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Side by Side Diff: src/gpu/gl/GrGLUniformManager.h

Issue 365853002: Rename GrGLUniformManager to GrGLProgramResourceManager (Closed) Base URL: https://skia.googlesource.com/skia.git@02-path-program-fragment
Patch Set: rebase Created 6 years, 4 months ago
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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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