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1 /*
2  * Copyright 2012 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 GrGLUniformManager_DEFINED
9 #define GrGLUniformManager_DEFINED
10 
11 #include "gl/GrGLShaderVar.h"
12 #include "gl/GrGLSL.h"
13 #include "GrAllocator.h"
14 
15 #include "SkTArray.h"
16 
17 class GrGpuGL;
18 class SkMatrix;
19 
20 /** Manages a program's uniforms.
21 */
22 class GrGLUniformManager : public SkRefCnt {
23 public:
24     // Opaque handle to a uniform
25     class UniformHandle {
26     public:
27         static UniformHandle CreateFromUniformIndex(int i);
28 
isValid()29         bool isValid() const { return 0 != fValue; }
30 
31         bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
32 
UniformHandle()33         UniformHandle()
34             : fValue(0) {
35         }
36 
37     private:
UniformHandle(int value)38         UniformHandle(int value)
39             : fValue(~value) {
40             SkASSERT(isValid());
41         }
42 
toUniformIndex()43         int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
44 
45         int fValue;
46         friend class GrGLUniformManager; // For accessing toUniformIndex().
47     };
48 
49     GrGLUniformManager(GrGpuGL* gpu);
50 
51     UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
52 
53     /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
54      *  array of uniforms. arrayCount must be <= the array count of the uniform.
55      */
56     void setSampler(UniformHandle, GrGLint texUnit) const;
57     void set1f(UniformHandle, GrGLfloat v0) const;
58     void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
59     void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
60     void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
61     void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
62     void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
63     void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
64     void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
65     // matrices are column-major, the first three upload a single matrix, the latter three upload
66     // arrayCount matrices into a uniform array.
67     void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
68     void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
69     void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
70     void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
71 
72     // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
73     void setSkMatrix(UniformHandle, const SkMatrix&) const;
74 
75     struct BuilderUniform {
76         GrGLShaderVar fVariable;
77         uint32_t      fVisibility;
78     };
79     // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
80     // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
81     // name strings. Otherwise, we'd have to hand out copies.
82     typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
83 
84     /**
85      * Called by the GrGLShaderBuilder to know if the manager is using
86      * BindUniformLocation. In that case getUniformLocations must be called
87      * before the program is linked.
88      */
isUsingBindUniform()89     bool isUsingBindUniform() const { return fUsingBindUniform; }
90 
91     /**
92      * Called by the GrGLShaderBuilder to get GL locations for all uniforms.
93      */
94     void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
95 
96     /**
97      * Called by the GrGLShaderBuilder to access the array by the handle (index).
98      */
99     const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const;
100 
101 private:
102     enum {
103         kUnusedUniform = -1,
104     };
105 
106     struct Uniform {
107         GrGLint     fVSLocation;
108         GrGLint     fFSLocation;
109         GrSLType    fType;
110         int         fArrayCount;
111     };
112 
113     bool fUsingBindUniform;
114     SkTArray<Uniform, true> fUniforms;
115     GrGpuGL* fGpu;
116 
117     typedef SkRefCnt INHERITED;
118 };
119 
120 #endif
121