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/*
* 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 "include/gpu/gl/GrGLTypes.h"
#include "src/core/SkTBlockList.h"
#include "src/gpu/GrShaderVar.h"
#include "src/gpu/glsl/GrGLSLProgramDataManager.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "include/private/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 GLUniformInfo : public GrGLSLUniformHandler::UniformInfo {
GrGLint fLocation;
};
struct VaryingInfo {
GrShaderVar fVariable;
GrGLint fLocation;
};
// This uses a SkTBlockList rather than SkTArray/std::vector 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 SkTBlockList<GLUniformInfo> UniformInfoArray;
typedef SkTBlockList<VaryingInfo> VaryingInfoArray;
GrGLProgramDataManager(GrGLGpu*, const UniformInfoArray&);
void setSamplerUniforms(const UniformInfoArray& samplers, int startUnit) 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 int32_t v[]) const override;
void set1f(UniformHandle, float v0) const override;
void set1fv(UniformHandle, int arrayCount, const float v[]) const override;
void set2i(UniformHandle, int32_t, int32_t) const override;
void set2iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set2f(UniformHandle, float, float) const override;
void set2fv(UniformHandle, int arrayCount, const float v[]) const override;
void set3i(UniformHandle, int32_t, int32_t, int32_t) const override;
void set3iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set3f(UniformHandle, float, float, float) const override;
void set3fv(UniformHandle, int arrayCount, const float v[]) const override;
void set4i(UniformHandle, int32_t, int32_t, int32_t, int32_t) const override;
void set4iv(UniformHandle, int arrayCount, const int32_t 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;
private:
enum {
kUnusedUniform = -1,
};
struct Uniform {
GrGLint fLocation;
#ifdef SK_DEBUG
SkSLType fType;
int fArrayCount;
#endif
};
template<int N> inline void setMatrices(UniformHandle, int arrayCount,
const float matrices[]) const;
SkTArray<Uniform, true> fUniforms;
GrGLGpu* fGpu;
using INHERITED = GrGLSLProgramDataManager;
};
#endif