/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLUniformHandler_DEFINED #define GrGLUniformHandler_DEFINED #include "glsl/GrGLSLUniformHandler.h" #include "gl/GrGLProgramDataManager.h" class GrGLCaps; class GrGLUniformHandler : public GrGLSLUniformHandler { public: static const int kUniformsPerBlock = 8; const GrShaderVar& getUniformVariable(UniformHandle u) const override { return fUniforms[u.toIndex()].fVariable; } const char* getUniformCStr(UniformHandle u) const override { return this->getUniformVariable(u).c_str(); } private: explicit GrGLUniformHandler(GrGLSLProgramBuilder* program) : INHERITED(program) , fUniforms(kUniformsPerBlock) , fSamplers(kUniformsPerBlock) {} UniformHandle internalAddUniformArray(uint32_t visibility, GrSLType type, GrSLPrecision precision, const char* name, bool mangleName, int arrayCount, const char** outName) override; SamplerHandle addSampler(const GrTexture*, const GrSamplerState&, const char* name, const GrShaderCaps*) override; const GrShaderVar& samplerVariable(SamplerHandle handle) const override { return fSamplers[handle.toIndex()].fVariable; } GrSwizzle samplerSwizzle(SamplerHandle handle) const override { return fSamplerSwizzles[handle.toIndex()]; } void appendUniformDecls(GrShaderFlags visibility, SkString*) const override; // Manually set uniform locations for all our uniforms. void bindUniformLocations(GrGLuint programID, const GrGLCaps& caps); // Updates the loction of the Uniforms if we cannot bind uniform locations manually void getUniformLocations(GrGLuint programID, const GrGLCaps& caps); const GrGLGpu* glGpu() const; typedef GrGLProgramDataManager::UniformInfo UniformInfo; typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; UniformInfoArray fUniforms; UniformInfoArray fSamplers; SkTArray fSamplerSwizzles; friend class GrGLProgramBuilder; typedef GrGLSLUniformHandler INHERITED; }; #endif