/* * 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 "GrAllocator.h" #include "GrShaderVar.h" #include "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 { kGeometryBinding = 0, kFragBinding = 1, kLastUniformBinding = kFragBinding, }; // 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) , fCurrentGeometryUBOOffset(0) , fCurrentGeometryUBOMaxAlignment(0x0) , fCurrentFragmentUBOOffset(0) , fCurrentFragmentUBOMaxAlignment(0x0) { } UniformHandle internalAddUniformArray(uint32_t visibility, GrSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) override; SamplerHandle addSampler(const GrTexture*, const GrSamplerState&, const char* name, const GrShaderCaps*) override; int numSamplers() const { return fSamplers.count(); } const GrShaderVar& samplerVariable(SamplerHandle handle) const override { return fSamplers[handle.toIndex()].fVariable; } 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; bool hasGeometryUniforms() const { return fCurrentGeometryUBOOffset > 0; } bool hasFragmentUniforms() const { return fCurrentFragmentUBOOffset > 0; } const UniformInfo& getUniformInfo(UniformHandle u) const { return fUniforms[u.toIndex()]; } UniformInfoArray fUniforms; UniformInfoArray fSamplers; SkTArray<GrSwizzle> fSamplerSwizzles; uint32_t fCurrentGeometryUBOOffset; uint32_t fCurrentGeometryUBOMaxAlignment; uint32_t fCurrentFragmentUBOOffset; uint32_t fCurrentFragmentUBOMaxAlignment; friend class GrMtlPipelineStateBuilder; typedef GrGLSLUniformHandler INHERITED; }; #endif