1 /* 2 * Copyright 2015 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 GrGLSLUniformHandler_DEFINED 9 #define GrGLSLUniformHandler_DEFINED 10 11 #include "src/gpu/GrShaderVar.h" 12 #include "src/gpu/GrSwizzle.h" 13 #include "src/gpu/glsl/GrGLSLProgramDataManager.h" 14 15 // variable names beginning with this prefix will not be mangled 16 #define GR_NO_MANGLE_PREFIX "sk_" 17 18 class GrGLSLProgramBuilder; 19 class GrGLSLShaderBuilder; 20 class GrSamplerState; 21 class GrSurfaceProxy; 22 23 // Handles for program uniforms (other than per-effect uniforms) 24 struct GrGLSLBuiltinUniformHandles { 25 GrGLSLProgramDataManager::UniformHandle fRTAdjustmentUni; 26 // Render target flip uniform (used for dFdy, sk_Clockwise, and sk_FragCoord) 27 GrGLSLProgramDataManager::UniformHandle fRTFlipUni; 28 // Destination texture origin and scale, used when dest-texture readback is enabled. 29 GrGLSLProgramDataManager::UniformHandle fDstTextureCoordsUni; 30 }; 31 32 class GrGLSLUniformHandler { 33 public: 34 struct UniformInfo { 35 GrShaderVar fVariable; 36 uint32_t fVisibility; 37 const GrFragmentProcessor* fOwner; 38 SkString fRawName; 39 }; 40 ~GrGLSLUniformHandler()41 virtual ~GrGLSLUniformHandler() {} 42 43 using UniformHandle = GrGLSLProgramDataManager::UniformHandle; 44 45 GR_DEFINE_RESOURCE_HANDLE_CLASS(SamplerHandle); 46 47 /** Add a uniform variable to the current program, that has visibility in one or more shaders. 48 visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform 49 should be accessible. At least one bit must be set. Geometry shader uniforms are not 50 supported at this time. The actual uniform name will be mangled. If outName is not nullptr 51 then it will refer to the final uniform name after return. Use the addUniformArray variant 52 to add an array of uniforms. */ 53 UniformHandle addUniform(const GrFragmentProcessor* owner, 54 uint32_t visibility, 55 GrSLType type, 56 const char* name, 57 const char** outName = nullptr) { 58 SkASSERT(!GrSLTypeIsCombinedSamplerType(type)); 59 return this->addUniformArray(owner, visibility, type, name, 0, outName); 60 } 61 62 UniformHandle addUniformArray(const GrFragmentProcessor* owner, 63 uint32_t visibility, 64 GrSLType type, 65 const char* name, 66 int arrayCount, 67 const char** outName = nullptr) { 68 SkASSERT(!GrSLTypeIsCombinedSamplerType(type)); 69 bool mangle = strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX)); 70 return this->internalAddUniformArray(owner, visibility, type, name, mangle, arrayCount, 71 outName); 72 } 73 74 virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0; 75 76 /** 77 * Shortcut for getUniformVariable(u).c_str() 78 */ 79 virtual const char* getUniformCStr(UniformHandle u) const = 0; 80 81 virtual int numUniforms() const = 0; 82 83 virtual UniformInfo& uniform(int idx) = 0; 84 virtual const UniformInfo& uniform(int idx) const = 0; 85 86 // Looks up a uniform that was added by 'owner' with the given 'rawName' (pre-mangling). 87 // If there is no such uniform, a variable with type kVoid is returned. 88 GrShaderVar getUniformMapping(const GrFragmentProcessor& owner, SkString rawName) const; 89 90 // Like getUniformMapping(), but if the uniform is found it also marks it as accessible in 91 // the vertex shader. 92 GrShaderVar liftUniformToVertexShader(const GrFragmentProcessor& owner, SkString rawName); 93 94 protected: GrGLSLUniformHandler(GrGLSLProgramBuilder * program)95 explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {} 96 97 // This is not owned by the class 98 GrGLSLProgramBuilder* fProgramBuilder; 99 100 private: 101 virtual const char * samplerVariable(SamplerHandle) const = 0; 102 virtual GrSwizzle samplerSwizzle(SamplerHandle) const = 0; 103 inputSamplerVariable(SamplerHandle)104 virtual const char* inputSamplerVariable(SamplerHandle) const { 105 SkDEBUGFAIL("Trying to get input sampler from unsupported backend"); 106 return nullptr; 107 } inputSamplerSwizzle(SamplerHandle)108 virtual GrSwizzle inputSamplerSwizzle(SamplerHandle) const { 109 SkDEBUGFAIL("Trying to get input sampler swizzle from unsupported backend"); 110 return {}; 111 } 112 113 virtual SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&, 114 const char* name, const GrShaderCaps*) = 0; 115 addInputSampler(const GrSwizzle & swizzle,const char * name)116 virtual SamplerHandle addInputSampler(const GrSwizzle& swizzle, const char* name) { 117 SkDEBUGFAIL("Trying to add input sampler to unsupported backend"); 118 return {}; 119 } 120 121 virtual UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner, 122 uint32_t visibility, 123 GrSLType type, 124 const char* name, 125 bool mangleName, 126 int arrayCount, 127 const char** outName) = 0; 128 129 virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0; 130 131 friend class GrGLSLProgramBuilder; 132 }; 133 134 #endif 135