/* * 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 GrGLProgramDataManager_DEFINED #define GrGLProgramDataManager_DEFINED #include "glsl/GrGLSLProgramDataManager.h" #include "GrAllocator.h" #include "gl/GrGLTypes.h" #include "glsl/GrGLSLShaderVar.h" #include "SkTArray.h" class GrGLGpu; class SkMatrix; class GrGLProgram; /** Manages the resources used by a shader program. * The resources are objects the program uses to communicate with the * application code. */ class GrGLProgramDataManager : public GrGLSLProgramDataManager { public: struct UniformInfo { GrGLSLShaderVar fVariable; uint32_t fVisibility; GrGLint fLocation; }; struct VaryingInfo { GrGLSLShaderVar fVariable; GrGLint fLocation; }; // This uses an allocator rather than array so that the GrGLSLShaderVars 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<UniformInfo> UniformInfoArray; typedef GrTAllocator<VaryingInfo> VaryingInfoArray; GrGLProgramDataManager(GrGLGpu*, GrGLuint programID, const UniformInfoArray&, const VaryingInfoArray&); /** 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, int texUnit) const; void set1f(UniformHandle, float v0) const override; void set1fv(UniformHandle, int arrayCount, const float v[]) const override; void set2f(UniformHandle, float, float) const override; void set2fv(UniformHandle, int arrayCount, const float v[]) const override; void set3f(UniformHandle, float, float, float) const override; void set3fv(UniformHandle, int arrayCount, const float v[]) const override; void set4f(UniformHandle, float, float, float, float) const override; void set4fv(UniformHandle, int arrayCount, const float v[]) const override; // 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 float matrix[]) const override; void setMatrix4f(UniformHandle, const float matrix[]) const override; void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const override; void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const override; // for nvpr only void setPathFragmentInputTransform(VaryingHandle u, int components, const SkMatrix& matrix) const override; private: enum { kUnusedUniform = -1, }; struct Uniform { GrGLint fVSLocation; GrGLint fFSLocation; SkDEBUGCODE( GrSLType fType; int fArrayCount; ); }; enum { kUnusedPathProcVarying = -1, }; struct PathProcVarying { GrGLint fLocation; SkDEBUGCODE( GrSLType fType; int fArrayCount; ); }; SkDEBUGCODE(void printUnused(const Uniform&) const;) SkTArray<Uniform, true> fUniforms; SkTArray<PathProcVarying, true> fPathProcVaryings; GrGLGpu* fGpu; GrGLuint fProgramID; typedef GrGLSLProgramDataManager INHERITED; }; #endif