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/GrTexture.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(const GrFragmentProcessor * owner,uint32_t visibility,GrSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)27 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
28 const GrFragmentProcessor* owner,
29 uint32_t visibility,
30 GrSLType type,
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
39 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
40 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
41 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
42 // the names will mismatch. I think the correct solution is to have all GPs which need the
43 // uniform view matrix, they should upload the view matrix in their setData along with regular
44 // uniforms.
45 char prefix = 'u';
46 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
47 prefix = '\0';
48 }
49 SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
50 GLUniformInfo& uni = fUniforms.push_back(GrGLProgramDataManager::GLUniformInfo{
51 {
52 GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::Uniform,
53 arrayCount},
54 visibility, owner, SkString(name)
55 },
56 -1
57 });
58
59 if (outName) {
60 *outName = uni.fVariable.c_str();
61 }
62 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
63 }
64
addSampler(const GrBackendFormat & backendFormat,GrSamplerState,const GrSwizzle & swizzle,const char * name,const GrShaderCaps * shaderCaps)65 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(
66 const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle,
67 const char* name, const GrShaderCaps* shaderCaps) {
68 SkASSERT(name && strlen(name));
69
70 constexpr char prefix = 'u';
71 SkString mangleName = fProgramBuilder->nameVariable(prefix, name, true);
72
73 GrTextureType type = backendFormat.textureType();
74
75 fSamplers.push_back(GrGLProgramDataManager::GLUniformInfo{
76 {
77 GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type),
78 GrShaderVar::TypeModifier::Uniform},
79 kFragment_GrShaderFlag, nullptr, SkString(name)
80 },
81 -1
82 });
83
84 fSamplerSwizzles.push_back(swizzle);
85 SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
86 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
87 }
88
appendUniformDecls(GrShaderFlags visibility,SkString * out) const89 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
90 for (const UniformInfo& uniform : fUniforms.items()) {
91 if (uniform.fVisibility & visibility) {
92 uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
93 out->append(";");
94 }
95 }
96 for (const UniformInfo& sampler : fSamplers.items()) {
97 if (sampler.fVisibility & visibility) {
98 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
99 out->append(";\n");
100 }
101 }
102 }
103
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)104 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
105 if (caps.bindUniformLocationSupport()) {
106 int currUniform = 0;
107 for (GLUniformInfo& uniform : fUniforms.items()) {
108 GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str()));
109 uniform.fLocation = currUniform;
110 ++currUniform;
111 }
112 for (GLUniformInfo& sampler : fSamplers.items()) {
113 GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str()));
114 sampler.fLocation = currUniform;
115 ++currUniform;
116 }
117 }
118 }
119
getUniformLocations(GrGLuint programID,const GrGLCaps & caps,bool force)120 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) {
121 if (!caps.bindUniformLocationSupport() || force) {
122 for (GLUniformInfo& uniform : fUniforms.items()) {
123 GrGLint location;
124 GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str()));
125 uniform.fLocation = location;
126 }
127 for (GLUniformInfo& sampler : fSamplers.items()) {
128 GrGLint location;
129 GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str()));
130 sampler.fLocation = location;
131 }
132 }
133 }
134
glGpu() const135 const GrGLGpu* GrGLUniformHandler::glGpu() const {
136 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
137 return glPB->gpu();
138 }
139