| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrMtlUniformHandler_DEFINED |
| #define GrMtlUniformHandler_DEFINED |
| |
| #include "src/gpu/GrAllocator.h" |
| #include "src/gpu/GrShaderVar.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| |
| // TODO: this class is basically copy and pasted from GrVkUniformHandler so that we can have |
| // some shaders working. The SkSL Metal code generator was written to work with GLSL generated for |
| // the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in |
| // Metal and/or some Vulkan GLSLisms left in. |
| class GrMtlUniformHandler : public GrGLSLUniformHandler { |
| public: |
| static const int kUniformsPerBlock = 8; |
| |
| enum { |
| kUniformBinding = 0, |
| kLastUniformBinding = kUniformBinding, |
| }; |
| |
| // fUBOffset is only valid if the GrSLType of the fVariable is not a sampler |
| struct UniformInfo { |
| GrShaderVar fVariable; |
| uint32_t fVisibility; |
| uint32_t fUBOffset; |
| }; |
| typedef GrTAllocator<UniformInfo> UniformInfoArray; |
| |
| 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 GrMtlUniformHandler(GrGLSLProgramBuilder* program) |
| : INHERITED(program) |
| , fUniforms(kUniformsPerBlock) |
| , fSamplers(kUniformsPerBlock) |
| , fCurrentUBOOffset(0) |
| , fCurrentUBOMaxAlignment(0x0) { |
| } |
| |
| UniformHandle internalAddUniformArray(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) override; |
| |
| void updateUniformVisibility(UniformHandle u, uint32_t visibility) override { |
| fUniforms[u.toIndex()].fVisibility |= visibility; |
| } |
| |
| SamplerHandle addSampler(const GrTextureProxy*, |
| const GrSamplerState&, |
| const GrSwizzle&, |
| const char* name, |
| const GrShaderCaps*) override; |
| |
| int numSamplers() const { return fSamplers.count(); } |
| const char* samplerVariable(SamplerHandle handle) const override { |
| return fSamplers[handle.toIndex()].fVariable.c_str(); |
| } |
| GrSwizzle samplerSwizzle(SamplerHandle handle) const override { |
| return fSamplerSwizzles[handle.toIndex()]; |
| } |
| uint32_t samplerVisibility(SamplerHandle handle) const { |
| return fSamplers[handle.toIndex()].fVisibility; |
| } |
| |
| void appendUniformDecls(GrShaderFlags, SkString*) const override; |
| |
| const UniformInfo& getUniformInfo(UniformHandle u) const { |
| return fUniforms[u.toIndex()]; |
| } |
| |
| UniformInfoArray fUniforms; |
| UniformInfoArray fSamplers; |
| SkTArray<GrSwizzle> fSamplerSwizzles; |
| |
| uint32_t fCurrentUBOOffset; |
| uint32_t fCurrentUBOMaxAlignment; |
| |
| friend class GrMtlPipelineStateBuilder; |
| |
| typedef GrGLSLUniformHandler INHERITED; |
| }; |
| |
| #endif |