| /* |
| * 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 "src/gpu/gl/GrGLUniformHandler.h" |
| |
| #include "src/gpu/GrTexture.h" |
| #include "src/gpu/gl/GrGLCaps.h" |
| #include "src/gpu/gl/GrGLGpu.h" |
| #include "src/gpu/gl/builders/GrGLProgramBuilder.h" |
| #include "src/sksl/SkSLCompiler.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) |
| |
| bool valid_name(const char* name) { |
| // disallow unknown names that start with "sk_" |
| if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); |
| } |
| return true; |
| } |
| |
| GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
| const GrFragmentProcessor* owner, |
| uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkASSERT(valid_name(name)); |
| SkASSERT(0 != visibility); |
| |
| // 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] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| prefix = '\0'; |
| } |
| SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName); |
| GLUniformInfo& uni = fUniforms.push_back(GrGLProgramDataManager::GLUniformInfo{ |
| { |
| GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::Uniform, |
| arrayCount}, |
| visibility, owner, SkString(name) |
| }, |
| -1 |
| }); |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler( |
| const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, |
| const char* name, const GrShaderCaps* shaderCaps) { |
| SkASSERT(name && strlen(name)); |
| |
| constexpr char prefix = 'u'; |
| SkString mangleName = fProgramBuilder->nameVariable(prefix, name, true); |
| |
| GrTextureType type = backendFormat.textureType(); |
| |
| fSamplers.push_back(GrGLProgramDataManager::GLUniformInfo{ |
| { |
| GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type), |
| GrShaderVar::TypeModifier::Uniform}, |
| kFragment_GrShaderFlag, nullptr, SkString(name) |
| }, |
| -1 |
| }); |
| |
| fSamplerSwizzles.push_back(swizzle); |
| SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
| } |
| |
| void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
| for (const UniformInfo& uniform : fUniforms.items()) { |
| if (uniform.fVisibility & visibility) { |
| uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";"); |
| } |
| } |
| for (const UniformInfo& sampler : fSamplers.items()) { |
| if (sampler.fVisibility & visibility) { |
| sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { |
| if (caps.bindUniformLocationSupport()) { |
| int currUniform = 0; |
| for (GLUniformInfo& uniform : fUniforms.items()) { |
| GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str())); |
| uniform.fLocation = currUniform; |
| ++currUniform; |
| } |
| for (GLUniformInfo& sampler : fSamplers.items()) { |
| GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str())); |
| sampler.fLocation = currUniform; |
| ++currUniform; |
| } |
| } |
| } |
| |
| void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) { |
| if (!caps.bindUniformLocationSupport() || force) { |
| for (GLUniformInfo& uniform : fUniforms.items()) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str())); |
| uniform.fLocation = location; |
| } |
| for (GLUniformInfo& sampler : fSamplers.items()) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str())); |
| sampler.fLocation = location; |
| } |
| } |
| } |
| |
| const GrGLGpu* GrGLUniformHandler::glGpu() const { |
| GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
| return glPB->gpu(); |
| } |