gfx/skia/trunk/src/gpu/gl/GrGLUniformManager.h

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 /*
michael@0 2 * Copyright 2012 Google Inc.
michael@0 3 *
michael@0 4 * Use of this source code is governed by a BSD-style license that can be
michael@0 5 * found in the LICENSE file.
michael@0 6 */
michael@0 7
michael@0 8 #ifndef GrGLUniformManager_DEFINED
michael@0 9 #define GrGLUniformManager_DEFINED
michael@0 10
michael@0 11 #include "gl/GrGLShaderVar.h"
michael@0 12 #include "gl/GrGLSL.h"
michael@0 13 #include "GrAllocator.h"
michael@0 14
michael@0 15 #include "SkTArray.h"
michael@0 16
michael@0 17 class GrGpuGL;
michael@0 18 class SkMatrix;
michael@0 19
michael@0 20 /** Manages a program's uniforms.
michael@0 21 */
michael@0 22 class GrGLUniformManager {
michael@0 23 public:
michael@0 24 // Opaque handle to a uniform
michael@0 25 class UniformHandle {
michael@0 26 public:
michael@0 27 static UniformHandle CreateFromUniformIndex(int i);
michael@0 28
michael@0 29 bool isValid() const { return 0 != fValue; }
michael@0 30
michael@0 31 bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
michael@0 32
michael@0 33 UniformHandle()
michael@0 34 : fValue(0) {
michael@0 35 }
michael@0 36
michael@0 37 private:
michael@0 38 UniformHandle(int value)
michael@0 39 : fValue(~value) {
michael@0 40 SkASSERT(isValid());
michael@0 41 }
michael@0 42
michael@0 43 int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
michael@0 44
michael@0 45 int fValue;
michael@0 46 friend class GrGLUniformManager; // For accessing toUniformIndex().
michael@0 47 };
michael@0 48
michael@0 49 GrGLUniformManager(GrGpuGL* gpu);
michael@0 50
michael@0 51 UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
michael@0 52
michael@0 53 /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
michael@0 54 * array of uniforms. arrayCount must be <= the array count of the uniform.
michael@0 55 */
michael@0 56 void setSampler(UniformHandle, GrGLint texUnit) const;
michael@0 57 void set1f(UniformHandle, GrGLfloat v0) const;
michael@0 58 void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
michael@0 59 void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
michael@0 60 void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
michael@0 61 void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
michael@0 62 void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
michael@0 63 void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
michael@0 64 void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
michael@0 65 // matrices are column-major, the first three upload a single matrix, the latter three upload
michael@0 66 // arrayCount matrices into a uniform array.
michael@0 67 void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
michael@0 68 void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
michael@0 69 void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
michael@0 70 void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
michael@0 71
michael@0 72 // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
michael@0 73 void setSkMatrix(UniformHandle, const SkMatrix&) const;
michael@0 74
michael@0 75 struct BuilderUniform {
michael@0 76 GrGLShaderVar fVariable;
michael@0 77 uint32_t fVisibility;
michael@0 78 };
michael@0 79 // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
michael@0 80 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
michael@0 81 // name strings. Otherwise, we'd have to hand out copies.
michael@0 82 typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
michael@0 83
michael@0 84 /**
michael@0 85 * Called by the GrGLShaderBuilder to know if the manager is using
michael@0 86 * BindUniformLocation. In that case getUniformLocations must be called
michael@0 87 * before the program is linked.
michael@0 88 */
michael@0 89 bool isUsingBindUniform() const { return fUsingBindUniform; }
michael@0 90
michael@0 91 /**
michael@0 92 * Called by the GrGLShaderBuilder to get GL locations for all uniforms.
michael@0 93 */
michael@0 94 void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
michael@0 95
michael@0 96 /**
michael@0 97 * Called by the GrGLShaderBuilder to access the array by the handle (index).
michael@0 98 */
michael@0 99 const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const;
michael@0 100
michael@0 101 private:
michael@0 102 enum {
michael@0 103 kUnusedUniform = -1,
michael@0 104 };
michael@0 105
michael@0 106 struct Uniform {
michael@0 107 GrGLint fVSLocation;
michael@0 108 GrGLint fFSLocation;
michael@0 109 GrSLType fType;
michael@0 110 int fArrayCount;
michael@0 111 };
michael@0 112
michael@0 113 bool fUsingBindUniform;
michael@0 114 SkTArray<Uniform, true> fUniforms;
michael@0 115 GrGpuGL* fGpu;
michael@0 116 };
michael@0 117
michael@0 118 #endif

mercurial