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