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

Issue 426553011: Make GrGLProgram be available to GrGLProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix win warning Created 6 years, 4 months ago
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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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