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    SkASSERT(0 != visibility);
27    SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeAcceptsPrecision(type));
28
29    UniformInfo& uni = fUniforms.push_back();
30    uni.fVariable.setType(type);
31    uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
32    // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
33    // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
34    // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
35    // the names will mismatch.  I think the correct solution is to have all GPs which need the
36    // uniform view matrix, they should upload the view matrix in their setData along with regular
37    // uniforms.
38    char prefix = 'u';
39    if ('u' == name[0]) {
40        prefix = '\0';
41    }
42    fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
43    uni.fVariable.setArrayCount(arrayCount);
44    uni.fVisibility = visibility;
45    uni.fVariable.setPrecision(precision);
46    uni.fLocation = -1;
47
48    if (outName) {
49        *outName = uni.fVariable.c_str();
50    }
51    return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
52}
53
54GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visibility,
55                                                                   GrSwizzle swizzle,
56                                                                   GrSLType type,
57                                                                   GrSLPrecision precision,
58                                                                   const char* name) {
59    SkASSERT(name && strlen(name));
60    SkASSERT(0 != visibility);
61
62    SkString mangleName;
63    char prefix = 'u';
64    fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
65
66    UniformInfo& sampler = fSamplers.push_back();
67    SkASSERT(GrSLTypeIsCombinedSamplerType(type));
68    sampler.fVariable.setType(type);
69    sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
70    sampler.fVariable.setPrecision(precision);
71    sampler.fVariable.setName(mangleName);
72    sampler.fLocation = -1;
73    sampler.fVisibility = visibility;
74    fSamplerSwizzles.push_back(swizzle);
75    SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
76    return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
77}
78
79GrGLSLUniformHandler::TexelBufferHandle GrGLUniformHandler::addTexelBuffer(uint32_t visibility,
80                                                                           GrSLPrecision precision,
81                                                                           const char* name) {
82    SkASSERT(name && strlen(name));
83    SkASSERT(0 != visibility);
84
85    SkString mangleName;
86    char prefix = 'u';
87    fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
88
89    UniformInfo& texelBuffer = fTexelBuffers.push_back();
90    texelBuffer.fVariable.setType(kBufferSampler_GrSLType);
91    texelBuffer.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
92    texelBuffer.fVariable.setPrecision(precision);
93    texelBuffer.fVariable.setName(mangleName);
94    texelBuffer.fLocation = -1;
95    texelBuffer.fVisibility = visibility;
96    return GrGLSLUniformHandler::TexelBufferHandle(fTexelBuffers.count() - 1);
97}
98
99GrGLSLUniformHandler::ImageStorageHandle GrGLUniformHandler::addImageStorage(
100        uint32_t visibility, GrSLType type, GrImageStorageFormat format, GrSLMemoryModel model,
101        GrSLRestrict restrict, GrIOType ioType, const char* name) {
102    SkASSERT(name && strlen(name));
103    SkASSERT(0 != visibility);
104    SkString mangleName;
105    char prefix = 'u';
106    fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
107
108    UniformInfo& imageStorage = fImageStorages.push_back();
109    imageStorage.fVariable.setName(mangleName);
110
111    SkASSERT(GrSLTypeIsImageStorage(type));
112    imageStorage.fVariable.setType(type);
113    imageStorage.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
114    imageStorage.fVariable.setImageStorageFormat(format);
115    imageStorage.fVariable.setMemoryModel(model);
116    imageStorage.fVariable.setRestrict(restrict);
117    imageStorage.fVariable.setIOType(ioType);
118    imageStorage.fVariable.setPrecision(kHigh_GrSLPrecision);
119    imageStorage.fLocation = -1;
120    imageStorage.fVisibility = visibility;
121    return GrGLSLUniformHandler::ImageStorageHandle(fImageStorages.count() - 1);
122}
123
124void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
125    for (int i = 0; i < fUniforms.count(); ++i) {
126        if (fUniforms[i].fVisibility & visibility) {
127            fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
128            out->append(";");
129        }
130    }
131    for (int i = 0; i < fSamplers.count(); ++i) {
132        if (fSamplers[i].fVisibility & visibility) {
133            fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
134            out->append(";\n");
135        }
136    }
137    for (int i = 0; i < fTexelBuffers.count(); ++i) {
138        if (fTexelBuffers[i].fVisibility & visibility) {
139            fTexelBuffers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
140            out->append(";\n");
141        }
142    }
143    for (int i = 0; i < fImageStorages.count(); ++i) {
144        if (fImageStorages[i].fVisibility & visibility) {
145            fImageStorages[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
146            out->append(";");
147        }
148    }
149}
150
151void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
152    if (caps.bindUniformLocationSupport()) {
153        int currUniform = 0;
154        for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
155            GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
156            fUniforms[i].fLocation = currUniform;
157        }
158        for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
159            GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
160            fSamplers[i].fLocation = currUniform;
161        }
162        for (int i = 0; i < fTexelBuffers.count(); ++i, ++currUniform) {
163            GL_CALL(BindUniformLocation(programID, currUniform,
164                                        fTexelBuffers[i].fVariable.c_str()));
165            fTexelBuffers[i].fLocation = currUniform;
166        }
167        for (int i = 0; i < fImageStorages.count(); ++i, ++currUniform) {
168            GL_CALL(BindUniformLocation(programID, currUniform,
169                                        fImageStorages[i].fVariable.c_str()));
170            fImageStorages[i].fLocation = currUniform;
171        }
172    }
173}
174
175void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
176    if (!caps.bindUniformLocationSupport()) {
177        int count = fUniforms.count();
178        for (int i = 0; i < count; ++i) {
179            GrGLint location;
180            GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
181            fUniforms[i].fLocation = location;
182        }
183        for (int i = 0; i < fSamplers.count(); ++i) {
184            GrGLint location;
185            GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
186            fSamplers[i].fLocation = location;
187        }
188        for (int i = 0; i < fTexelBuffers.count(); ++i) {
189            GrGLint location;
190            GL_CALL_RET(location, GetUniformLocation(programID,
191                                                     fTexelBuffers[i].fVariable.c_str()));
192            fTexelBuffers[i].fLocation = location;
193        }
194        for (int i = 0; i < fImageStorages.count(); ++i) {
195            GrGLint location;
196            GL_CALL_RET(location, GetUniformLocation(programID,
197                                                     fImageStorages[i].fVariable.c_str()));
198            fImageStorages[i].fLocation = location;
199        }
200    }
201}
202
203const GrGLGpu* GrGLUniformHandler::glGpu() const {
204    GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
205    return glPB->gpu();
206}
207