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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLUniformHandler_DEFINED
#define GrGLUniformHandler_DEFINED
#include "glsl/GrGLSLUniformHandler.h"
#include "gl/GrGLProgramDataManager.h"
class GrGLCaps;
class GrGLUniformHandler : public GrGLSLUniformHandler {
public:
static const int kUniformsPerBlock = 8;
const GrShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms[u.toIndex()].fVariable;
}
const char* getUniformCStr(UniformHandle u) const override {
return this->getUniformVariable(u).c_str();
}
private:
explicit GrGLUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock)
, fSamplers(kUniformsPerBlock)
, fTexelBuffers(kUniformsPerBlock)
, fImageStorages(kUniformsPerBlock) {}
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
SamplerHandle addSampler(uint32_t visibility, GrSwizzle, GrSLType, GrSLPrecision,
const char* name) override;
const GrShaderVar& samplerVariable(SamplerHandle handle) const override {
return fSamplers[handle.toIndex()].fVariable;
}
GrSwizzle samplerSwizzle(SamplerHandle handle) const override {
return fSamplerSwizzles[handle.toIndex()];
}
TexelBufferHandle addTexelBuffer(uint32_t visibility, GrSLPrecision,
const char* name) override;
const GrShaderVar& texelBufferVariable(TexelBufferHandle handle) const override {
return fTexelBuffers[handle.toIndex()].fVariable;
}
ImageStorageHandle addImageStorage(uint32_t visibility, GrSLType, GrImageStorageFormat,
GrSLMemoryModel, GrSLRestrict, GrIOType,
const char* name) override;
const GrShaderVar& imageStorageVariable(ImageStorageHandle handle) const override {
return fImageStorages[handle.toIndex()].fVariable;
}
void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
// Manually set uniform locations for all our uniforms.
void bindUniformLocations(GrGLuint programID, const GrGLCaps& caps);
// Updates the loction of the Uniforms if we cannot bind uniform locations manually
void getUniformLocations(GrGLuint programID, const GrGLCaps& caps);
const GrGLGpu* glGpu() const;
typedef GrGLProgramDataManager::UniformInfo UniformInfo;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
UniformInfoArray fUniforms;
UniformInfoArray fSamplers;
SkTArray<GrSwizzle> fSamplerSwizzles;
UniformInfoArray fTexelBuffers;
UniformInfoArray fImageStorages;
friend class GrGLProgramBuilder;
typedef GrGLSLUniformHandler INHERITED;
};
#endif