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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 GrGpuGL; | |
18 class SkMatrix; | |
19 | |
20 /** Manages a program's uniforms. | |
21 */ | |
22 class GrGLUniformManager : public SkRefCnt { | |
23 public: | |
24 // Opaque handle to a uniform | |
25 class UniformHandle { | |
26 public: | |
27 static UniformHandle CreateFromUniformIndex(int i); | |
28 | |
29 bool isValid() const { return 0 != fValue; } | |
30 | |
31 bool operator==(const UniformHandle& other) const { return other.fValue
== fValue; } | |
32 | |
33 UniformHandle() | |
34 : fValue(0) { | |
35 } | |
36 | |
37 private: | |
38 UniformHandle(int value) | |
39 : fValue(~value) { | |
40 SkASSERT(isValid()); | |
41 } | |
42 | |
43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } | |
44 | |
45 int fValue; | |
46 friend class GrGLUniformManager; // For accessing toUniformIndex(). | |
47 }; | |
48 | |
49 GrGLUniformManager(GrGpuGL* gpu); | |
50 | |
51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); | |
52 | |
53 /** 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. | |
55 */ | |
56 void setSampler(UniformHandle, GrGLint texUnit) const; | |
57 void set1f(UniformHandle, GrGLfloat v0) const; | |
58 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | |
59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; | |
60 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | |
61 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; | |
62 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | |
63 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; | |
64 void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | |
65 // matrices are column-major, the first three upload a single matrix, the la
tter three upload | |
66 // arrayCount matrices into a uniform array. | |
67 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; | |
68 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; | |
69 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; | |
70 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; | |
71 | |
72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform | |
73 void setSkMatrix(UniformHandle, const SkMatrix&) const; | |
74 | |
75 struct BuilderUniform { | |
76 GrGLShaderVar fVariable; | |
77 uint32_t fVisibility; | |
78 }; | |
79 // This uses an allocator rather than array so that the GrGLShaderVars don't
move in memory | |
80 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars
and ptrs to their | |
81 // name strings. Otherwise, we'd have to hand out copies. | |
82 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; | |
83 | |
84 /** | |
85 * Called by the GrGLShaderBuilder to know if the manager is using | |
86 * BindUniformLocation. In that case getUniformLocations must be called | |
87 * before the program is linked. | |
88 */ | |
89 bool isUsingBindUniform() const { return fUsingBindUniform; } | |
90 | |
91 /** | |
92 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. | |
93 */ | |
94 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); | |
95 | |
96 /** | |
97 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. | |
98 */ | |
99 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif
ormManager::UniformHandle) const; | |
100 | |
101 private: | |
102 enum { | |
103 kUnusedUniform = -1, | |
104 }; | |
105 | |
106 struct Uniform { | |
107 GrGLint fVSLocation; | |
108 GrGLint fFSLocation; | |
109 GrSLType fType; | |
110 int fArrayCount; | |
111 }; | |
112 | |
113 bool fUsingBindUniform; | |
114 SkTArray<Uniform, true> fUniforms; | |
115 GrGpuGL* fGpu; | |
116 | |
117 typedef SkRefCnt INHERITED; | |
118 }; | |
119 | |
120 #endif | |
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