egdaniel | 7ea439b | 2015-12-03 09:20:44 -0800 | [diff] [blame] | 1 | /* |
| 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 | |
| 14 | class GrGLSLProgramBuilder; |
| 15 | |
| 16 | class GrGLSLUniformHandler { |
| 17 | public: |
| 18 | enum ShaderVisibility { |
| 19 | kVertex_Visibility = 1 << kVertex_GrShaderType, |
| 20 | kGeometry_Visibility = 1 << kGeometry_GrShaderType, |
| 21 | kFragment_Visibility = 1 << kFragment_GrShaderType, |
| 22 | }; |
| 23 | |
| 24 | virtual ~GrGLSLUniformHandler() {} |
| 25 | |
| 26 | typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
| 27 | |
| 28 | /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| 29 | visibility is a bitfield of ShaderVisibility values indicating from which shaders the |
| 30 | uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not |
| 31 | supported at this time. The actual uniform name will be mangled. If outName is not nullptr |
| 32 | then it will refer to the final uniform name after return. Use the addUniformArray variant |
| 33 | to add an array of uniforms. */ |
| 34 | UniformHandle addUniform(uint32_t visibility, |
| 35 | GrSLType type, |
| 36 | GrSLPrecision precision, |
| 37 | const char* name, |
| 38 | const char** outName = nullptr) { |
| 39 | return this->addUniformArray(visibility, type, precision, name, 0, outName); |
| 40 | } |
| 41 | |
| 42 | UniformHandle addUniformArray(uint32_t visibility, |
| 43 | GrSLType type, |
| 44 | GrSLPrecision precision, |
| 45 | const char* name, |
| 46 | int arrayCount, |
| 47 | const char** outName = nullptr) { |
| 48 | return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount, |
| 49 | outName); |
| 50 | } |
| 51 | |
| 52 | virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0; |
| 53 | |
| 54 | /** |
| 55 | * Shortcut for getUniformVariable(u).c_str() |
| 56 | */ |
| 57 | virtual const char* getUniformCStr(UniformHandle u) const = 0; |
| 58 | protected: |
| 59 | explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {} |
| 60 | |
| 61 | // This is not owned by the class |
| 62 | GrGLSLProgramBuilder* fProgramBuilder; |
| 63 | |
| 64 | private: |
| 65 | virtual UniformHandle internalAddUniformArray(uint32_t visibility, |
| 66 | GrSLType type, |
| 67 | GrSLPrecision precision, |
| 68 | const char* name, |
| 69 | bool mangleName, |
| 70 | int arrayCount, |
| 71 | const char** outName) = 0; |
| 72 | |
| 73 | virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0; |
| 74 | |
| 75 | friend class GrGLSLProgramBuilder; |
| 76 | }; |
| 77 | |
| 78 | #endif |
| 79 | |