/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrVkPipelineStateDataManager_DEFINED #define GrVkPipelineStateDataManager_DEFINED #include "glsl/GrGLSLProgramDataManager.h" #include "SkAutoMalloc.h" #include "vk/GrVkUniformHandler.h" class GrVkGpu; class GrVkUniformBuffer; class GrVkPipelineStateDataManager : public GrGLSLProgramDataManager { public: typedef GrVkUniformHandler::UniformInfoArray UniformInfoArray; GrVkPipelineStateDataManager(const UniformInfoArray&, uint32_t vertexUniformSize, uint32_t fragmentUniformSize); void set1i(UniformHandle, int32_t) const override; void set1iv(UniformHandle, int arrayCount, const int32_t v[]) const override; 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 two upload a single matrix, the latter two upload // arrayCount matrices into a uniform array. void setMatrix2f(UniformHandle, const float matrix[]) const override; void setMatrix3f(UniformHandle, const float matrix[]) const override; void setMatrix4f(UniformHandle, const float matrix[]) const override; void setMatrix2fv(UniformHandle, int arrayCount, const float matrices[]) 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 { SkFAIL("Only supported in NVPR, which is not in vulkan"); } // Returns true if either the vertex or fragment buffer needed to generate a new underlying // VkBuffer object in order upload data. If true is returned, this is a signal to the caller // that they will need to update the descriptor set that is using these buffers. bool uploadUniformBuffers(GrVkGpu* gpu, GrVkUniformBuffer* vertexBuffer, GrVkUniformBuffer* fragmentBuffer) const; private: struct Uniform { uint32_t fBinding; uint32_t fOffset; SkDEBUGCODE( GrSLType fType; int fArrayCount; ); }; template<int N> inline void setMatrices(UniformHandle, int arrayCount, const float matrices[]) const; void* getBufferPtrAndMarkDirty(const Uniform& uni) const; uint32_t fVertexUniformSize; uint32_t fFragmentUniformSize; SkTArray<Uniform, true> fUniforms; mutable SkAutoMalloc fVertexUniformData; mutable SkAutoMalloc fFragmentUniformData; mutable bool fVertexUniformsDirty; mutable bool fFragmentUniformsDirty; }; #endif