/*
* 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