| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGLProgramDataManager_DEFINED |
| #define GrGLProgramDataManager_DEFINED |
| |
| #include "GrAllocator.h" |
| #include "GrShaderVar.h" |
| #include "gl/GrGLTypes.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| |
| #include "SkTArray.h" |
| |
| class GrGLGpu; |
| class SkMatrix; |
| class GrGLProgram; |
| |
| /** Manages the resources used by a shader program. |
| * The resources are objects the program uses to communicate with the |
| * application code. |
| */ |
| class GrGLProgramDataManager : public GrGLSLProgramDataManager { |
| public: |
| struct UniformInfo { |
| GrShaderVar fVariable; |
| uint32_t fVisibility; |
| GrGLint fLocation; |
| }; |
| |
| struct VaryingInfo { |
| GrShaderVar fVariable; |
| GrGLint fLocation; |
| }; |
| |
| // This uses an allocator rather than array so that the GrShaderVars don't move in memory |
| // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their |
| // name strings. Otherwise, we'd have to hand out copies. |
| typedef GrTAllocator<UniformInfo> UniformInfoArray; |
| typedef GrTAllocator<VaryingInfo> VaryingInfoArray; |
| |
| GrGLProgramDataManager(GrGLGpu*, GrGLuint programID, const UniformInfoArray&, |
| const VaryingInfoArray&); |
| |
| void setSamplerUniforms(const UniformInfoArray& samplers, int startUnit) const; |
| void setImageStorages(const UniformInfoArray& images) const; |
| |
| /** Functions for uploading uniform values. The varities ending in v can be used to upload to an |
| * array of uniforms. arrayCount must be <= the array count of the uniform. |
| */ |
| void set1i(UniformHandle, int32_t) const override; |
| void set1iv(UniformHandle, int arrayCount, const int v[]) const override; |
| void set1f(UniformHandle, float v0) const override; |
| void set1fv(UniformHandle, int arrayCount, const float v[]) const override; |
| void set2f(UniformHandle, float, float) const override; |
| void set2fv(UniformHandle, int arrayCount, const float v[]) const override; |
| void set3f(UniformHandle, float, float, float) const override; |
| void set3fv(UniformHandle, int arrayCount, const float v[]) const override; |
| void set4f(UniformHandle, float, float, float, float) const override; |
| void set4fv(UniformHandle, int arrayCount, const float v[]) const override; |
| // matrices are column-major, the first three upload a single matrix, the latter three upload |
| // arrayCount matrices into a uniform array. |
| void setMatrix2f(UniformHandle, const float matrix[]) const override; |
| void setMatrix3f(UniformHandle, const float matrix[]) const override; |
| void setMatrix4f(UniformHandle, const float matrix[]) const override; |
| void setMatrix2fv(UniformHandle, int arrayCount, const float matrices[]) const override; |
| void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const override; |
| void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const override; |
| |
| // for nvpr only |
| void setPathFragmentInputTransform(VaryingHandle u, int components, |
| const SkMatrix& matrix) const override; |
| |
| private: |
| enum { |
| kUnusedUniform = -1, |
| }; |
| |
| struct Uniform { |
| GrGLint fLocation; |
| #ifdef SK_DEBUG |
| GrSLType fType; |
| int fArrayCount; |
| #endif |
| }; |
| |
| enum { |
| kUnusedPathProcVarying = -1, |
| }; |
| struct PathProcVarying { |
| GrGLint fLocation; |
| SkDEBUGCODE( |
| GrSLType fType; |
| int fArrayCount; |
| ); |
| }; |
| |
| template<int N> inline void setMatrices(UniformHandle, int arrayCount, |
| const float matrices[]) const; |
| |
| SkTArray<Uniform, true> fUniforms; |
| SkTArray<PathProcVarying, true> fPathProcVaryings; |
| GrGLGpu* fGpu; |
| GrGLuint fProgramID; |
| |
| typedef GrGLSLProgramDataManager INHERITED; |
| }; |
| |
| #endif |