/* * 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 GrGLSLProgramDataManager_DEFINED #define GrGLSLProgramDataManager_DEFINED #include "SkTypes.h" class SkMatrix; /** Manages the resources used by a shader program. * The resources are objects the program uses to communicate with the * application code. */ class GrGLSLProgramDataManager : SkNoncopyable { public: // Opaque handle to a resource class ShaderResourceHandle { public: ShaderResourceHandle(int value) : fValue(value) { SkASSERT(this->isValid()); } ShaderResourceHandle() : fValue(kInvalid_ShaderResourceHandle) { } bool operator==(const ShaderResourceHandle& other) const { return other.fValue == fValue; } bool isValid() const { return kInvalid_ShaderResourceHandle != fValue; } int toIndex() const { SkASSERT(this->isValid()); return fValue; } private: static const int kInvalid_ShaderResourceHandle = -1; int fValue; }; typedef ShaderResourceHandle UniformHandle; virtual ~GrGLSLProgramDataManager() {} /** 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. */ virtual void set1f(UniformHandle, float v0) const = 0; virtual void set1fv(UniformHandle, int arrayCount, const float v[]) const = 0; virtual void set2f(UniformHandle, float, float) const = 0; virtual void set2fv(UniformHandle, int arrayCount, const float v[]) const = 0; virtual void set3f(UniformHandle, float, float, float) const = 0; virtual void set3fv(UniformHandle, int arrayCount, const float v[]) const = 0; virtual void set4f(UniformHandle, float, float, float, float) const = 0; virtual void set4fv(UniformHandle, int arrayCount, const float v[]) const = 0; // matrices are column-major, the first three upload a single matrix, the latter three upload // arrayCount matrices into a uniform array. virtual void setMatrix2f(UniformHandle, const float matrix[]) const = 0; virtual void setMatrix3f(UniformHandle, const float matrix[]) const = 0; virtual void setMatrix4f(UniformHandle, const float matrix[]) const = 0; virtual void setMatrix2fv(UniformHandle, int arrayCount, const float matrices[]) const = 0; virtual void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const = 0; virtual void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const = 0; // convenience method for uploading a SkMatrix to a 3x3 matrix uniform void setSkMatrix(UniformHandle, const SkMatrix&) const; // for nvpr only typedef ShaderResourceHandle VaryingHandle; virtual void setPathFragmentInputTransform(VaryingHandle u, int components, const SkMatrix& matrix) const = 0; protected: GrGLSLProgramDataManager() {} private: typedef SkNoncopyable INHERITED; }; #endif