UniformHandle, const float matrix[]) const override;
void setMatrix4f(UniformHandle, const float matrix[]) const override;
void setMatrix2fv(UniformHandle, int arrayCount, const float matrices[]) const override;
void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const override;
void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const override;
// For the uniform data to be dirty so that we will reupload on the next use.
void markDirty() { fUniformsDirty = true; }
protected:
struct Uniform {
uint32_t fOffset;
SkDEBUGCODE(
GrSLType fType;
int fArrayCount;
);
};
template<int N> inline void setMatrices(UniformHandle, int arrayCount,
const float matrices[]) const;
void* getBufferPtrAndMarkDirty(const Uniform& uni) const;
uint32_t fUniformSize;
SkTArray<Uniform, true> fUniforms;
mutable SkAutoMalloc fUniformData;
mutable bool fUniformsDirty;
};
#endif