/*
* 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