diff options
author | 2015-12-03 09:20:44 -0800 | |
---|---|---|
committer | 2015-12-03 09:20:44 -0800 | |
commit | 7ea439b2203855db97330b25945b87dd4b170b8b (patch) | |
tree | c64bdcbd415fc639ec8c4fb791846cac80ff6f44 /src/gpu/glsl/GrGLSLUniformHandler.h | |
parent | 73063dc517f424ad5660db0fbc5fe6fcc13f77f7 (diff) |
Create GLSLUniformHandler class for gpu backend
BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
Diffstat (limited to 'src/gpu/glsl/GrGLSLUniformHandler.h')
-rw-r--r-- | src/gpu/glsl/GrGLSLUniformHandler.h | 79 |
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 index 0000000000..e72716d04e --- /dev/null +++ b/src/gpu/glsl/GrGLSLUniformHandler.h @@ -0,0 +1,79 @@ +/* + * 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 + |