/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLProgramDataManager_DEFINED #define GrGLProgramDataManager_DEFINED #include "gl/GrGLShaderVar.h" #include "GrAllocator.h" #include "SkTArray.h" class GrGLGpu; class SkMatrix; class GrGLProgram; class GrGLProgramBuilder; /** Manages the resources used by a shader program. * The resources are objects the program uses to communicate with the * application code. */ class GrGLProgramDataManager : SkNoncopyable { public: // Opaque handle to a uniform class ShaderResourceHandle { public: bool isValid() const { return -1 != fValue; } ShaderResourceHandle() : fValue(-1) { } protected: ShaderResourceHandle(int value) : fValue(value) { SkASSERT(isValid()); } int fValue; }; class UniformHandle : public ShaderResourceHandle { public: /** Creates a reference to an unifrom of a GrGLShaderBuilder. * The ref can be used to set the uniform with corresponding the GrGLProgramDataManager.*/ static UniformHandle CreateFromUniformIndex(int i); UniformHandle() { } bool operator==(const UniformHandle& other) const { return other.fValue == fValue; } private: UniformHandle(int value) : ShaderResourceHandle(value) { } int toProgramDataIndex() const { SkASSERT(isValid()); return fValue; } int toShaderBuilderIndex() const { return toProgramDataIndex(); } friend class GrGLProgramDataManager; // For accessing toProgramDataIndex(). friend class GrGLProgramBuilder; // For accessing toShaderBuilderIndex(). friend class GrGLGeometryProcessor; }; struct UniformInfo { GrGLShaderVar fVariable; uint32_t fVisibility; GrGLint fLocation; }; // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their // name strings. Otherwise, we'd have to hand out copies. typedef GrTAllocator UniformInfoArray; GrGLProgramDataManager(GrGLGpu*, const UniformInfoArray&); /** Functions for uploading uniform values. The varities ending in v can be used to upload to an * array of uniforms. arrayCount must be <= the array count of the uniform. */ void setSampler(UniformHandle, GrGLint texUnit) const; void set1f(UniformHandle, GrGLfloat v0) const; void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; // matrices are column-major, the first three upload a single matrix, the latter three upload // arrayCount matrices into a uniform array. void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; // convenience method for uploading a SkMatrix to a 3x3 matrix uniform void setSkMatrix(UniformHandle, const SkMatrix&) const; private: enum { kUnusedUniform = -1, }; struct Uniform { GrGLint fVSLocation; GrGLint fFSLocation; SkDEBUGCODE( GrSLType fType; int fArrayCount; ); }; SkDEBUGCODE(void printUnused(const Uniform&) const;) SkTArray fUniforms; GrGLGpu* fGpu; typedef SkNoncopyable INHERITED; }; #endif