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/*
* 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 GrGLUniformHandler_DEFINED
#define GrGLUniformHandler_DEFINED
#include "glsl/GrGLSLUniformHandler.h"
#include "gl/GrGLProgramDataManager.h"
class GrGLCaps;
static const int kUniformsPerBlock = 8;
class GrGLUniformHandler : public GrGLSLUniformHandler {
public:
const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms[u.toIndex()].fVariable;
}
const char* getUniformCStr(UniformHandle u) const override {
return this->getUniformVariable(u).c_str();
}
private:
explicit GrGLUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock) {}
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
void appendUniformDecls(ShaderVisibility, SkString*) const override;
// Manually set uniform locations for all our uniforms.
void bindUniformLocations(GrGLuint programID, const GrGLCaps& caps);
// Updates the loction of the Uniforms if we cannot bind uniform locations manually
void getUniformLocations(GrGLuint programID, const GrGLCaps& caps);
const GrGLGpu* glGpu() const;
typedef GrGLProgramDataManager::UniformInfo UniformInfo;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
UniformInfoArray fUniforms;
friend class GrGLProgramBuilder;
typedef GrGLSLUniformHandler INHERITED;
};
#endif
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