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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"
Brian Salomon99938a82016-11-21 13:41:08 -050012#include "GrShaderVar.h"
13#include "GrSwizzle.h"
egdaniel7ea439b2015-12-03 09:20:44 -080014
15class GrGLSLProgramBuilder;
16
17class GrGLSLUniformHandler {
18public:
egdaniel7ea439b2015-12-03 09:20:44 -080019 virtual ~GrGLSLUniformHandler() {}
20
Brian Salomonf9f45122016-11-29 11:59:17 -050021 using UniformHandle = GrGLSLProgramDataManager::UniformHandle;
22 GR_DEFINE_RESOURCE_HANDLE_CLASS(SamplerHandle);
23 GR_DEFINE_RESOURCE_HANDLE_CLASS(ImageStorageHandle);
egdaniel7ea439b2015-12-03 09:20:44 -080024
25 /** Add a uniform variable to the current program, that has visibility in one or more shaders.
cdalton5e58cee2016-02-11 12:49:47 -080026 visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
27 should be accessible. At least one bit must be set. Geometry shader uniforms are not
egdaniel7ea439b2015-12-03 09:20:44 -080028 supported at this time. The actual uniform name will be mangled. If outName is not nullptr
29 then it will refer to the final uniform name after return. Use the addUniformArray variant
30 to add an array of uniforms. */
31 UniformHandle addUniform(uint32_t visibility,
32 GrSLType type,
33 GrSLPrecision precision,
34 const char* name,
35 const char** outName = nullptr) {
egdaniel990dbc82016-07-13 14:09:30 -070036 SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
egdaniel7ea439b2015-12-03 09:20:44 -080037 return this->addUniformArray(visibility, type, precision, name, 0, outName);
38 }
39
40 UniformHandle addUniformArray(uint32_t visibility,
41 GrSLType type,
42 GrSLPrecision precision,
43 const char* name,
44 int arrayCount,
45 const char** outName = nullptr) {
egdaniel990dbc82016-07-13 14:09:30 -070046 SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
egdaniel7ea439b2015-12-03 09:20:44 -080047 return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
48 outName);
49 }
50
Brian Salomon99938a82016-11-21 13:41:08 -050051 virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0;
egdaniel7ea439b2015-12-03 09:20:44 -080052
53 /**
54 * Shortcut for getUniformVariable(u).c_str()
55 */
56 virtual const char* getUniformCStr(UniformHandle u) const = 0;
egdaniel09aa1fc2016-04-20 07:09:46 -070057
egdaniel7ea439b2015-12-03 09:20:44 -080058protected:
59 explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
60
61 // This is not owned by the class
62 GrGLSLProgramBuilder* fProgramBuilder;
63
64private:
Brian Salomon99938a82016-11-21 13:41:08 -050065 virtual const GrShaderVar& samplerVariable(SamplerHandle) const = 0;
Brian Salomon101b8442016-11-18 11:58:54 -050066 virtual GrSwizzle samplerSwizzle(SamplerHandle) const = 0;
egdaniel09aa1fc2016-04-20 07:09:46 -070067
Brian Salomon101b8442016-11-18 11:58:54 -050068 virtual SamplerHandle addSampler(uint32_t visibility, GrSwizzle, GrSLType, GrSLPrecision,
69 const char* name) = 0;
egdaniel09aa1fc2016-04-20 07:09:46 -070070
Brian Salomonf9f45122016-11-29 11:59:17 -050071 virtual const GrShaderVar& imageStorageVariable(ImageStorageHandle) const = 0;
72 virtual ImageStorageHandle addImageStorage(uint32_t visibility, GrSLType type,
73 GrImageStorageFormat, GrSLMemoryModel, GrSLRestrict,
74 GrIOType, const char* name) = 0;
75
egdaniel7ea439b2015-12-03 09:20:44 -080076 virtual UniformHandle internalAddUniformArray(uint32_t visibility,
77 GrSLType type,
78 GrSLPrecision precision,
79 const char* name,
80 bool mangleName,
81 int arrayCount,
82 const char** outName) = 0;
83
cdalton5e58cee2016-02-11 12:49:47 -080084 virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0;
egdaniel7ea439b2015-12-03 09:20:44 -080085
86 friend class GrGLSLProgramBuilder;
87};
88
89#endif