| 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 | #ifndef GrGLSLUniformHandler_DEFINED |
| 9 | #define GrGLSLUniformHandler_DEFINED |
| 10 | |
| 11 | #include "src/gpu/GrShaderVar.h" |
| 12 | #include "src/gpu/GrSwizzle.h" |
| 13 | #include "src/gpu/glsl/GrGLSLProgramDataManager.h" |
| 14 | |
| 15 | // variable names beginning with this prefix will not be mangled |
| 16 | #define GR_NO_MANGLE_PREFIX "sk_" |
| 17 | |
| 18 | class GrGLSLProgramBuilder; |
| 19 | class GrGLSLShaderBuilder; |
| 20 | class GrSamplerState; |
| 21 | class GrSurfaceProxy; |
| 22 | |
| 23 | // Handles for program uniforms (other than per-effect uniforms) |
| 24 | struct GrGLSLBuiltinUniformHandles { |
| 25 | GrGLSLProgramDataManager::UniformHandle fRTAdjustmentUni; |
| 26 | // Render target width, used to implement sk_Width |
| 27 | GrGLSLProgramDataManager::UniformHandle fRTWidthUni; |
| 28 | // Render target height, used to implement sk_Height and to calculate sk_FragCoord when |
| 29 | // origin_upper_left is not supported. |
| 30 | GrGLSLProgramDataManager::UniformHandle fRTHeightUni; |
| 31 | }; |
| 32 | |
| 33 | class GrGLSLUniformHandler { |
| 34 | public: |
| 35 | struct UniformInfo { |
| 36 | GrShaderVar fVariable; |
| 37 | uint32_t fVisibility; |
| 38 | const GrFragmentProcessor* fOwner; |
| 39 | SkString fRawName; |
| 40 | }; |
| 41 | |
| 42 | virtual ~GrGLSLUniformHandler() {} |
| 43 | |
| 44 | using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| 45 | |
| 46 | GR_DEFINE_RESOURCE_HANDLE_CLASS(SamplerHandle); |
| 47 | |
| 48 | /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| 49 | visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform |
| 50 | should be accessible. At least one bit must be set. Geometry shader uniforms are not |
| 51 | supported at this time. The actual uniform name will be mangled. If outName is not nullptr |
| 52 | then it will refer to the final uniform name after return. Use the addUniformArray variant |
| 53 | to add an array of uniforms. */ |
| 54 | UniformHandle addUniform(const GrFragmentProcessor* owner, |
| 55 | uint32_t visibility, |
| 56 | GrSLType type, |
| 57 | const char* name, |
| 58 | const char** outName = nullptr) { |
| 59 | SkASSERT(!GrSLTypeIsCombinedSamplerType(type)); |
| 60 | return this->addUniformArray(owner, visibility, type, name, 0, outName); |
| 61 | } |
| 62 | |
| 63 | UniformHandle addUniformArray(const GrFragmentProcessor* owner, |
| 64 | uint32_t visibility, |
| 65 | GrSLType type, |
| 66 | const char* name, |
| 67 | int arrayCount, |
| 68 | const char** outName = nullptr) { |
| 69 | SkASSERT(!GrSLTypeIsCombinedSamplerType(type)); |
| 70 | bool mangle = strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX)); |
| 71 | return this->internalAddUniformArray(owner, visibility, type, name, mangle, arrayCount, |
| 72 | outName); |
| 73 | } |
| 74 | |
| 75 | virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0; |
| 76 | |
| 77 | /** |
| 78 | * Shortcut for getUniformVariable(u).c_str() |
| 79 | */ |
| 80 | virtual const char* getUniformCStr(UniformHandle u) const = 0; |
| 81 | |
| 82 | virtual int numUniforms() const = 0; |
| 83 | |
| 84 | virtual UniformInfo& uniform(int idx) = 0; |
| 85 | virtual const UniformInfo& uniform(int idx) const = 0; |
| 86 | |
| 87 | // Looks up a uniform that was added by 'owner' with the given 'rawName' (pre-mangling). |
| 88 | // If there is no such uniform, a variable with type kVoid is returned. |
| 89 | GrShaderVar getUniformMapping(const GrFragmentProcessor& owner, SkString rawName) const; |
| 90 | |
| 91 | // Like getUniformMapping(), but if the uniform is found it also marks it as accessible in |
| 92 | // the vertex shader. |
| 93 | GrShaderVar liftUniformToVertexShader(const GrFragmentProcessor& owner, SkString rawName); |
| 94 | |
| 95 | protected: |
| 96 | struct UniformMapping { |
| 97 | const GrFragmentProcessor* fOwner; |
| 98 | int fInfoIndex; |
| 99 | SkString fRawName; |
| 100 | const char* fFinalName; |
| 101 | GrSLType fType; |
| 102 | }; |
| 103 | |
| 104 | explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {} |
| 105 | |
| 106 | // This is not owned by the class |
| 107 | GrGLSLProgramBuilder* fProgramBuilder; |
| 108 | |
| 109 | private: |
| 110 | virtual const char * samplerVariable(SamplerHandle) const = 0; |
| 111 | // Only called if GrShaderCaps(:textureSwizzleAppliedInShader() == true. |
| 112 | virtual GrSwizzle samplerSwizzle(SamplerHandle) const = 0; |
| 113 | |
| 114 | virtual SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&, |
| 115 | const char* name, const GrShaderCaps*) = 0; |
| 116 | |
| 117 | virtual UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner, |
| 118 | uint32_t visibility, |
| 119 | GrSLType type, |
| 120 | const char* name, |
| 121 | bool mangleName, |
| 122 | int arrayCount, |
| 123 | const char** outName) = 0; |
| 124 | |
| 125 | virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0; |
| 126 | |
| 127 | friend class GrGLSLProgramBuilder; |
| 128 | }; |
| 129 | |
| 130 | #endif |
| 131 | |