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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 GrGLProgramDataManager_DEFINED | 8 #ifndef GrGLProgramDataManager_DEFINED |
9 #define GrGLProgramDataManager_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 class GrGLProgram; |
| 20 class GrGLShaderBuilder; |
19 | 21 |
20 /** Manages the resources used by a shader program. | 22 /** Manages the resources used by a shader program. |
21 * The resources are objects the program uses to communicate with the | 23 * The resources are objects the program uses to communicate with the |
22 * application code. | 24 * application code. |
23 */ | 25 */ |
24 class GrGLProgramDataManager : public SkRefCnt { | 26 class GrGLProgramDataManager : public SkRefCnt { |
25 public: | 27 public: |
26 // Opaque handle to a uniform | 28 // Opaque handle to a uniform |
27 class UniformHandle { | 29 class UniformHandle { |
28 public: | 30 public: |
| 31 /** Creates a reference to an unifrom of a GrGLShaderBuilder. |
| 32 * The ref can be used to set the uniform with corresponding the GrGLPro
gramDataManager.*/ |
29 static UniformHandle CreateFromUniformIndex(int i); | 33 static UniformHandle CreateFromUniformIndex(int i); |
30 | 34 |
31 bool isValid() const { return 0 != fValue; } | 35 bool isValid() const { return -1 != fValue; } |
32 | 36 |
33 bool operator==(const UniformHandle& other) const { return other.fValue
== fValue; } | 37 bool operator==(const UniformHandle& other) const { return other.fValue
== fValue; } |
34 | 38 |
35 UniformHandle() | 39 UniformHandle() |
36 : fValue(0) { | 40 : fValue(-1) { |
37 } | 41 } |
38 | 42 |
39 private: | 43 private: |
40 UniformHandle(int value) | 44 UniformHandle(int value) |
41 : fValue(~value) { | 45 : fValue(value) { |
42 SkASSERT(isValid()); | 46 SkASSERT(isValid()); |
43 } | 47 } |
44 | 48 |
45 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } | 49 int toProgramDataIndex() const { SkASSERT(isValid()); return fValue; } |
| 50 int toShaderBuilderIndex() const { return toProgramDataIndex(); } |
46 | 51 |
47 int fValue; | 52 int fValue; |
48 friend class GrGLProgramDataManager; // For accessing toUniformIndex(). | 53 friend class GrGLProgramDataManager; // For accessing toProgramDataIndex
(). |
| 54 friend class GrGLShaderBuilder; // For accessing toShaderBuilderIndex(). |
49 }; | 55 }; |
50 | 56 |
51 GrGLProgramDataManager(GrGpuGL* gpu); | 57 GrGLProgramDataManager(GrGpuGL*, GrGLProgram*, const GrGLShaderBuilder&); |
52 | |
53 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); | |
54 | 58 |
55 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an | 59 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an |
56 * array of uniforms. arrayCount must be <= the array count of the uniform. | 60 * array of uniforms. arrayCount must be <= the array count of the uniform. |
57 */ | 61 */ |
58 void setSampler(UniformHandle, GrGLint texUnit) const; | 62 void setSampler(UniformHandle, GrGLint texUnit) const; |
59 void set1f(UniformHandle, GrGLfloat v0) const; | 63 void set1f(UniformHandle, GrGLfloat v0) const; |
60 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | 64 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
61 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; | 65 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
62 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | 66 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
63 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; | 67 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; |
64 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | 68 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
65 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; | 69 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; |
66 void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; | 70 void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
67 // matrices are column-major, the first three upload a single matrix, the la
tter three upload | 71 // matrices are column-major, the first three upload a single matrix, the la
tter three upload |
68 // arrayCount matrices into a uniform array. | 72 // arrayCount matrices into a uniform array. |
69 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; | 73 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; |
70 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; | 74 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; |
71 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; | 75 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; |
72 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; | 76 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; |
73 | 77 |
74 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform | 78 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform |
75 void setSkMatrix(UniformHandle, const SkMatrix&) const; | 79 void setSkMatrix(UniformHandle, const SkMatrix&) const; |
76 | 80 |
77 struct BuilderUniform { | |
78 GrGLShaderVar fVariable; | |
79 uint32_t fVisibility; | |
80 }; | |
81 // This uses an allocator rather than array so that the GrGLShaderVars don't
move in memory | |
82 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars
and ptrs to their | |
83 // name strings. Otherwise, we'd have to hand out copies. | |
84 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; | |
85 | |
86 /** | |
87 * Called by the GrGLShaderBuilder to know if the manager is using | |
88 * BindUniformLocation. In that case getUniformLocations must be called | |
89 * before the program is linked. | |
90 */ | |
91 bool isUsingBindUniform() const { return fUsingBindUniform; } | |
92 | |
93 /** | |
94 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. | |
95 */ | |
96 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); | |
97 | |
98 /** | |
99 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. | |
100 */ | |
101 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLProg
ramDataManager::UniformHandle) const; | |
102 | |
103 private: | 81 private: |
104 enum { | 82 enum { |
105 kUnusedUniform = -1, | 83 kUnusedUniform = -1, |
106 }; | 84 }; |
107 | 85 |
108 struct Uniform { | 86 struct Uniform { |
109 GrGLint fVSLocation; | 87 GrGLint fVSLocation; |
110 GrGLint fFSLocation; | 88 GrGLint fFSLocation; |
111 GrSLType fType; | 89 SkDEBUGCODE( |
112 int fArrayCount; | 90 GrSLType fType; |
| 91 int fArrayCount; |
| 92 ); |
113 }; | 93 }; |
114 | 94 |
115 bool fUsingBindUniform; | |
116 SkTArray<Uniform, true> fUniforms; | 95 SkTArray<Uniform, true> fUniforms; |
117 GrGpuGL* fGpu; | 96 GrGpuGL* fGpu; |
118 | 97 |
119 typedef SkRefCnt INHERITED; | 98 typedef SkRefCnt INHERITED; |
120 }; | 99 }; |
121 | 100 |
122 #endif | 101 #endif |
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