Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(23)

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

Issue 367643004: Implement NVPR on GLES (Closed) Base URL: https://skia.googlesource.com/skia.git@02-path-program-fragment
Patch Set: Created 6 years, 5 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
OLDNEW
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 GrGLUniformManager_DEFINED
9 #define GrGLUniformManager_DEFINED 9 #define GrGLUniformManager_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 a program's uniforms and other shader resources.
Kimmo Kinnunen 2014/07/01 13:01:21 I think this change sums up well the problem of th
21 */ 21 */
22 class GrGLUniformManager : public SkRefCnt { 22 class GrGLUniformManager : public SkRefCnt {
23 public: 23 public:
24 // Opaque handle to a uniform 24 // Opaque handle to a uniform
25 class UniformHandle { 25 class ShaderResourceHandle {
26 public: 26 public:
27 static UniformHandle CreateFromUniformIndex(int i);
28
29 bool isValid() const { return 0 != fValue; } 27 bool isValid() const { return 0 != fValue; }
30 28 ShaderResourceHandle()
31 bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
32
33 UniformHandle()
34 : fValue(0) { 29 : fValue(0) {
35 } 30 }
36 31 protected:
37 private: 32 ShaderResourceHandle(int value)
38 UniformHandle(int value)
39 : fValue(~value) { 33 : fValue(~value) {
40 SkASSERT(isValid()); 34 SkASSERT(isValid());
41 } 35 }
36 int fValue;
37 };
42 38
39 class UniformHandle : public ShaderResourceHandle {
40 public:
41 static UniformHandle CreateFromUniformIndex(int i);
42 UniformHandle() { }
43 bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
44 private:
45 UniformHandle(int value) : ShaderResourceHandle(value) { }
43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } 46 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
47 friend class GrGLUniformManager; // For accessing toUniformIndex().
48 };
44 49
45 int fValue; 50 class FragmentInputHandle : public ShaderResourceHandle {
46 friend class GrGLUniformManager; // For accessing toUniformIndex(). 51 public:
52 static FragmentInputHandle CreateFromFragmentInputIndex(int i) {
53 return FragmentInputHandle(i);
54 }
55 FragmentInputHandle() { }
56 bool operator==(const FragmentInputHandle& other) const { return other.f Value == fValue; }
57 private:
58 FragmentInputHandle(int value) : ShaderResourceHandle(value) { }
59 int toLocationIndex() const { SkASSERT(isValid()); return ~fValue; }
60 friend class GrGLUniformManager; // For accessing toLocationIndex().
47 }; 61 };
48 62
49 GrGLUniformManager(GrGpuGL* gpu); 63 GrGLUniformManager(GrGpuGL* gpu);
50 64
51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k NonArray); 65 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k NonArray);
52 66
53 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an 67 /** 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. 68 * array of uniforms. arrayCount must be <= the array count of the uniform.
55 */ 69 */
56 void setSampler(UniformHandle, GrGLint texUnit) const; 70 void setSampler(UniformHandle, GrGLint texUnit) const;
57 void set1f(UniformHandle, GrGLfloat v0) const; 71 void set1f(UniformHandle, GrGLfloat v0) const;
58 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; 72 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; 73 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
60 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; 74 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
61 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; 75 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
62 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; 76 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
63 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; 77 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
64 void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; 78 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 79 // matrices are column-major, the first three upload a single matrix, the la tter three upload
66 // arrayCount matrices into a uniform array. 80 // arrayCount matrices into a uniform array.
67 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; 81 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
68 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; 82 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
69 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; 83 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
70 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; 84 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
71 85
72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform 86 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
73 void setSkMatrix(UniformHandle, const SkMatrix&) const; 87 void setSkMatrix(UniformHandle, const SkMatrix&) const;
74 88
89 FragmentInputHandle appendFragmentInput();
90 void setFragmentInput(FragmentInputHandle i, size_t components, const SkMatr ix& matrix) const;
91
75 struct BuilderUniform { 92 struct BuilderUniform {
76 GrGLShaderVar fVariable; 93 GrGLShaderVar fVariable;
77 uint32_t fVisibility; 94 uint32_t fVisibility;
78 }; 95 };
79 // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory 96 // 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 97 // 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. 98 // name strings. Otherwise, we'd have to hand out copies.
82 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; 99 typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
83 100
84 /** 101 typedef GrTAllocator<GrGLShaderVar> BuilderFragmentInputArray;
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; }
90 102
91 /** 103 /**
92 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. 104 * Prepares the resolution of program resource locations.
105 * This is to be called before program is linked.
93 */ 106 */
94 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif orms); 107 void bindProgramResourceLocations(GrGLuint programID, const BuilderUniformAr ray& uniforms);
108
109 /**
110 * Resolves the program resource locations.
111 * This is to be called after program is linked.
112 */
113 void resolveProgramResourceLocations(GrGLuint programID, const BuilderUnifor mArray& uniforms, const BuilderFragmentInputArray& fragmentInputs);
95 114
96 /** 115 /**
97 * Called by the GrGLShaderBuilder to access the array by the handle (index) . 116 * Called by the GrGLShaderBuilder to access the array by the handle (index) .
98 */ 117 */
99 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif ormManager::UniformHandle) const; 118 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif ormManager::UniformHandle) const;
100 119
101 private: 120 private:
102 enum { 121 enum {
103 kUnusedUniform = -1, 122 kUnusedUniform = -1,
104 }; 123 };
105 124
106 struct Uniform { 125 struct Uniform {
107 GrGLint fVSLocation; 126 GrGLint fVSLocation;
108 GrGLint fFSLocation; 127 GrGLint fFSLocation;
109 GrSLType fType; 128 GrSLType fType;
110 int fArrayCount; 129 int fArrayCount;
111 }; 130 };
131 struct FragmentInput {
132 GrGLint fLocation;
133 };
112 134
113 bool fUsingBindUniform; 135 bool fUsingBindUniform;
114 SkTArray<Uniform, true> fUniforms; 136 SkTArray<Uniform, true> fUniforms;
137 SkTArray<FragmentInput, true> fFragmentInputs;
115 GrGpuGL* fGpu; 138 GrGpuGL* fGpu;
116 139
117 typedef SkRefCnt INHERITED; 140 typedef SkRefCnt INHERITED;
118 }; 141 };
119 142
120 #endif 143 #endif
OLDNEW

Powered by Google App Engine
This is Rietveld 408576698