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      1 /*
      2  * Copyright 2015 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #include "gl/GrGLUniformHandler.h"
      9 
     10 #include "GrTexturePriv.h"
     11 #include "gl/GrGLCaps.h"
     12 #include "gl/GrGLGpu.h"
     13 #include "gl/builders/GrGLProgramBuilder.h"
     14 #include "SkSLCompiler.h"
     15 
     16 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
     17 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
     18 
     19 bool valid_name(const char* name) {
     20     // disallow unknown names that start with "sk_"
     21     if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
     22         return !strcmp(name, SkSL::Compiler::RTADJUST_NAME);
     23     }
     24     return true;
     25 }
     26 
     27 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
     28                                                                             uint32_t visibility,
     29                                                                             GrSLType type,
     30                                                                             GrSLPrecision precision,
     31                                                                             const char* name,
     32                                                                             bool mangleName,
     33                                                                             int arrayCount,
     34                                                                             const char** outName) {
     35     SkASSERT(name && strlen(name));
     36     SkASSERT(valid_name(name));
     37     SkASSERT(0 != visibility);
     38     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeTemporarilyAcceptsPrecision(type));
     39 
     40     UniformInfo& uni = fUniforms.push_back();
     41     uni.fVariable.setType(type);
     42     uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
     43     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
     44     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
     45     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
     46     // the names will mismatch.  I think the correct solution is to have all GPs which need the
     47     // uniform view matrix, they should upload the view matrix in their setData along with regular
     48     // uniforms.
     49     char prefix = 'u';
     50     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
     51         prefix = '\0';
     52     }
     53     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
     54     uni.fVariable.setArrayCount(arrayCount);
     55     uni.fVisibility = visibility;
     56     uni.fVariable.setPrecision(precision);
     57     uni.fLocation = -1;
     58 
     59     if (outName) {
     60         *outName = uni.fVariable.c_str();
     61     }
     62     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
     63 }
     64 
     65 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture,
     66                                                                    const GrSamplerState&,
     67                                                                    const char* name,
     68                                                                    const GrShaderCaps* shaderCaps) {
     69     SkASSERT(name && strlen(name));
     70 
     71     SkString mangleName;
     72     char prefix = 'u';
     73     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
     74 
     75     GrSLPrecision precision = GrSLSamplerPrecision(texture->config());
     76     GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config());
     77     GrTextureType type = texture->texturePriv().textureType();
     78 
     79     UniformInfo& sampler = fSamplers.push_back();
     80     sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
     81     sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
     82     sampler.fVariable.setPrecision(precision);
     83     sampler.fVariable.setName(mangleName);
     84     sampler.fLocation = -1;
     85     sampler.fVisibility = kFragment_GrShaderFlag;
     86     fSamplerSwizzles.push_back(swizzle);
     87     SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
     88     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
     89 }
     90 
     91 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
     92     for (int i = 0; i < fUniforms.count(); ++i) {
     93         if (fUniforms[i].fVisibility & visibility) {
     94             fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
     95             out->append(";");
     96         }
     97     }
     98     for (int i = 0; i < fSamplers.count(); ++i) {
     99         if (fSamplers[i].fVisibility & visibility) {
    100             fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
    101             out->append(";\n");
    102         }
    103     }
    104 }
    105 
    106 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
    107     if (caps.bindUniformLocationSupport()) {
    108         int currUniform = 0;
    109         for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
    110             GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
    111             fUniforms[i].fLocation = currUniform;
    112         }
    113         for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
    114             GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
    115             fSamplers[i].fLocation = currUniform;
    116         }
    117     }
    118 }
    119 
    120 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
    121     if (!caps.bindUniformLocationSupport()) {
    122         int count = fUniforms.count();
    123         for (int i = 0; i < count; ++i) {
    124             GrGLint location;
    125             GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
    126             fUniforms[i].fLocation = location;
    127         }
    128         for (int i = 0; i < fSamplers.count(); ++i) {
    129             GrGLint location;
    130             GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
    131             fSamplers[i].fLocation = location;
    132         }
    133     }
    134 }
    135 
    136 const GrGLGpu* GrGLUniformHandler::glGpu() const {
    137     GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
    138     return glPB->gpu();
    139 }
    140