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egdaniel7ea439b2015-12-03 09:20:44 -08001/*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#ifndef GrGLSLUniformHandler_DEFINED
9#define GrGLSLUniformHandler_DEFINED
10
11#include "GrGLSLProgramDataManager.h"
12#include "GrGLSLShaderVar.h"
13
14class GrGLSLProgramBuilder;
egdaniel09aa1fc2016-04-20 07:09:46 -070015class GrGLSLSampler;
egdaniel7ea439b2015-12-03 09:20:44 -080016
17class GrGLSLUniformHandler {
18public:
egdaniel7ea439b2015-12-03 09:20:44 -080019 virtual ~GrGLSLUniformHandler() {}
20
21 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
egdaniel09aa1fc2016-04-20 07:09:46 -070022 typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
egdaniel7ea439b2015-12-03 09:20:44 -080023
24 /** Add a uniform variable to the current program, that has visibility in one or more shaders.
cdalton5e58cee2016-02-11 12:49:47 -080025 visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
26 should be accessible. At least one bit must be set. Geometry shader uniforms are not
egdaniel7ea439b2015-12-03 09:20:44 -080027 supported at this time. The actual uniform name will be mangled. If outName is not nullptr
28 then it will refer to the final uniform name after return. Use the addUniformArray variant
29 to add an array of uniforms. */
30 UniformHandle addUniform(uint32_t visibility,
31 GrSLType type,
32 GrSLPrecision precision,
33 const char* name,
34 const char** outName = nullptr) {
egdaniel990dbc82016-07-13 14:09:30 -070035 SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
egdaniel7ea439b2015-12-03 09:20:44 -080036 return this->addUniformArray(visibility, type, precision, name, 0, outName);
37 }
38
39 UniformHandle addUniformArray(uint32_t visibility,
40 GrSLType type,
41 GrSLPrecision precision,
42 const char* name,
43 int arrayCount,
44 const char** outName = nullptr) {
egdaniel990dbc82016-07-13 14:09:30 -070045 SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
egdaniel7ea439b2015-12-03 09:20:44 -080046 return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
47 outName);
48 }
49
50 virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
51
52 /**
53 * Shortcut for getUniformVariable(u).c_str()
54 */
55 virtual const char* getUniformCStr(UniformHandle u) const = 0;
egdaniel09aa1fc2016-04-20 07:09:46 -070056
egdaniel7ea439b2015-12-03 09:20:44 -080057protected:
58 explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
59
60 // This is not owned by the class
61 GrGLSLProgramBuilder* fProgramBuilder;
62
63private:
egdaniel09aa1fc2016-04-20 07:09:46 -070064 virtual int numSamplers() const = 0;
65 virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0;
66
67 SamplerHandle addSampler(uint32_t visibility,
68 GrPixelConfig config,
69 GrSLType type,
70 GrSLPrecision precision,
71 const char* name) {
72 return this->internalAddSampler(visibility, config, type, precision, name);
73 }
74
75 virtual SamplerHandle internalAddSampler(uint32_t visibility,
76 GrPixelConfig config,
77 GrSLType type,
78 GrSLPrecision precision,
79 const char* name) = 0;
80
egdaniel7ea439b2015-12-03 09:20:44 -080081 virtual UniformHandle internalAddUniformArray(uint32_t visibility,
82 GrSLType type,
83 GrSLPrecision precision,
84 const char* name,
85 bool mangleName,
86 int arrayCount,
87 const char** outName) = 0;
88
cdalton5e58cee2016-02-11 12:49:47 -080089 virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0;
egdaniel7ea439b2015-12-03 09:20:44 -080090
91 friend class GrGLSLProgramBuilder;
92};
93
94#endif