/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/GrGLUniformHandler.h" #include "gl/GrGLCaps.h" #include "gl/GrGLGpu.h" #include "gl/builders/GrGLProgramBuilder.h" #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( uint32_t visibility, GrSLType type, GrSLPrecision precision, const char* name, bool mangleName, int arrayCount, const char** outName) { SkASSERT(name && strlen(name)); SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility); SkASSERT(0 == (~kVisibilityMask & visibility)); SkASSERT(0 != visibility); SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); UniformInfo& uni = fUniforms.push_back(); uni.fVariable.setType(type); uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then // the names will mismatch. I think the correct solution is to have all GPs which need the // uniform view matrix, they should upload the view matrix in their setData along with regular // uniforms. char prefix = 'u'; if ('u' == name[0]) { prefix = '\0'; } fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); uni.fVariable.setArrayCount(arrayCount); uni.fVisibility = visibility; uni.fVariable.setPrecision(precision); if (outName) { *outName = uni.fVariable.c_str(); } return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); } void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkString* out) const { for (int i = 0; i < fUniforms.count(); ++i) { if (fUniforms[i].fVisibility & visibility) { fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); out->append(";\n"); } } } void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { if (caps.bindUniformLocationSupport()) { int count = fUniforms.count(); for (int i = 0; i < count; ++i) { GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str())); fUniforms[i].fLocation = i; } } } void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) { if (!caps.bindUniformLocationSupport()) { int count = fUniforms.count(); for (int i = 0; i < count; ++i) { GrGLint location; GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); fUniforms[i].fLocation = location; } } } const GrGLGpu* GrGLUniformHandler::glGpu() const { GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; return glPB->gpu(); }