| 1 | /* | 
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| 2 | * Copyright 2015 Google Inc. | 
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| 3 | * | 
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| 4 | * Use of this source code is governed by a BSD-style license that can be | 
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| 5 | * found in the LICENSE file. | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #include "src/gpu/gl/GrGLUniformHandler.h" | 
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| 9 |  | 
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| 10 | #include "src/gpu/GrTexture.h" | 
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| 11 | #include "src/gpu/gl/GrGLCaps.h" | 
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| 12 | #include "src/gpu/gl/GrGLGpu.h" | 
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| 13 | #include "src/gpu/gl/builders/GrGLProgramBuilder.h" | 
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| 14 | #include "src/sksl/SkSLCompiler.h" | 
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| 15 |  | 
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| 16 | #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) | 
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| 17 | #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) | 
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| 18 |  | 
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| 19 | bool valid_name(const char* name) { | 
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| 20 | // disallow unknown names that start with "sk_" | 
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| 21 | if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { | 
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| 22 | return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); | 
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| 23 | } | 
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| 24 | return true; | 
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| 25 | } | 
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| 26 |  | 
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| 27 | GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( | 
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| 28 | const GrFragmentProcessor* owner, | 
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| 29 | uint32_t visibility, | 
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| 30 | GrSLType type, | 
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| 31 | const char* name, | 
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| 32 | bool mangleName, | 
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| 33 | int arrayCount, | 
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| 34 | const char** outName) { | 
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| 35 | SkASSERT(name && strlen(name)); | 
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| 36 | SkASSERT(valid_name(name)); | 
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| 37 | SkASSERT(0 != visibility); | 
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| 38 |  | 
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| 39 | // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use | 
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| 40 | // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB | 
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| 41 | // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then | 
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| 42 | // the names will mismatch.  I think the correct solution is to have all GPs which need the | 
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| 43 | // uniform view matrix, they should upload the view matrix in their setData along with regular | 
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| 44 | // uniforms. | 
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| 45 | SkString resolvedName; | 
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| 46 | char prefix = 'u'; | 
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| 47 | if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { | 
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| 48 | prefix = '\0'; | 
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| 49 | } | 
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| 50 | fProgramBuilder->nameVariable(&resolvedName, prefix, name, mangleName); | 
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| 51 | GLUniformInfo& uni = fUniforms.push_back(GrGLProgramDataManager::GLUniformInfo{ | 
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| 52 | { | 
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| 53 | GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::Uniform, | 
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| 54 | arrayCount}, | 
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| 55 | visibility, owner, SkString(name) | 
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| 56 | }, | 
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| 57 | -1 | 
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| 58 | }); | 
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| 59 |  | 
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| 60 | if (outName) { | 
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| 61 | *outName = uni.fVariable.c_str(); | 
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| 62 | } | 
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| 63 | return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); | 
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| 64 | } | 
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| 65 |  | 
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| 66 | GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler( | 
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| 67 | const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, | 
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| 68 | const char* name, const GrShaderCaps* shaderCaps) { | 
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| 69 | SkASSERT(name && strlen(name)); | 
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| 70 |  | 
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| 71 | SkString mangleName; | 
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| 72 | char prefix = 'u'; | 
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| 73 | fProgramBuilder->nameVariable(&mangleName, prefix, name, true); | 
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| 74 |  | 
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| 75 | GrTextureType type = backendFormat.textureType(); | 
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| 76 |  | 
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| 77 | fSamplers.push_back(GrGLProgramDataManager::GLUniformInfo{ | 
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| 78 | { | 
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| 79 | GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type), | 
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| 80 | GrShaderVar::TypeModifier::Uniform}, | 
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| 81 | kFragment_GrShaderFlag, nullptr, SkString(name) | 
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| 82 | }, | 
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| 83 | -1 | 
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| 84 | }); | 
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| 85 |  | 
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| 86 | if (shaderCaps->textureSwizzleAppliedInShader()) { | 
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| 87 | fSamplerSwizzles.push_back(swizzle); | 
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| 88 | SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); | 
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| 89 | } | 
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| 90 | return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); | 
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| 91 | } | 
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| 92 |  | 
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| 93 | void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { | 
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| 94 | for (const UniformInfo& uniform : fUniforms.items()) { | 
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| 95 | if (uniform.fVisibility & visibility) { | 
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| 96 | uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); | 
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| 97 | out->append( ";"); | 
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| 98 | } | 
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| 99 | } | 
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| 100 | for (const UniformInfo& sampler : fSamplers.items()) { | 
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| 101 | if (sampler.fVisibility & visibility) { | 
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| 102 | sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); | 
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| 103 | out->append( ";\n"); | 
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| 104 | } | 
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| 105 | } | 
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| 106 | } | 
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| 107 |  | 
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| 108 | void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { | 
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| 109 | if (caps.bindUniformLocationSupport()) { | 
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| 110 | int currUniform = 0; | 
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| 111 | for (GLUniformInfo& uniform : fUniforms.items()) { | 
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| 112 | GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str())); | 
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| 113 | uniform.fLocation = currUniform; | 
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| 114 | ++currUniform; | 
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| 115 | } | 
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| 116 | for (GLUniformInfo& sampler : fSamplers.items()) { | 
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| 117 | GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str())); | 
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| 118 | sampler.fLocation = currUniform; | 
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| 119 | ++currUniform; | 
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| 120 | } | 
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| 121 | } | 
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| 122 | } | 
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| 123 |  | 
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| 124 | void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) { | 
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| 125 | if (!caps.bindUniformLocationSupport() || force) { | 
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| 126 | for (GLUniformInfo& uniform : fUniforms.items()) { | 
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| 127 | GrGLint location; | 
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| 128 | GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str())); | 
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| 129 | uniform.fLocation = location; | 
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| 130 | } | 
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| 131 | for (GLUniformInfo& sampler : fSamplers.items()) { | 
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| 132 | GrGLint location; | 
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| 133 | GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str())); | 
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| 134 | sampler.fLocation = location; | 
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| 135 | } | 
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| 136 | } | 
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| 137 | } | 
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| 138 |  | 
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| 139 | const GrGLGpu* GrGLUniformHandler::glGpu() const { | 
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| 140 | GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; | 
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| 141 | return glPB->gpu(); | 
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| 142 | } | 
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| 143 |  | 
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