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