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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 #ifndef GrGLSLUniformHandler_DEFINED
9 #define GrGLSLUniformHandler_DEFINED
10 
11 #include "src/gpu/Swizzle.h"
12 #include "src/gpu/ganesh/GrShaderVar.h"
13 #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h"
14 
15 // variable names beginning with this prefix will not be mangled
16 #define GR_NO_MANGLE_PREFIX "sk_"
17 
18 class GrGLSLProgramBuilder;
19 class GrGLSLShaderBuilder;
20 class GrProcessor;
21 class GrSamplerState;
22 class GrSurfaceProxy;
23 
24 // Handles for program uniforms (other than per-effect uniforms)
25 struct GrGLSLBuiltinUniformHandles {
26     GrGLSLProgramDataManager::UniformHandle fRTAdjustmentUni;
27     // Render target flip uniform (used for dFdy, sk_Clockwise, and sk_FragCoord)
28     GrGLSLProgramDataManager::UniformHandle fRTFlipUni;
29     // Destination texture origin and scale, used when dest-texture readback is enabled.
30     GrGLSLProgramDataManager::UniformHandle fDstTextureCoordsUni;
31 };
32 
33 class GrGLSLUniformHandler {
34 public:
35     struct UniformInfo {
36         GrShaderVar        fVariable;
37         uint32_t           fVisibility;
38         const GrProcessor* fOwner;
39         SkString           fRawName;
40     };
41 
~GrGLSLUniformHandler()42     virtual ~GrGLSLUniformHandler() {}
43 
44     using UniformHandle = GrGLSLProgramDataManager::UniformHandle;
45 
46     GR_DEFINE_RESOURCE_HANDLE_CLASS(SamplerHandle);
47 
48     /** Add a uniform variable to the current program, that has visibility in one or more shaders.
49         visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
50         should be accessible. At least one bit must be set. Geometry shader uniforms are not
51         supported at this time. The actual uniform name will be mangled. If outName is not nullptr
52         then it will refer to the final uniform name after return. Use the addUniformArray variant
53         to add an array of uniforms. */
54     UniformHandle addUniform(const GrProcessor* owner,
55                              uint32_t visibility,
56                              SkSLType type,
57                              const char* name,
58                              const char** outName = nullptr) {
59         SkASSERT(!SkSLTypeIsCombinedSamplerType(type));
60         return this->addUniformArray(owner, visibility, type, name, 0, outName);
61     }
62 
63     UniformHandle addUniformArray(const GrProcessor* owner,
64                                   uint32_t visibility,
65                                   SkSLType type,
66                                   const char* name,
67                                   int arrayCount,
68                                   const char** outName = nullptr) {
69         SkASSERT(!SkSLTypeIsCombinedSamplerType(type));
70         bool mangle = strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX));
71         return this->internalAddUniformArray(owner, visibility, type, name, mangle, arrayCount,
72                                              outName);
73     }
74 
75     virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0;
76 
77     /**
78      * Shortcut for getUniformVariable(u).c_str()
79      */
80     virtual const char* getUniformCStr(UniformHandle u) const = 0;
81 
82     virtual int numUniforms() const = 0;
83 
84     virtual UniformInfo& uniform(int idx) = 0;
85     virtual const UniformInfo& uniform(int idx) const = 0;
86 
87     // Looks up a uniform that was added by 'owner' with the given 'rawName' (pre-mangling).
88     // If there is no such uniform, a variable with type kVoid is returned.
89     GrShaderVar getUniformMapping(const GrProcessor& owner, SkString rawName) const;
90 
91     // Like getUniformMapping(), but if the uniform is found it also marks it as accessible in
92     // the vertex shader.
93     GrShaderVar liftUniformToVertexShader(const GrProcessor& owner, SkString rawName);
94 
95 protected:
GrGLSLUniformHandler(GrGLSLProgramBuilder * program)96     explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
97 
98     // This is not owned by the class
99     GrGLSLProgramBuilder* fProgramBuilder;
100 
101 private:
102     virtual const char * samplerVariable(SamplerHandle) const = 0;
103     virtual skgpu::Swizzle samplerSwizzle(SamplerHandle) const = 0;
104 
inputSamplerVariable(SamplerHandle)105     virtual const char* inputSamplerVariable(SamplerHandle) const {
106         SkDEBUGFAIL("Trying to get input sampler from unsupported backend");
107         return nullptr;
108     }
inputSamplerSwizzle(SamplerHandle)109     virtual skgpu::Swizzle inputSamplerSwizzle(SamplerHandle) const {
110         SkDEBUGFAIL("Trying to get input sampler swizzle from unsupported backend");
111         return {};
112     }
113 
114     virtual SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&,
115                                      const char* name, const GrShaderCaps*) = 0;
116 
addInputSampler(const skgpu::Swizzle & swizzle,const char * name)117     virtual SamplerHandle addInputSampler(const skgpu::Swizzle& swizzle, const char* name) {
118         SkDEBUGFAIL("Trying to add input sampler to unsupported backend");
119         return {};
120     }
121 
122     virtual UniformHandle internalAddUniformArray(const GrProcessor* owner,
123                                                   uint32_t visibility,
124                                                   SkSLType type,
125                                                   const char* name,
126                                                   bool mangleName,
127                                                   int arrayCount,
128                                                   const char** outName) = 0;
129 
130     virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0;
131 
132     friend class GrGLSLProgramBuilder;
133 };
134 
135 #endif
136