| OLD | NEW |
| (Empty) |
| 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 | |
| OLD | NEW |