/*
* 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