| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #ifndef GrGLUniformManager_DEFINED | 8 #ifndef GrGLProgramDataManager_DEFINED |
| 9 #define GrGLUniformManager_DEFINED | 9 #define GrGLProgramDataManager_DEFINED |
| 10 | 10 |
| 11 #include "gl/GrGLShaderVar.h" | 11 #include "gl/GrGLShaderVar.h" |
| 12 #include "gl/GrGLSL.h" | 12 #include "gl/GrGLSL.h" |
| 13 #include "GrAllocator.h" | 13 #include "GrAllocator.h" |
| 14 | 14 |
| 15 #include "SkTArray.h" | 15 #include "SkTArray.h" |
| 16 | 16 |
| 17 class GrGpuGL; | 17 class GrGpuGL; |
| 18 class SkMatrix; | 18 class SkMatrix; |
| 19 | 19 |
| 20 /** Manages a program's uniforms. | 20 /** Manages the resources used by a shader program. |
| 21 */ | 21 * The resources are objects the program uses to communicate with the |
| 22 class GrGLUniformManager : public SkRefCnt { | 22 * application code. |
| 23 */ |
| 24 class GrGLProgramDataManager : public SkRefCnt { |
| 23 public: | 25 public: |
| 24 // Opaque handle to a uniform | 26 // Opaque handle to a uniform |
| 25 class UniformHandle { | 27 class UniformHandle { |
| 26 public: | 28 public: |
| 27 static UniformHandle CreateFromUniformIndex(int i); | 29 static UniformHandle CreateFromUniformIndex(int i); |
| 28 | 30 |
| 29 bool isValid() const { return 0 != fValue; } | 31 bool isValid() const { return 0 != fValue; } |
| 30 | 32 |
| 31 bool operator==(const UniformHandle& other) const { return other.fValue
== fValue; } | 33 bool operator==(const UniformHandle& other) const { return other.fValue
== fValue; } |
| 32 | 34 |
| 33 UniformHandle() | 35 UniformHandle() |
| 34 : fValue(0) { | 36 : fValue(0) { |
| 35 } | 37 } |
| 36 | 38 |
| 37 private: | 39 private: |
| 38 UniformHandle(int value) | 40 UniformHandle(int value) |
| 39 : fValue(~value) { | 41 : fValue(~value) { |
| 40 SkASSERT(isValid()); | 42 SkASSERT(isValid()); |
| 41 } | 43 } |
| 42 | 44 |
| 43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } | 45 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } |
| 44 | 46 |
| 45 int fValue; | 47 int fValue; |
| 46 friend class GrGLUniformManager; // For accessing toUniformIndex(). | 48 friend class GrGLProgramDataManager; // For accessing toUniformIndex(). |
| 47 }; | 49 }; |
| 48 | 50 |
| 49 GrGLUniformManager(GrGpuGL* gpu); | 51 GrGLProgramDataManager(GrGpuGL* gpu); |
| 50 | 52 |
| 51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); | 53 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); |
| 52 | 54 |
| 53 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an | 55 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an |
| 54 * array of uniforms. arrayCount must be <= the array count of the uniform. | 56 * array of uniforms. arrayCount must be <= the array count of the uniform. |
| 55 */ | 57 */ |
| 56 void setSampler(UniformHandle, GrGLint texUnit) const; | 58 void setSampler(UniformHandle, GrGLint texUnit) const; |
| 57 void set1f(UniformHandle, GrGLfloat v0) const; | 59 void set1f(UniformHandle, GrGLfloat v0) const; |
| 58 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | 60 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
| 59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; | 61 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
| (...skipping 29 matching lines...) Expand all Loading... |
| 89 bool isUsingBindUniform() const { return fUsingBindUniform; } | 91 bool isUsingBindUniform() const { return fUsingBindUniform; } |
| 90 | 92 |
| 91 /** | 93 /** |
| 92 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. | 94 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. |
| 93 */ | 95 */ |
| 94 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); | 96 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); |
| 95 | 97 |
| 96 /** | 98 /** |
| 97 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. | 99 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. |
| 98 */ | 100 */ |
| 99 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif
ormManager::UniformHandle) const; | 101 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLProg
ramDataManager::UniformHandle) const; |
| 100 | 102 |
| 101 private: | 103 private: |
| 102 enum { | 104 enum { |
| 103 kUnusedUniform = -1, | 105 kUnusedUniform = -1, |
| 104 }; | 106 }; |
| 105 | 107 |
| 106 struct Uniform { | 108 struct Uniform { |
| 107 GrGLint fVSLocation; | 109 GrGLint fVSLocation; |
| 108 GrGLint fFSLocation; | 110 GrGLint fFSLocation; |
| 109 GrSLType fType; | 111 GrSLType fType; |
| 110 int fArrayCount; | 112 int fArrayCount; |
| 111 }; | 113 }; |
| 112 | 114 |
| 113 bool fUsingBindUniform; | 115 bool fUsingBindUniform; |
| 114 SkTArray<Uniform, true> fUniforms; | 116 SkTArray<Uniform, true> fUniforms; |
| 115 GrGpuGL* fGpu; | 117 GrGpuGL* fGpu; |
| 116 | 118 |
| 117 typedef SkRefCnt INHERITED; | 119 typedef SkRefCnt INHERITED; |
| 118 }; | 120 }; |
| 119 | 121 |
| 120 #endif | 122 #endif |
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