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      1 /*
      2  * Copyright 2012 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 #ifndef GrGLUniformManager_DEFINED
      9 #define GrGLUniformManager_DEFINED
     10 
     11 #include "gl/GrGLShaderVar.h"
     12 #include "gl/GrGLSL.h"
     13 #include "GrAllocator.h"
     14 
     15 #include "SkTArray.h"
     16 
     17 class GrGpuGL;
     18 class SkMatrix;
     19 
     20 /** Manages a program's uniforms.
     21 */
     22 class GrGLUniformManager : public SkRefCnt {
     23 public:
     24     // Opaque handle to a uniform
     25     class UniformHandle {
     26     public:
     27         static UniformHandle CreateFromUniformIndex(int i);
     28 
     29         bool isValid() const { return 0 != fValue; }
     30 
     31         bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
     32 
     33         UniformHandle()
     34             : fValue(0) {
     35         }
     36 
     37     private:
     38         UniformHandle(int value)
     39             : fValue(~value) {
     40             SkASSERT(isValid());
     41         }
     42 
     43         int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
     44 
     45         int fValue;
     46         friend class GrGLUniformManager; // For accessing toUniformIndex().
     47     };
     48 
     49     GrGLUniformManager(GrGpuGL* gpu);
     50 
     51     UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
     52 
     53     /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
     54      *  array of uniforms. arrayCount must be <= the array count of the uniform.
     55      */
     56     void setSampler(UniformHandle, GrGLint texUnit) const;
     57     void set1f(UniformHandle, GrGLfloat v0) const;
     58     void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
     59     void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
     60     void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
     61     void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
     62     void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
     63     void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
     64     void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
     65     // matrices are column-major, the first three upload a single matrix, the latter three upload
     66     // arrayCount matrices into a uniform array.
     67     void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
     68     void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
     69     void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
     70     void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
     71 
     72     // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
     73     void setSkMatrix(UniformHandle, const SkMatrix&) const;
     74 
     75     struct BuilderUniform {
     76         GrGLShaderVar fVariable;
     77         uint32_t      fVisibility;
     78     };
     79     // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
     80     // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
     81     // name strings. Otherwise, we'd have to hand out copies.
     82     typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
     83 
     84     /**
     85      * Called by the GrGLShaderBuilder to know if the manager is using
     86      * BindUniformLocation. In that case getUniformLocations must be called
     87      * before the program is linked.
     88      */
     89     bool isUsingBindUniform() const { return fUsingBindUniform; }
     90 
     91     /**
     92      * Called by the GrGLShaderBuilder to get GL locations for all uniforms.
     93      */
     94     void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
     95 
     96     /**
     97      * Called by the GrGLShaderBuilder to access the array by the handle (index).
     98      */
     99     const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const;
    100 
    101 private:
    102     enum {
    103         kUnusedUniform = -1,
    104     };
    105 
    106     struct Uniform {
    107         GrGLint     fVSLocation;
    108         GrGLint     fFSLocation;
    109         GrSLType    fType;
    110         int         fArrayCount;
    111     };
    112 
    113     bool fUsingBindUniform;
    114     SkTArray<Uniform, true> fUniforms;
    115     GrGpuGL* fGpu;
    116 
    117     typedef SkRefCnt INHERITED;
    118 };
    119 
    120 #endif
    121