/* * 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 GrGLUniformManager_DEFINED #define GrGLUniformManager_DEFINED #include "gl/GrGLShaderVar.h" #include "gl/GrGLSL.h" #include "GrAllocator.h" #include "SkTArray.h" class GrGpuGL; class SkMatrix; /** Manages a program's uniforms. */ class GrGLUniformManager : public SkRefCnt { public: // Opaque handle to a uniform class UniformHandle { public: static UniformHandle CreateFromUniformIndex(int i); bool isValid() const { return 0 != fValue; } bool operator==(const UniformHandle& other) const { return other.fValue == fValue; } UniformHandle() : fValue(0) { } private: UniformHandle(int value) : fValue(~value) { SkASSERT(isValid()); } int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } int fValue; friend class GrGLUniformManager; // For accessing toUniformIndex(). }; GrGLUniformManager(GrGpuGL* gpu); UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray); /** 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 setSampler(UniformHandle, GrGLint texUnit) const; void set1f(UniformHandle, GrGLfloat v0) const; void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; // matrices are column-major, the first three upload a single matrix, the latter three upload // arrayCount matrices into a uniform array. void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const; // convenience method for uploading a SkMatrix to a 3x3 matrix uniform void setSkMatrix(UniformHandle, const SkMatrix&) const; struct BuilderUniform { GrGLShaderVar fVariable; uint32_t fVisibility; }; // This uses an allocator rather than array so that the GrGLShaderVars 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 GrTAllocator<BuilderUniform> BuilderUniformArray; /** * Called by the GrGLShaderBuilder to know if the manager is using * BindUniformLocation. In that case getUniformLocations must be called * before the program is linked. */ bool isUsingBindUniform() const { return fUsingBindUniform; } /** * Called by the GrGLShaderBuilder to get GL locations for all uniforms. */ void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms); /** * Called by the GrGLShaderBuilder to access the array by the handle (index). */ const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const; private: enum { kUnusedUniform = -1, }; struct Uniform { GrGLint fVSLocation; GrGLint fFSLocation; GrSLType fType; int fArrayCount; }; bool fUsingBindUniform; SkTArray<Uniform, true> fUniforms; GrGpuGL* fGpu; typedef SkRefCnt INHERITED; }; #endif