| /* |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/gl/GrGLUniformHandler.h" |
| |
| #include "src/gpu/GrTexturePriv.h" |
| #include "src/gpu/gl/GrGLCaps.h" |
| #include "src/gpu/gl/GrGLGpu.h" |
| #include "src/gpu/gl/builders/GrGLProgramBuilder.h" |
| #include "src/sksl/SkSLCompiler.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) |
| |
| bool valid_name(const char* name) { |
| // disallow unknown names that start with "sk_" |
| if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); |
| } |
| return true; |
| } |
| |
| GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
| uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkASSERT(valid_name(name)); |
| SkASSERT(0 != visibility); |
| |
| UniformInfo& uni = fUniforms.push_back(); |
| uni.fVariable.setType(type); |
| uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); |
| // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
| // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
| // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
| // the names will mismatch. I think the correct solution is to have all GPs which need the |
| // uniform view matrix, they should upload the view matrix in their setData along with regular |
| // uniforms. |
| char prefix = 'u'; |
| if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| prefix = '\0'; |
| } |
| fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); |
| uni.fVariable.setArrayCount(arrayCount); |
| uni.fVisibility = visibility; |
| uni.fLocation = -1; |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTextureProxy* texture, |
| const GrSamplerState&, |
| const GrSwizzle& swizzle, |
| const char* name, |
| const GrShaderCaps* shaderCaps) { |
| SkASSERT(name && strlen(name)); |
| |
| SkString mangleName; |
| char prefix = 'u'; |
| fProgramBuilder->nameVariable(&mangleName, prefix, name, true); |
| |
| GrTextureType type = texture->textureType(); |
| |
| UniformInfo& sampler = fSamplers.push_back(); |
| sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type)); |
| sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); |
| sampler.fVariable.setName(mangleName); |
| sampler.fLocation = -1; |
| sampler.fVisibility = kFragment_GrShaderFlag; |
| if (shaderCaps->textureSwizzleAppliedInShader()) { |
| fSamplerSwizzles.push_back(swizzle); |
| SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); |
| } |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
| } |
| |
| void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| if (fUniforms[i].fVisibility & visibility) { |
| fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";"); |
| } |
| } |
| for (int i = 0; i < fSamplers.count(); ++i) { |
| if (fSamplers[i].fVisibility & visibility) { |
| fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { |
| if (caps.bindUniformLocationSupport()) { |
| int currUniform = 0; |
| for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) { |
| GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = currUniform; |
| } |
| for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) { |
| GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str())); |
| fSamplers[i].fLocation = currUniform; |
| } |
| } |
| } |
| |
| void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) { |
| if (!caps.bindUniformLocationSupport() || force) { |
| int count = fUniforms.count(); |
| for (int i = 0; i < count; ++i) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = location; |
| } |
| for (int i = 0; i < fSamplers.count(); ++i) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str())); |
| fSamplers[i].fLocation = location; |
| } |
| } |
| } |
| |
| const GrGLGpu* GrGLUniformHandler::glGpu() const { |
| GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
| return glPB->gpu(); |
| } |