/* * 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 GrGLUniformManager_DEFINED #define GrGLUniformManager_DEFINED #include "gl/GrGLShaderVar.h" #include "gl/GrGLSL.h" #include "GrAllocator.h" #include "SkTArray.h" class GrGLContextInfo; class SkMatrix; /** Manages a program's uniforms. */ class GrGLUniformManager { public: // Opaque handle to a uniform typedef int UniformHandle; static const UniformHandle kInvalidUniformHandle = 0; GrGLUniformManager(const GrGLContextInfo& context) : fContext(context) {} UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray); /** Functions for uploading uniform values. The varities ending in v can be used to upload to an * array of uniforms. offset + 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 offset, int arrayCount, const GrGLfloat v[]) const; void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; void set4fv(UniformHandle, int offset, 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 offset, int arrayCount, const GrGLfloat matrices[]) const; void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const; // convenience method for uploading a SkMatrix to a 3x3 matrix uniform void setSkMatrix(UniformHandle, const SkMatrix&) const; struct BuilderUniform { GrGLShaderVar fVariable; uint32_t fVisibility; }; // 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 BuilderUniformArray; /** * Called by the GrGLShaderBuilder to get GL locations for all uniforms. */ void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms); private: enum { kUnusedUniform = -1, }; struct Uniform { GrGLint fVSLocation; GrGLint fFSLocation; GrSLType fType; int fArrayCount; }; SkTArray fUniforms; const GrGLContextInfo& fContext; }; #endif