| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGLUniformManager_DEFINED |
| #define GrGLUniformManager_DEFINED |
| |
| #include "gl/GrGLShaderVar.h" |
| #include "gl/GrGLSL.h" |
| #include "GrAllocator.h" |
| |
| #include "SkTArray.h" |
| |
| class GrGpuGL; |
| class SkMatrix; |
| |
| /** Manages a program's uniforms. |
| */ |
| class GrGLUniformManager { |
| public: |
| // Opaque handle to a uniform |
| class UniformHandle { |
| public: |
| static UniformHandle CreateFromUniformIndex(int i); |
| |
| bool isValid() const { return 0 != fValue; } |
| |
| bool operator==(const UniformHandle& other) const { return other.fValue == fValue; } |
| |
| UniformHandle() |
| : fValue(0) { |
| } |
| |
| private: |
| UniformHandle(int value) |
| : fValue(~value) { |
| SkASSERT(isValid()); |
| } |
| |
| int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } |
| |
| int fValue; |
| friend class GrGLUniformManager; // For accessing toUniformIndex(). |
| }; |
| |
| GrGLUniformManager(GrGpuGL* gpu); |
| |
| UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray); |
| |
| /** Functions for uploading uniform values. The varities ending in v can be used to upload to an |
| * array of uniforms. arrayCount must be <= the array count of the uniform. |
| */ |
| void setSampler(UniformHandle, GrGLint texUnit) const; |
| void set1f(UniformHandle, GrGLfloat v0) const; |
| void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
| void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
| void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
| void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; |
| void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
| void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; |
| void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
| // matrices are column-major, the first three upload a single matrix, the latter three upload |
| // arrayCount matrices into a uniform array. |
| void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; |
| void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; |
| void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; |
| void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; |
| |
| // convenience method for uploading a SkMatrix to a 3x3 matrix uniform |
| void setSkMatrix(UniformHandle, const SkMatrix&) const; |
| |
| struct BuilderUniform { |
| GrGLShaderVar fVariable; |
| uint32_t fVisibility; |
| }; |
| // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory |
| // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their |
| // name strings. Otherwise, we'd have to hand out copies. |
| typedef GrTAllocator<BuilderUniform> BuilderUniformArray; |
| |
| /** |
| * Called by the GrGLShaderBuilder to know if the manager is using |
| * BindUniformLocation. In that case getUniformLocations must be called |
| * before the program is linked. |
| */ |
| bool isUsingBindUniform() const { return fUsingBindUniform; } |
| |
| /** |
| * Called by the GrGLShaderBuilder to get GL locations for all uniforms. |
| */ |
| void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms); |
| |
| /** |
| * Called by the GrGLShaderBuilder to access the array by the handle (index). |
| */ |
| const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const; |
| |
| private: |
| enum { |
| kUnusedUniform = -1, |
| }; |
| |
| struct Uniform { |
| GrGLint fVSLocation; |
| GrGLint fFSLocation; |
| GrSLType fType; |
| int fArrayCount; |
| }; |
| |
| bool fUsingBindUniform; |
| SkTArray<Uniform, true> fUniforms; |
| GrGpuGL* fGpu; |
| }; |
| |
| #endif |