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1 /* | |
2 * Copyright 2012 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 #ifndef GrGLUniformManager_DEFINED | |
9 #define GrGLUniformManager_DEFINED | |
10 | |
11 #include "gl/GrGLShaderVar.h" | |
12 #include "gl/GrGLSL.h" | |
13 #include "GrAllocator.h" | |
14 | |
15 #include "SkTArray.h" | |
16 | |
17 class GrGLContext; | |
18 class SkMatrix; | |
19 | |
20 /** Manages a program's uniforms. | |
21 */ | |
22 class GrGLUniformManager { | |
23 public: | |
24 // Opaque handle to a uniform | |
25 typedef int UniformHandle; | |
26 static const UniformHandle kInvalidUniformHandle = 0; | |
27 | |
28 GrGLUniformManager(const GrGLContext& context) : fContext(context) {} | |
29 | |
30 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); | |
31 | |
32 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an | |
33 * array of uniforms. offset + arrayCount must be <= the array count of the
uniform. | |
34 */ | |
35 void setSampler(UniformHandle, GrGLint texUnit) const; | |
36 void set1f(UniformHandle, GrGLfloat v0) const; | |
37 void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | |
38 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; | |
39 void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | |
40 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; | |
41 void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | |
42 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; | |
43 void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | |
44 // matrices are column-major, the first three upload a single matrix, the la
tter three upload | |
45 // arrayCount matrices into a uniform array. | |
46 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; | |
47 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; | |
48 void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat
matrices[]) const; | |
49 void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat
matrices[]) const; | |
50 | |
51 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform | |
52 void setSkMatrix(UniformHandle, const SkMatrix&) const; | |
53 | |
54 struct BuilderUniform { | |
55 GrGLShaderVar fVariable; | |
56 uint32_t fVisibility; | |
57 }; | |
58 // This uses an allocator rather than array so that the GrGLShaderVars don't
move in memory | |
59 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars
and ptrs to their | |
60 // name strings. Otherwise, we'd have to hand out copies. | |
61 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; | |
62 | |
63 /** | |
64 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. | |
65 */ | |
66 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); | |
67 | |
68 private: | |
69 enum { | |
70 kUnusedUniform = -1, | |
71 }; | |
72 | |
73 struct Uniform { | |
74 GrGLint fVSLocation; | |
75 GrGLint fFSLocation; | |
76 GrSLType fType; | |
77 int fArrayCount; | |
78 }; | |
79 | |
80 SkTArray<Uniform, true> fUniforms; | |
81 const GrGLContext& fContext; | |
82 }; | |
83 | |
84 #endif | |
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