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* 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_UniformManager_DEFINED
#define skgpu_UniformManager_DEFINED
#include "include/core/SkSpan.h"
#include "src/core/SkSLTypeShared.h"
class SkUniform;
namespace skgpu {
enum class Layout {
kMetal, /** This is our own self-imposed layout we use for Metal. */
class UniformManager {
UniformManager(Layout layout);
* Use the uniform 'definitions' to write the data in 'srcs' into 'dst' (if it is non-null).
* If non-null, 'offsets' is filled in with the offset of each uniform w/in 'dst'. The
* number of bytes that was written (or would've been written) to 'dst' is returned.
* In practice one should call:
* auto bytes = writeUniforms(definitions, nullptr, nullptr, nullptr);
* // allocate dst and offsets memory
* writeUniforms(definitions, src, offsets, dst);
uint32_t writeUniforms(SkSpan<const SkUniform> definitions,
const void** srcs,
uint32_t* offsets,
void *dst);
SkSLType getUniformTypeForLayout(SkSLType type);
Layout fLayout;
} // namespace skgpu
#endif // skgpu_UniformManager_DEFINED