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 "gl/GrGLCaps.h"
11 #include "gl/GrGLGpu.h"
12 #include "gl/builders/GrGLProgramBuilder.h"
13 
14 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
16 
internalAddUniformArray(uint32_t visibility,GrSLType type,GrSLPrecision precision,const char * name,bool mangleName,int arrayCount,const char ** outName)17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
18                                                                             uint32_t visibility,
19                                                                             GrSLType type,
20                                                                             GrSLPrecision precision,
21                                                                             const char* name,
22                                                                             bool mangleName,
23                                                                             int arrayCount,
24                                                                             const char** outName) {
25     SkASSERT(name && strlen(name));
26     SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
27     SkASSERT(0 == (~kVisMask & visibility));
28     SkASSERT(0 != visibility);
29     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type));
30 
31     UniformInfo& uni = fUniforms.push_back();
32     uni.fVariable.setType(type);
33     uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
34     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
35     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
36     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
37     // the names will mismatch.  I think the correct solution is to have all GPs which need the
38     // uniform view matrix, they should upload the view matrix in their setData along with regular
39     // uniforms.
40     char prefix = 'u';
41     if ('u' == name[0]) {
42         prefix = '\0';
43     }
44     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
45     uni.fVariable.setArrayCount(arrayCount);
46     uni.fVisibility = visibility;
47     uni.fVariable.setPrecision(precision);
48 
49     if (outName) {
50         *outName = uni.fVariable.c_str();
51     }
52     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
53 }
54 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const55 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
56     for (int i = 0; i < fUniforms.count(); ++i) {
57         if (fUniforms[i].fVisibility & visibility) {
58             fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
59             out->append(";\n");
60         }
61     }
62 }
63 
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)64 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
65     if (caps.bindUniformLocationSupport()) {
66         int count = fUniforms.count();
67         for (int i = 0; i < count; ++i) {
68             GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
69             fUniforms[i].fLocation = i;
70         }
71     }
72 }
73 
getUniformLocations(GrGLuint programID,const GrGLCaps & caps)74 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
75     if (!caps.bindUniformLocationSupport()) {
76         int count = fUniforms.count();
77         for (int i = 0; i < count; ++i) {
78             GrGLint location;
79             GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
80             fUniforms[i].fLocation = location;
81         }
82     }
83 }
84 
glGpu() const85 const GrGLGpu* GrGLUniformHandler::glGpu() const {
86     GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
87     return glPB->gpu();
88 }
89 
90 
91