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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