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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 "gl/GrGLCaps.h"
     11 #include "gl/GrGLGpu.h"
     12 #include "gl/builders/GrGLProgramBuilder.h"
     13 #include "SkSLCompiler.h"
     14 
     15 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
     16 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
     17 
     18 bool valid_name(const char* name) {
     19     // disallow unknown names that start with "sk_"
     20     if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
     21         return !strcmp(name, SkSL::Compiler::RTADJUST_NAME);
     22     }
     23     return true;
     24 }
     25 
     26 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
     27                                                                             uint32_t visibility,
     28                                                                             GrSLType type,
     29                                                                             GrSLPrecision precision,
     30                                                                             const char* name,
     31                                                                             bool mangleName,
     32                                                                             int arrayCount,
     33                                                                             const char** outName) {
     34     SkASSERT(name && strlen(name));
     35     SkASSERT(valid_name(name));
     36     SkASSERT(0 != visibility);
     37     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeTemporarilyAcceptsPrecision(type));
     38 
     39     UniformInfo& uni = fUniforms.push_back();
     40     uni.fVariable.setType(type);
     41     uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
     42     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
     43     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
     44     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
     45     // the names will mismatch.  I think the correct solution is to have all GPs which need the
     46     // uniform view matrix, they should upload the view matrix in their setData along with regular
     47     // uniforms.
     48     char prefix = 'u';
     49     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
     50         prefix = '\0';
     51     }
     52     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
     53     uni.fVariable.setArrayCount(arrayCount);
     54     uni.fVisibility = visibility;
     55     uni.fVariable.setPrecision(precision);
     56     uni.fLocation = -1;
     57 
     58     if (outName) {
     59         *outName = uni.fVariable.c_str();
     60     }
     61     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
     62 }
     63 
     64 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visibility,
     65                                                                    GrSwizzle swizzle,
     66                                                                    GrSLType type,
     67                                                                    GrSLPrecision precision,
     68                                                                    const char* name) {
     69     SkASSERT(name && strlen(name));
     70     SkASSERT(0 != visibility);
     71 
     72     SkString mangleName;
     73     char prefix = 'u';
     74     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
     75 
     76     UniformInfo& sampler = fSamplers.push_back();
     77     SkASSERT(GrSLTypeIsCombinedSamplerType(type));
     78     sampler.fVariable.setType(type);
     79     sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
     80     sampler.fVariable.setPrecision(precision);
     81     sampler.fVariable.setName(mangleName);
     82     sampler.fLocation = -1;
     83     sampler.fVisibility = visibility;
     84     fSamplerSwizzles.push_back(swizzle);
     85     SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
     86     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
     87 }
     88 
     89 GrGLSLUniformHandler::TexelBufferHandle GrGLUniformHandler::addTexelBuffer(uint32_t visibility,
     90                                                                            GrSLPrecision precision,
     91                                                                            const char* name) {
     92     SkASSERT(name && strlen(name));
     93     SkASSERT(0 != visibility);
     94 
     95     SkString mangleName;
     96     char prefix = 'u';
     97     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
     98 
     99     UniformInfo& texelBuffer = fTexelBuffers.push_back();
    100     texelBuffer.fVariable.setType(kBufferSampler_GrSLType);
    101     texelBuffer.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
    102     texelBuffer.fVariable.setPrecision(precision);
    103     texelBuffer.fVariable.setName(mangleName);
    104     texelBuffer.fLocation = -1;
    105     texelBuffer.fVisibility = visibility;
    106     return GrGLSLUniformHandler::TexelBufferHandle(fTexelBuffers.count() - 1);
    107 }
    108 
    109 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
    110     for (int i = 0; i < fUniforms.count(); ++i) {
    111         if (fUniforms[i].fVisibility & visibility) {
    112             fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
    113             out->append(";");
    114         }
    115     }
    116     for (int i = 0; i < fSamplers.count(); ++i) {
    117         if (fSamplers[i].fVisibility & visibility) {
    118             fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
    119             out->append(";\n");
    120         }
    121     }
    122     for (int i = 0; i < fTexelBuffers.count(); ++i) {
    123         if (fTexelBuffers[i].fVisibility & visibility) {
    124             fTexelBuffers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
    125             out->append(";\n");
    126         }
    127     }
    128 }
    129 
    130 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
    131     if (caps.bindUniformLocationSupport()) {
    132         int currUniform = 0;
    133         for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
    134             GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
    135             fUniforms[i].fLocation = currUniform;
    136         }
    137         for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
    138             GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
    139             fSamplers[i].fLocation = currUniform;
    140         }
    141         for (int i = 0; i < fTexelBuffers.count(); ++i, ++currUniform) {
    142             GL_CALL(BindUniformLocation(programID, currUniform,
    143                                         fTexelBuffers[i].fVariable.c_str()));
    144             fTexelBuffers[i].fLocation = currUniform;
    145         }
    146     }
    147 }
    148 
    149 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
    150     if (!caps.bindUniformLocationSupport()) {
    151         int count = fUniforms.count();
    152         for (int i = 0; i < count; ++i) {
    153             GrGLint location;
    154             GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
    155             fUniforms[i].fLocation = location;
    156         }
    157         for (int i = 0; i < fSamplers.count(); ++i) {
    158             GrGLint location;
    159             GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
    160             fSamplers[i].fLocation = location;
    161         }
    162         for (int i = 0; i < fTexelBuffers.count(); ++i) {
    163             GrGLint location;
    164             GL_CALL_RET(location, GetUniformLocation(programID,
    165                                                      fTexelBuffers[i].fVariable.c_str()));
    166             fTexelBuffers[i].fLocation = location;
    167         }
    168     }
    169 }
    170 
    171 const GrGLGpu* GrGLUniformHandler::glGpu() const {
    172     GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
    173     return glPB->gpu();
    174 }
    175