/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/GrGLUniformHandler.h" #include "GrTexturePriv.h" #include "gl/GrGLCaps.h" #include "gl/GrGLGpu.h" #include "gl/builders/GrGLProgramBuilder.h" #include "SkSLCompiler.h" #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) bool valid_name(const char* name) { // disallow unknown names that start with "sk_" if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); } return true; } GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( uint32_t visibility, GrSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) { SkASSERT(name && strlen(name)); SkASSERT(valid_name(name)); SkASSERT(0 != visibility); UniformInfo& uni = fUniforms.push_back(); uni.fVariable.setType(type); uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then // the names will mismatch. I think the correct solution is to have all GPs which need the // uniform view matrix, they should upload the view matrix in their setData along with regular // uniforms. char prefix = 'u'; if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { prefix = '\0'; } fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); uni.fVariable.setArrayCount(arrayCount); uni.fVisibility = visibility; uni.fLocation = -1; if (outName) { *outName = uni.fVariable.c_str(); } return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); } GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture, const GrSamplerState&, const char* name, const GrShaderCaps* shaderCaps) { SkASSERT(name && strlen(name)); SkString mangleName; char prefix = 'u'; fProgramBuilder->nameVariable(&mangleName, prefix, name, true); GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config()); GrTextureType type = texture->texturePriv().textureType(); UniformInfo& sampler = fSamplers.push_back(); sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type)); sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); sampler.fVariable.setName(mangleName); sampler.fLocation = -1; sampler.fVisibility = kFragment_GrShaderFlag; fSamplerSwizzles.push_back(swizzle); SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); } void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { for (int i = 0; i < fUniforms.count(); ++i) { if (fUniforms[i].fVisibility & visibility) { fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";"); } } for (int i = 0; i < fSamplers.count(); ++i) { if (fSamplers[i].fVisibility & visibility) { fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";\n"); } } } void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { if (caps.bindUniformLocationSupport()) { int currUniform = 0; for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) { GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str())); fUniforms[i].fLocation = currUniform; } for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) { GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str())); fSamplers[i].fLocation = currUniform; } } } void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) { if (!caps.bindUniformLocationSupport()) { int count = fUniforms.count(); for (int i = 0; i < count; ++i) { GrGLint location; GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); fUniforms[i].fLocation = location; } for (int i = 0; i < fSamplers.count(); ++i) { GrGLint location; GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str())); fSamplers[i].fLocation = location; } } } const GrGLGpu* GrGLUniformHandler::glGpu() const { GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; return glPB->gpu(); }