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 "GrTexturePriv.h"
11 #include "gl/GrGLCaps.h"
12 #include "gl/GrGLGpu.h"
13 #include "gl/builders/GrGLProgramBuilder.h"
14 #include "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
valid_name(const char * name)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
internalAddUniformArray(uint32_t visibility,GrSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)27 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
28 uint32_t visibility,
29 GrSLType type,
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
38 UniformInfo& uni = fUniforms.push_back();
39 uni.fVariable.setType(type);
40 uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
41 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
42 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
43 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
44 // the names will mismatch. I think the correct solution is to have all GPs which need the
45 // uniform view matrix, they should upload the view matrix in their setData along with regular
46 // uniforms.
47 char prefix = 'u';
48 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
49 prefix = '\0';
50 }
51 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
52 uni.fVariable.setArrayCount(arrayCount);
53 uni.fVisibility = visibility;
54 uni.fLocation = -1;
55
56 if (outName) {
57 *outName = uni.fVariable.c_str();
58 }
59 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
60 }
61
addSampler(const GrTexture * texture,const GrSamplerState &,const char * name,const GrShaderCaps * shaderCaps)62 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrTexture* texture,
63 const GrSamplerState&,
64 const char* name,
65 const GrShaderCaps* shaderCaps) {
66 SkASSERT(name && strlen(name));
67
68 SkString mangleName;
69 char prefix = 'u';
70 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
71
72 GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config());
73 GrTextureType type = texture->texturePriv().textureType();
74
75 UniformInfo& sampler = fSamplers.push_back();
76 sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
77 sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
78 sampler.fVariable.setName(mangleName);
79 sampler.fLocation = -1;
80 sampler.fVisibility = kFragment_GrShaderFlag;
81 fSamplerSwizzles.push_back(swizzle);
82 SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
83 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
84 }
85
appendUniformDecls(GrShaderFlags visibility,SkString * out) const86 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
87 for (int i = 0; i < fUniforms.count(); ++i) {
88 if (fUniforms[i].fVisibility & visibility) {
89 fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
90 out->append(";");
91 }
92 }
93 for (int i = 0; i < fSamplers.count(); ++i) {
94 if (fSamplers[i].fVisibility & visibility) {
95 fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
96 out->append(";\n");
97 }
98 }
99 }
100
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)101 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
102 if (caps.bindUniformLocationSupport()) {
103 int currUniform = 0;
104 for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
105 GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
106 fUniforms[i].fLocation = currUniform;
107 }
108 for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
109 GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
110 fSamplers[i].fLocation = currUniform;
111 }
112 }
113 }
114
getUniformLocations(GrGLuint programID,const GrGLCaps & caps)115 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
116 if (!caps.bindUniformLocationSupport()) {
117 int count = fUniforms.count();
118 for (int i = 0; i < count; ++i) {
119 GrGLint location;
120 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
121 fUniforms[i].fLocation = location;
122 }
123 for (int i = 0; i < fSamplers.count(); ++i) {
124 GrGLint location;
125 GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
126 fSamplers[i].fLocation = location;
127 }
128 }
129 }
130
glGpu() const131 const GrGLGpu* GrGLUniformHandler::glGpu() const {
132 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
133 return glPB->gpu();
134 }
135