| Index: src/gpu/gl/GrGLUniformHandler.cpp
|
| diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..1ddb789668eb023050036b1d8f69e6d35607be18
|
| --- /dev/null
|
| +++ b/src/gpu/gl/GrGLUniformHandler.cpp
|
| @@ -0,0 +1,90 @@
|
| +/*
|
| + * Copyright 2015 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#include "gl/GrGLUniformHandler.h"
|
| +
|
| +#include "gl/GrGLCaps.h"
|
| +#include "gl/GrGLGpu.h"
|
| +#include "gl/builders/GrGLProgramBuilder.h"
|
| +
|
| +#define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
|
| +#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
|
| +
|
| +GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
|
| + uint32_t visibility,
|
| + GrSLType type,
|
| + GrSLPrecision precision,
|
| + const char* name,
|
| + bool mangleName,
|
| + int arrayCount,
|
| + const char** outName) {
|
| + SkASSERT(name && strlen(name));
|
| + SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
|
| + SkASSERT(0 == (~kVisibilityMask & visibility));
|
| + SkASSERT(0 != visibility);
|
| + SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
|
| +
|
| + UniformInfo& uni = fUniforms.push_back();
|
| + uni.fVariable.setType(type);
|
| + uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
|
| + // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
|
| + // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
|
| + // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
|
| + // the names will mismatch. I think the correct solution is to have all GPs which need the
|
| + // uniform view matrix, they should upload the view matrix in their setData along with regular
|
| + // uniforms.
|
| + char prefix = 'u';
|
| + if ('u' == name[0]) {
|
| + prefix = '\0';
|
| + }
|
| + fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
|
| + uni.fVariable.setArrayCount(arrayCount);
|
| + uni.fVisibility = visibility;
|
| + uni.fVariable.setPrecision(precision);
|
| +
|
| + if (outName) {
|
| + *outName = uni.fVariable.c_str();
|
| + }
|
| + return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
|
| +}
|
| +
|
| +void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkString* out) const {
|
| + for (int i = 0; i < fUniforms.count(); ++i) {
|
| + if (fUniforms[i].fVisibility & visibility) {
|
| + fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
|
| + out->append(";\n");
|
| + }
|
| + }
|
| +}
|
| +
|
| +void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
|
| + if (caps.bindUniformLocationSupport()) {
|
| + int count = fUniforms.count();
|
| + for (int i = 0; i < count; ++i) {
|
| + GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
|
| + fUniforms[i].fLocation = i;
|
| + }
|
| + }
|
| +}
|
| +
|
| +void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
|
| + if (!caps.bindUniformLocationSupport()) {
|
| + int count = fUniforms.count();
|
| + for (int i = 0; i < count; ++i) {
|
| + GrGLint location;
|
| + GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
|
| + fUniforms[i].fLocation = location;
|
| + }
|
| + }
|
| +}
|
| +
|
| +const GrGLGpu* GrGLUniformHandler::glGpu() const {
|
| + GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
|
| + return glPB->gpu();
|
| +}
|
| +
|
| +
|
|
|