| /* |
| * 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 GrGLSLUniformHandler_DEFINED |
| #define GrGLSLUniformHandler_DEFINED |
| |
| #include "GrGLSLProgramDataManager.h" |
| #include "GrGLSLShaderVar.h" |
| |
| class GrGLSLProgramBuilder; |
| class GrGLSLSampler; |
| |
| class GrGLSLUniformHandler { |
| public: |
| virtual ~GrGLSLUniformHandler() {} |
| |
| typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
| typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle; |
| |
| /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform |
| should be accessible. At least one bit must be set. Geometry shader uniforms are not |
| supported at this time. The actual uniform name will be mangled. If outName is not nullptr |
| then it will refer to the final uniform name after return. Use the addUniformArray variant |
| to add an array of uniforms. */ |
| UniformHandle addUniform(uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| const char** outName = nullptr) { |
| SkASSERT(!GrSLTypeIsSamplerType(type)); |
| return this->addUniformArray(visibility, type, precision, name, 0, outName); |
| } |
| |
| UniformHandle addUniformArray(uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| int arrayCount, |
| const char** outName = nullptr) { |
| SkASSERT(!GrSLTypeIsSamplerType(type)); |
| return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount, |
| outName); |
| } |
| |
| virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0; |
| |
| /** |
| * Shortcut for getUniformVariable(u).c_str() |
| */ |
| virtual const char* getUniformCStr(UniformHandle u) const = 0; |
| |
| protected: |
| explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {} |
| |
| // This is not owned by the class |
| GrGLSLProgramBuilder* fProgramBuilder; |
| |
| private: |
| virtual int numSamplers() const = 0; |
| virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0; |
| |
| SamplerHandle addSampler(uint32_t visibility, |
| GrPixelConfig config, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name) { |
| return this->internalAddSampler(visibility, config, type, precision, name); |
| } |
| |
| virtual SamplerHandle internalAddSampler(uint32_t visibility, |
| GrPixelConfig config, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name) = 0; |
| |
| virtual UniformHandle internalAddUniformArray(uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) = 0; |
| |
| virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0; |
| |
| friend class GrGLSLProgramBuilder; |
| }; |
| |
| #endif |