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 #include "src/gpu/gl/GrGLUniformHandler.h"
9
10 #include "src/gpu/GrTexturePriv.h"
11 #include "src/gpu/gl/GrGLCaps.h"
12 #include "src/gpu/gl/GrGLGpu.h"
13 #include "src/gpu/gl/builders/GrGLProgramBuilder.h"
14 #include "src/sksl/SkSLCompiler.h"
15
16 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
17 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
18
valid_name(const char * name)19 bool valid_name(const char* name) {
20 // disallow unknown names that start with "sk_"
21 if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
22 return !strcmp(name, SkSL::Compiler::RTADJUST_NAME);
23 }
24 return true;
25 }
26
internalAddUniformArray(uint32_t visibility,GrSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)27 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
28 uint32_t visibility,
29 GrSLType type,
30 const char* name,
31 bool mangleName,
32 int arrayCount,
33 const char** outName) {
34 SkASSERT(name && strlen(name));
35 SkASSERT(valid_name(name));
36 SkASSERT(0 != visibility);
37
38 UniformInfo& uni = fUniforms.push_back();
39 uni.fVariable.setType(type);
40 uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
41 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
42 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
43 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
44 // the names will mismatch. I think the correct solution is to have all GPs which need the
45 // uniform view matrix, they should upload the view matrix in their setData along with regular
46 // uniforms.
47 char prefix = 'u';
48 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
49 prefix = '\0';
50 }
51 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
52 uni.fVariable.setArrayCount(arrayCount);
53 uni.fVisibility = visibility;
54 uni.fLocation = -1;
55
56 if (outName) {
57 *outName = uni.fVariable.c_str();
58 }
59 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
60 }
61
addSampler(const GrTexture * texture,const GrSamplerState &,const GrSwizzle & swizzle,const char * name,const GrShaderCaps * shaderCaps)62 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture,
63 const GrSamplerState&,
64 const GrSwizzle& swizzle,
65 const char* name,
66 const GrShaderCaps* shaderCaps) {
67 SkASSERT(name && strlen(name));
68
69 SkString mangleName;
70 char prefix = 'u';
71 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
72
73 GrTextureType type = texture->texturePriv().textureType();
74
75 UniformInfo& sampler = fSamplers.push_back();
76 sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
77 sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
78 sampler.fVariable.setName(mangleName);
79 sampler.fLocation = -1;
80 sampler.fVisibility = kFragment_GrShaderFlag;
81 if (shaderCaps->textureSwizzleAppliedInShader()) {
82 fSamplerSwizzles.push_back(swizzle);
83 SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
84 }
85 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
86 }
87
appendUniformDecls(GrShaderFlags visibility,SkString * out) const88 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
89 for (int i = 0; i < fUniforms.count(); ++i) {
90 if (fUniforms[i].fVisibility & visibility) {
91 fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
92 out->append(";");
93 }
94 }
95 for (int i = 0; i < fSamplers.count(); ++i) {
96 if (fSamplers[i].fVisibility & visibility) {
97 fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
98 out->append(";\n");
99 }
100 }
101 }
102
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)103 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
104 if (caps.bindUniformLocationSupport()) {
105 int currUniform = 0;
106 for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
107 GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
108 fUniforms[i].fLocation = currUniform;
109 }
110 for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
111 GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
112 fSamplers[i].fLocation = currUniform;
113 }
114 }
115 }
116
getUniformLocations(GrGLuint programID,const GrGLCaps & caps,bool force)117 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) {
118 if (!caps.bindUniformLocationSupport() || force) {
119 int count = fUniforms.count();
120 for (int i = 0; i < count; ++i) {
121 GrGLint location;
122 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
123 fUniforms[i].fLocation = location;
124 }
125 for (int i = 0; i < fSamplers.count(); ++i) {
126 GrGLint location;
127 GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
128 fSamplers[i].fLocation = location;
129 }
130 }
131 }
132
glGpu() const133 const GrGLGpu* GrGLUniformHandler::glGpu() const {
134 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
135 return glPB->gpu();
136 }
137