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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 "src/gpu/gl/GrGLUniformHandler.h"
9 
10 #include "src/gpu/GrTexture.h"
11 #include "src/gpu/GrUtil.h"
12 #include "src/gpu/gl/GrGLCaps.h"
13 #include "src/gpu/gl/GrGLGpu.h"
14 #include "src/gpu/gl/builders/GrGLProgramBuilder.h"
15 #include "src/sksl/SkSLCompiler.h"
16 
17 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
18 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
19 
valid_name(const char * name)20 bool valid_name(const char* name) {
21     // disallow unknown names that start with "sk_"
22     if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
23         return !strcmp(name, SkSL::Compiler::RTADJUST_NAME);
24     }
25     return true;
26 }
27 
internalAddUniformArray(const GrFragmentProcessor * owner,uint32_t visibility,SkSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)28 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
29                                                                    const GrFragmentProcessor* owner,
30                                                                    uint32_t visibility,
31                                                                    SkSLType type,
32                                                                    const char* name,
33                                                                    bool mangleName,
34                                                                    int arrayCount,
35                                                                    const char** outName) {
36     SkASSERT(name && strlen(name));
37     SkASSERT(valid_name(name));
38     SkASSERT(0 != visibility);
39 
40     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
41     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
42     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
43     // the names will mismatch.  I think the correct solution is to have all GPs which need the
44     // uniform view matrix, they should upload the view matrix in their setData along with regular
45     // uniforms.
46     char prefix = 'u';
47     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
48         prefix = '\0';
49     }
50     SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
51 
52     GLUniformInfo tempInfo;
53     tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
54                                      type,
55                                      GrShaderVar::TypeModifier::Uniform,
56                                      arrayCount};
57 
58     tempInfo.fVisibility = visibility;
59     tempInfo.fOwner      = owner;
60     tempInfo.fRawName    = SkString(name);
61     tempInfo.fLocation   = -1;
62 
63     fUniforms.push_back(tempInfo);
64 
65     if (outName) {
66         *outName = fUniforms.back().fVariable.c_str();
67     }
68     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
69 }
70 
addSampler(const GrBackendFormat & backendFormat,GrSamplerState,const skgpu::Swizzle & swizzle,const char * name,const GrShaderCaps * shaderCaps)71 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(
72         const GrBackendFormat& backendFormat, GrSamplerState, const skgpu::Swizzle& swizzle,
73         const char* name, const GrShaderCaps* shaderCaps) {
74     SkASSERT(name && strlen(name));
75 
76     constexpr char prefix = 'u';
77     SkString mangleName = fProgramBuilder->nameVariable(prefix, name, true);
78 
79     GrTextureType type = backendFormat.textureType();
80 
81     GLUniformInfo tempInfo;
82     tempInfo.fVariable = GrShaderVar{std::move(mangleName),
83                                      SkSLCombinedSamplerTypeForTextureType(type),
84                                      GrShaderVar::TypeModifier::Uniform};
85 
86     tempInfo.fVisibility = kFragment_GrShaderFlag;
87     tempInfo.fOwner      = nullptr;
88     tempInfo.fRawName    = SkString(name);
89     tempInfo.fLocation   = -1;
90 
91     fSamplers.push_back(tempInfo);
92     fSamplerSwizzles.push_back(swizzle);
93     SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
94 
95     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
96 }
97 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const98 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
99     for (const UniformInfo& uniform : fUniforms.items()) {
100         if (uniform.fVisibility & visibility) {
101             uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
102             out->append(";");
103         }
104     }
105     for (const UniformInfo& sampler : fSamplers.items()) {
106         if (sampler.fVisibility & visibility) {
107             sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
108             out->append(";\n");
109         }
110     }
111 }
112 
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)113 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
114     if (caps.bindUniformLocationSupport()) {
115         int currUniform = 0;
116         for (GLUniformInfo& uniform : fUniforms.items()) {
117             GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str()));
118             uniform.fLocation = currUniform;
119             ++currUniform;
120         }
121         for (GLUniformInfo& sampler : fSamplers.items()) {
122             GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str()));
123             sampler.fLocation = currUniform;
124             ++currUniform;
125         }
126     }
127 }
128 
getUniformLocations(GrGLuint programID,const GrGLCaps & caps,bool force)129 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) {
130     if (!caps.bindUniformLocationSupport() || force) {
131         for (GLUniformInfo& uniform : fUniforms.items()) {
132             GrGLint location;
133             GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str()));
134             uniform.fLocation = location;
135         }
136         for (GLUniformInfo& sampler : fSamplers.items()) {
137             GrGLint location;
138             GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str()));
139             sampler.fLocation = location;
140         }
141     }
142 }
143 
glGpu() const144 const GrGLGpu* GrGLUniformHandler::glGpu() const {
145     GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
146     return glPB->gpu();
147 }
148