| /* |
| * 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 kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); |
| SkASSERT(0 == (~kVisMask & visibility)); |
| SkASSERT(0 != visibility); |
| SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeAcceptsPrecision(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(GrShaderFlags 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(); |
| } |