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Unified Diff: src/gpu/glsl/GrGLSLUniformHandler.h

Issue 1490283004: Create GLSLUniformHandler class for gpu backend (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years ago
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Index: src/gpu/glsl/GrGLSLUniformHandler.h
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
new file mode 100644
index 0000000000000000000000000000000000000000..d38951d0c26e102876b5159fb6e3e5a25288df15
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
@@ -0,0 +1,111 @@
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLSLUniformHandler_DEFINED
+#define GrGLSLUniformHandler_DEFINED
+
+#include "GrGLSLProgramDataManager.h"
+#include "GrGLSLShaderVar.h"
+
+class GrGLSLProgramBuilder;
+
+class GrGLSLUniformHandler {
+public:
+ enum ShaderVisibility {
+ kVertex_Visibility = 1 << kVertex_GrShaderType,
+ kGeometry_Visibility = 1 << kGeometry_GrShaderType,
+ kFragment_Visibility = 1 << kFragment_GrShaderType,
+ };
+
+ virtual ~GrGLSLUniformHandler() {}
+
+ typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
+
+ /** Add a uniform variable to the current program, that has visibility in one or more shaders.
+ visibility is a bitfield of ShaderVisibility values indicating from which shaders the
+ uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
+ supported at this time. The actual uniform name will be mangled. If outName is not nullptr
+ then it will refer to the final uniform name after return. Use the addUniformArray variant
+ to add an array of uniforms. */
+ UniformHandle addUniform(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ const char** outName = nullptr) {
+ return this->addUniformArray(visibility, type, precision, name, 0, outName);
+ }
+
+ UniformHandle addUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ int arrayCount,
+ const char** outName = nullptr) {
+ return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
+ outName);
+ }
+
+ // Handles for program uniforms (other than per-effect uniforms)
+ struct BuiltinUniformHandles {
+ UniformHandle fRTAdjustmentUni;
+
+ // We use the render target height to provide a y-down frag coord when specifying
+ // origin_upper_left is not supported.
+ UniformHandle fRTHeightUni;
+ };
+
+ // Used to add a uniform in the vertex shader for transforming into normalized device space.
+ 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
+ SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
+ fUniformHandles.fRTAdjustmentUni =
+ this->internalAddUniformArray(kVertex_Visibility,
+ kVec4f_GrSLType, precision, name, false, 0, outName);
+ }
+
+ // Used to add a uniform for the RenderTarget height (used for frag position) without mangling
+ // the name of the uniform inside of a stage.
+ void addRTHeightUniform(const char* name, const char** outName) {
+ SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
+ fUniformHandles.fRTHeightUni =
+ this->internalAddUniformArray(kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ name, false, 0, outName);
+ }
+
+ virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
+
+ /**
+ * Shortcut for getUniformVariable(u).c_str()
+ */
+ virtual const char* getUniformCStr(UniformHandle u) const = 0;
+
+ const BuiltinUniformHandles& builtinUniformHandles() const { return fUniformHandles; }
bsalomon 2015/12/03 14:23:19 this as well
+
+protected:
+ explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
+
+ // This is not owned by the class
+ GrGLSLProgramBuilder* fProgramBuilder;
+
+private:
+ virtual UniformHandle internalAddUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ bool mangleName,
+ int arrayCount,
+ const char** outName) = 0;
+
+ virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0;
+
+ BuiltinUniformHandles fUniformHandles;
+
+ friend class GrGLSLProgramBuilder;
+};
+
+#endif
+

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