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(); |
+} |
+ |
+ |