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 "gl/GrGLUniformHandler.h"
9
10 #include "GrTexturePriv.h"
11 #include "gl/GrGLCaps.h"
12 #include "gl/GrGLGpu.h"
13 #include "gl/builders/GrGLProgramBuilder.h"
14 #include "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,GrSLPrecision precision,const char * name,bool mangleName,int arrayCount,const char ** outName)27 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
28 uint32_t visibility,
29 GrSLType type,
30 GrSLPrecision precision,
31 const char* name,
32 bool mangleName,
33 int arrayCount,
34 const char** outName) {
35 SkASSERT(name && strlen(name));
36 SkASSERT(valid_name(name));
37 SkASSERT(0 != visibility);
38 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeTemporarilyAcceptsPrecision(type));
39
40 UniformInfo& uni = fUniforms.push_back();
41 uni.fVariable.setType(type);
42 uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
43 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
44 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
45 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
46 // the names will mismatch. I think the correct solution is to have all GPs which need the
47 // uniform view matrix, they should upload the view matrix in their setData along with regular
48 // uniforms.
49 char prefix = 'u';
50 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
51 prefix = '\0';
52 }
53 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
54 uni.fVariable.setArrayCount(arrayCount);
55 uni.fVisibility = visibility;
56 uni.fVariable.setPrecision(precision);
57 uni.fLocation = -1;
58
59 if (outName) {
60 *outName = uni.fVariable.c_str();
61 }
62 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
63 }
64
addSampler(const GrTexture * texture,const GrSamplerState &,const char * name,const GrShaderCaps * shaderCaps)65 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture,
66 const GrSamplerState&,
67 const char* name,
68 const GrShaderCaps* shaderCaps) {
69 SkASSERT(name && strlen(name));
70
71 SkString mangleName;
72 char prefix = 'u';
73 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
74
75 GrSLPrecision precision = GrSLSamplerPrecision(texture->config());
76 GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config());
77 GrTextureType type = texture->texturePriv().textureType();
78
79 UniformInfo& sampler = fSamplers.push_back();
80 sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
81 sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
82 sampler.fVariable.setPrecision(precision);
83 sampler.fVariable.setName(mangleName);
84 sampler.fLocation = -1;
85 sampler.fVisibility = kFragment_GrShaderFlag;
86 fSamplerSwizzles.push_back(swizzle);
87 SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
88 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
89 }
90
appendUniformDecls(GrShaderFlags visibility,SkString * out) const91 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
92 for (int i = 0; i < fUniforms.count(); ++i) {
93 if (fUniforms[i].fVisibility & visibility) {
94 fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
95 out->append(";");
96 }
97 }
98 for (int i = 0; i < fSamplers.count(); ++i) {
99 if (fSamplers[i].fVisibility & visibility) {
100 fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
101 out->append(";\n");
102 }
103 }
104 }
105
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)106 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
107 if (caps.bindUniformLocationSupport()) {
108 int currUniform = 0;
109 for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
110 GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
111 fUniforms[i].fLocation = currUniform;
112 }
113 for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
114 GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
115 fSamplers[i].fLocation = currUniform;
116 }
117 }
118 }
119
getUniformLocations(GrGLuint programID,const GrGLCaps & caps)120 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
121 if (!caps.bindUniformLocationSupport()) {
122 int count = fUniforms.count();
123 for (int i = 0; i < count; ++i) {
124 GrGLint location;
125 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
126 fUniforms[i].fLocation = location;
127 }
128 for (int i = 0; i < fSamplers.count(); ++i) {
129 GrGLint location;
130 GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
131 fSamplers[i].fLocation = location;
132 }
133 }
134 }
135
glGpu() const136 const GrGLGpu* GrGLUniformHandler::glGpu() const {
137 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
138 return glPB->gpu();
139 }
140