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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 #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 |
| 17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
| 18 uint
32_t visibility, |
| 19 GrSL
Type type, |
| 20 GrSL
Precision precision, |
| 21 cons
t char* name, |
| 22 bool
mangleName, |
| 23 int
arrayCount, |
| 24 cons
t char** outName) { |
| 25 SkASSERT(name && strlen(name)); |
| 26 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); |
| 27 SkASSERT(0 == (~kVisibilityMask & visibility)); |
| 28 SkASSERT(0 != visibility); |
| 29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(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 pre
fix 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, mang
leName); |
| 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 |
| 55 void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkStrin
g* 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 |
| 64 void 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_s
tr())); |
| 69 fUniforms[i].fLocation = i; |
| 70 } |
| 71 } |
| 72 } |
| 73 |
| 74 void 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].fVa
riable.c_str())); |
| 80 fUniforms[i].fLocation = location; |
| 81 } |
| 82 } |
| 83 } |
| 84 |
| 85 const GrGLGpu* GrGLUniformHandler::glGpu() const { |
| 86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
| 87 return glPB->gpu(); |
| 88 } |
| 89 |
| 90 |
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