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#include "gl/GrGLUniformHandler.h" 9 10#include "gl/GrGLCaps.h" 11#include "gl/GrGLGpu.h" 12#include "gl/builders/GrGLProgramBuilder.h" 13 14#define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) 15#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) 16 17GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( 18 uint32_t visibility, 19 GrSLType type, 20 GrSLPrecision precision, 21 const char* name, 22 bool mangleName, 23 int arrayCount, 24 const char** outName) { 25 SkASSERT(name && strlen(name)); 26 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); 27 SkASSERT(0 == (~kVisMask & visibility)); 28 SkASSERT(0 != visibility); 29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type)); 30 31 UniformInfo& uni = fUniforms.push_back(); 32 uni.fVariable.setType(type); 33 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); 34 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use 35 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB 36 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then 37 // the names will mismatch. I think the correct solution is to have all GPs which need the 38 // uniform view matrix, they should upload the view matrix in their setData along with regular 39 // uniforms. 40 char prefix = 'u'; 41 if ('u' == name[0]) { 42 prefix = '\0'; 43 } 44 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); 45 uni.fVariable.setArrayCount(arrayCount); 46 uni.fVisibility = visibility; 47 uni.fVariable.setPrecision(precision); 48 49 if (outName) { 50 *outName = uni.fVariable.c_str(); 51 } 52 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); 53} 54 55void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { 56 for (int i = 0; i < fUniforms.count(); ++i) { 57 if (fUniforms[i].fVisibility & visibility) { 58 fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); 59 out->append(";\n"); 60 } 61 } 62} 63 64void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { 65 if (caps.bindUniformLocationSupport()) { 66 int count = fUniforms.count(); 67 for (int i = 0; i < count; ++i) { 68 GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str())); 69 fUniforms[i].fLocation = i; 70 } 71 } 72} 73 74void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) { 75 if (!caps.bindUniformLocationSupport()) { 76 int count = fUniforms.count(); 77 for (int i = 0; i < count; ++i) { 78 GrGLint location; 79 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); 80 fUniforms[i].fLocation = location; 81 } 82 } 83} 84 85const GrGLGpu* GrGLUniformHandler::glGpu() const { 86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; 87 return glPB->gpu(); 88} 89 90 91