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authorGravatar egdaniel <egdaniel@google.com>2015-12-03 09:20:44 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-12-03 09:20:44 -0800
commit7ea439b2203855db97330b25945b87dd4b170b8b (patch)
treec64bdcbd415fc639ec8c4fb791846cac80ff6f44 /src/gpu/glsl/GrGLSLUniformHandler.h
parent73063dc517f424ad5660db0fbc5fe6fcc13f77f7 (diff)
Create GLSLUniformHandler class for gpu backend
Diffstat (limited to 'src/gpu/glsl/GrGLSLUniformHandler.h')
-rw-r--r--src/gpu/glsl/GrGLSLUniformHandler.h79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
new file mode 100644
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+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
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+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLSLUniformHandler_DEFINED
+#define GrGLSLUniformHandler_DEFINED
+
+#include "GrGLSLProgramDataManager.h"
+#include "GrGLSLShaderVar.h"
+
+class GrGLSLProgramBuilder;
+
+class GrGLSLUniformHandler {
+public:
+ enum ShaderVisibility {
+ kVertex_Visibility = 1 << kVertex_GrShaderType,
+ kGeometry_Visibility = 1 << kGeometry_GrShaderType,
+ kFragment_Visibility = 1 << kFragment_GrShaderType,
+ };
+
+ virtual ~GrGLSLUniformHandler() {}
+
+ typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
+
+ /** Add a uniform variable to the current program, that has visibility in one or more shaders.
+ visibility is a bitfield of ShaderVisibility values indicating from which shaders the
+ uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
+ supported at this time. The actual uniform name will be mangled. If outName is not nullptr
+ then it will refer to the final uniform name after return. Use the addUniformArray variant
+ to add an array of uniforms. */
+ UniformHandle addUniform(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ const char** outName = nullptr) {
+ return this->addUniformArray(visibility, type, precision, name, 0, outName);
+ }
+
+ UniformHandle addUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ int arrayCount,
+ const char** outName = nullptr) {
+ return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
+ outName);
+ }
+
+ virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
+
+ /**
+ * Shortcut for getUniformVariable(u).c_str()
+ */
+ virtual const char* getUniformCStr(UniformHandle u) const = 0;
+protected:
+ explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
+
+ // This is not owned by the class
+ GrGLSLProgramBuilder* fProgramBuilder;
+
+private:
+ virtual UniformHandle internalAddUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ bool mangleName,
+ int arrayCount,
+ const char** outName) = 0;
+
+ virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0;
+
+ friend class GrGLSLProgramBuilder;
+};
+
+#endif
+