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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 GrGLUniformManager_DEFINED | 8 #ifndef GrGLUniformManager_DEFINED |
9 #define GrGLUniformManager_DEFINED | 9 #define GrGLUniformManager_DEFINED |
10 | 10 |
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39 : fValue(~value) { | 39 : fValue(~value) { |
40 SkASSERT(isValid()); | 40 SkASSERT(isValid()); |
41 } | 41 } |
42 | 42 |
43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } | 43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } |
44 | 44 |
45 int fValue; | 45 int fValue; |
46 friend class GrGLUniformManager; // For accessing toUniformIndex(). | 46 friend class GrGLUniformManager; // For accessing toUniformIndex(). |
47 }; | 47 }; |
48 | 48 |
49 GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {} | 49 GrGLUniformManager(GrGpuGL* gpu); |
50 | 50 |
51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); | 51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::k
NonArray); |
52 | 52 |
53 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an | 53 /** Functions for uploading uniform values. The varities ending in v can be
used to upload to an |
54 * array of uniforms. offset + arrayCount must be <= the array count of the
uniform. | 54 * array of uniforms. arrayCount must be <= the array count of the uniform. |
55 */ | 55 */ |
56 void setSampler(UniformHandle, GrGLint texUnit) const; | 56 void setSampler(UniformHandle, GrGLint texUnit) const; |
57 void set1f(UniformHandle, GrGLfloat v0) const; | 57 void set1f(UniformHandle, GrGLfloat v0) const; |
58 void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | 58 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; | 59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
60 void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | 60 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
61 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; | 61 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; |
62 void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
const; | 62 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
63 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; | 63 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; |
64 void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[])
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 | 65 // matrices are column-major, the first three upload a single matrix, the la
tter three upload |
66 // arrayCount matrices into a uniform array. | 66 // arrayCount matrices into a uniform array. |
67 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; | 67 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; |
68 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; | 68 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; |
69 void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat
matrices[]) const; | 69 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; |
70 void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat
matrices[]) const; | 70 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[])
const; |
71 | 71 |
72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform | 72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform |
73 void setSkMatrix(UniformHandle, const SkMatrix&) const; | 73 void setSkMatrix(UniformHandle, const SkMatrix&) const; |
74 | 74 |
75 struct BuilderUniform { | 75 struct BuilderUniform { |
76 GrGLShaderVar fVariable; | 76 GrGLShaderVar fVariable; |
77 uint32_t fVisibility; | 77 uint32_t fVisibility; |
78 }; | 78 }; |
79 // This uses an allocator rather than array so that the GrGLShaderVars don't
move in memory | 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 | 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. | 81 // name strings. Otherwise, we'd have to hand out copies. |
82 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; | 82 typedef GrTAllocator<BuilderUniform> BuilderUniformArray; |
83 | 83 |
84 /** | 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 /** |
85 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. | 92 * Called by the GrGLShaderBuilder to get GL locations for all uniforms. |
86 */ | 93 */ |
87 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); | 94 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& unif
orms); |
88 | 95 |
89 /** | 96 /** |
90 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. | 97 * Called by the GrGLShaderBuilder to access the array by the handle (index)
. |
91 */ | 98 */ |
92 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif
ormManager::UniformHandle) const; | 99 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUnif
ormManager::UniformHandle) const; |
93 | 100 |
94 private: | 101 private: |
95 enum { | 102 enum { |
96 kUnusedUniform = -1, | 103 kUnusedUniform = -1, |
97 }; | 104 }; |
98 | 105 |
99 struct Uniform { | 106 struct Uniform { |
100 GrGLint fVSLocation; | 107 GrGLint fVSLocation; |
101 GrGLint fFSLocation; | 108 GrGLint fFSLocation; |
102 GrSLType fType; | 109 GrSLType fType; |
103 int fArrayCount; | 110 int fArrayCount; |
104 }; | 111 }; |
105 | 112 |
| 113 bool fUsingBindUniform; |
106 SkTArray<Uniform, true> fUniforms; | 114 SkTArray<Uniform, true> fUniforms; |
107 GrGpuGL* fGpu; | 115 GrGpuGL* fGpu; |
108 }; | 116 }; |
109 | 117 |
110 #endif | 118 #endif |
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