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| 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 #ifndef GrGLSLUniformHandler_DEFINED | |
| 9 #define GrGLSLUniformHandler_DEFINED | |
| 10 | |
| 11 #include "GrGLSLProgramDataManager.h" | |
| 12 #include "GrGLSLShaderVar.h" | |
| 13 | |
| 14 class GrGLSLProgramBuilder; | |
| 15 | |
| 16 class GrGLSLUniformHandler { | |
| 17 public: | |
| 18 enum ShaderVisibility { | |
| 19 kVertex_Visibility = 1 << kVertex_GrShaderType, | |
| 20 kGeometry_Visibility = 1 << kGeometry_GrShaderType, | |
| 21 kFragment_Visibility = 1 << kFragment_GrShaderType, | |
| 22 }; | |
| 23 | |
| 24 virtual ~GrGLSLUniformHandler() {} | |
| 25 | |
| 26 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; | |
| 27 | |
| 28 /** Add a uniform variable to the current program, that has visibility in on e or more shaders. | |
| 29 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the | |
| 30 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not | |
| 31 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr | |
| 32 then it will refer to the final uniform name after return. Use the addUn iformArray variant | |
| 33 to add an array of uniforms. */ | |
| 34 UniformHandle addUniform(uint32_t visibility, | |
| 35 GrSLType type, | |
| 36 GrSLPrecision precision, | |
| 37 const char* name, | |
| 38 const char** outName = nullptr) { | |
| 39 return this->addUniformArray(visibility, type, precision, name, 0, outNa me); | |
| 40 } | |
| 41 | |
| 42 UniformHandle addUniformArray(uint32_t visibility, | |
| 43 GrSLType type, | |
| 44 GrSLPrecision precision, | |
| 45 const char* name, | |
| 46 int arrayCount, | |
| 47 const char** outName = nullptr) { | |
| 48 return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount, | |
| 49 outName); | |
| 50 } | |
| 51 | |
| 52 // Handles for program uniforms (other than per-effect uniforms) | |
| 53 struct BuiltinUniformHandles { | |
| 54 UniformHandle fRTAdjustmentUni; | |
| 55 | |
| 56 // We use the render target height to provide a y-down frag coord when s pecifying | |
| 57 // origin_upper_left is not supported. | |
| 58 UniformHandle fRTHeightUni; | |
| 59 }; | |
| 60 | |
| 61 // Used to add a uniform in the vertex shader for transforming into normaliz ed device space. | |
| 62 void addRTAdjustmentUniform(GrSLPrecision precision, const char* name, const char** outName) { | |
|
bsalomon
2015/12/03 14:23:19
I'm ok with not wrapping this or doing a priv exte
| |
| 63 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); | |
| 64 fUniformHandles.fRTAdjustmentUni = | |
| 65 this->internalAddUniformArray(kVertex_Visibility, | |
| 66 kVec4f_GrSLType, precision, name, fals e, 0, outName); | |
| 67 } | |
| 68 | |
| 69 // Used to add a uniform for the RenderTarget height (used for frag position ) without mangling | |
| 70 // the name of the uniform inside of a stage. | |
| 71 void addRTHeightUniform(const char* name, const char** outName) { | |
| 72 SkASSERT(!fUniformHandles.fRTHeightUni.isValid()); | |
| 73 fUniformHandles.fRTHeightUni = | |
| 74 this->internalAddUniformArray(kFragment_Visibility, | |
| 75 kFloat_GrSLType, kDefault_GrSLPrecisio n, | |
| 76 name, false, 0, outName); | |
| 77 } | |
| 78 | |
| 79 virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0 ; | |
| 80 | |
| 81 /** | |
| 82 * Shortcut for getUniformVariable(u).c_str() | |
| 83 */ | |
| 84 virtual const char* getUniformCStr(UniformHandle u) const = 0; | |
| 85 | |
| 86 const BuiltinUniformHandles& builtinUniformHandles() const { return fUniform Handles; } | |
|
bsalomon
2015/12/03 14:23:19
this as well
| |
| 87 | |
| 88 protected: | |
| 89 explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuild er(program) {} | |
| 90 | |
| 91 // This is not owned by the class | |
| 92 GrGLSLProgramBuilder* fProgramBuilder; | |
| 93 | |
| 94 private: | |
| 95 virtual UniformHandle internalAddUniformArray(uint32_t visibility, | |
| 96 GrSLType type, | |
| 97 GrSLPrecision precision, | |
| 98 const char* name, | |
| 99 bool mangleName, | |
| 100 int arrayCount, | |
| 101 const char** outName) = 0; | |
| 102 | |
| 103 virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0; | |
| 104 | |
| 105 BuiltinUniformHandles fUniformHandles; | |
| 106 | |
| 107 friend class GrGLSLProgramBuilder; | |
| 108 }; | |
| 109 | |
| 110 #endif | |
| 111 | |
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