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 "src/gpu/gl/GrGLUniformHandler.h" |
9 | |
10 | #include "src/gpu/GrTexturePriv.h" |
11 | #include "src/gpu/gl/GrGLCaps.h" |
12 | #include "src/gpu/gl/GrGLGpu.h" |
13 | #include "src/gpu/gl/builders/GrGLProgramBuilder.h" |
14 | #include "src/sksl/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 | const GrFragmentProcessor* owner, |
29 | uint32_t visibility, |
30 | GrSLType type, |
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 | |
39 | // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
40 | // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
41 | // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
42 | // the names will mismatch. I think the correct solution is to have all GPs which need the |
43 | // uniform view matrix, they should upload the view matrix in their setData along with regular |
44 | // uniforms. |
45 | SkString resolvedName; |
46 | char prefix = 'u'; |
47 | if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
48 | prefix = '\0'; |
49 | } |
50 | fProgramBuilder->nameVariable(&resolvedName, prefix, name, mangleName); |
51 | GLUniformInfo& uni = fUniforms.push_back(GrGLProgramDataManager::GLUniformInfo{ |
52 | { |
53 | GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::Uniform, |
54 | arrayCount}, |
55 | visibility, owner, SkString(name) |
56 | }, |
57 | -1 |
58 | }); |
59 | |
60 | if (outName) { |
61 | *outName = uni.fVariable.c_str(); |
62 | } |
63 | return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
64 | } |
65 | |
66 | GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler( |
67 | const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, |
68 | const char* name, 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 | GrTextureType type = backendFormat.textureType(); |
76 | |
77 | fSamplers.push_back(GrGLProgramDataManager::GLUniformInfo{ |
78 | { |
79 | GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type), |
80 | GrShaderVar::TypeModifier::Uniform}, |
81 | kFragment_GrShaderFlag, nullptr, SkString(name) |
82 | }, |
83 | -1 |
84 | }); |
85 | |
86 | if (shaderCaps->textureSwizzleAppliedInShader()) { |
87 | fSamplerSwizzles.push_back(swizzle); |
88 | SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); |
89 | } |
90 | return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
91 | } |
92 | |
93 | void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
94 | for (const UniformInfo& uniform : fUniforms.items()) { |
95 | if (uniform.fVisibility & visibility) { |
96 | uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
97 | out->append(";" ); |
98 | } |
99 | } |
100 | for (const UniformInfo& sampler : fSamplers.items()) { |
101 | if (sampler.fVisibility & visibility) { |
102 | sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
103 | out->append(";\n" ); |
104 | } |
105 | } |
106 | } |
107 | |
108 | void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { |
109 | if (caps.bindUniformLocationSupport()) { |
110 | int currUniform = 0; |
111 | for (GLUniformInfo& uniform : fUniforms.items()) { |
112 | GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str())); |
113 | uniform.fLocation = currUniform; |
114 | ++currUniform; |
115 | } |
116 | for (GLUniformInfo& sampler : fSamplers.items()) { |
117 | GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str())); |
118 | sampler.fLocation = currUniform; |
119 | ++currUniform; |
120 | } |
121 | } |
122 | } |
123 | |
124 | void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) { |
125 | if (!caps.bindUniformLocationSupport() || force) { |
126 | for (GLUniformInfo& uniform : fUniforms.items()) { |
127 | GrGLint location; |
128 | GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str())); |
129 | uniform.fLocation = location; |
130 | } |
131 | for (GLUniformInfo& sampler : fSamplers.items()) { |
132 | GrGLint location; |
133 | GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str())); |
134 | sampler.fLocation = location; |
135 | } |
136 | } |
137 | } |
138 | |
139 | const GrGLGpu* GrGLUniformHandler::glGpu() const { |
140 | GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
141 | return glPB->gpu(); |
142 | } |
143 | |