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..e72716d04e437c682145c33abf76f3338a782972 |
--- /dev/null |
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h |
@@ -0,0 +1,79 @@ |
+/* |
+ * 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); |
+ } |
+ |
+ virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0; |
+ |
+ /** |
+ * Shortcut for getUniformVariable(u).c_str() |
+ */ |
+ virtual const char* getUniformCStr(UniformHandle u) const = 0; |
+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; |
+ |
+ friend class GrGLSLProgramBuilder; |
+}; |
+ |
+#endif |
+ |