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     SkASSERT(0 != visibility);
27     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeAcceptsPrecision(type));
28 
29     UniformInfo& uni = fUniforms.push_back();
30     uni.fVariable.setType(type);
31     uni.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
32     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
33     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
34     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
35     // the names will mismatch.  I think the correct solution is to have all GPs which need the
36     // uniform view matrix, they should upload the view matrix in their setData along with regular
37     // uniforms.
38     char prefix = 'u';
39     if ('u' == name[0]) {
40         prefix = '\0';
41     }
42     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
43     uni.fVariable.setArrayCount(arrayCount);
44     uni.fVisibility = visibility;
45     uni.fVariable.setPrecision(precision);
46     uni.fLocation = -1;
47 
48     if (outName) {
49         *outName = uni.fVariable.c_str();
50     }
51     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
52 }
53 
addSampler(uint32_t visibility,GrSwizzle swizzle,GrSLType type,GrSLPrecision precision,const char * name)54 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visibility,
55                                                                    GrSwizzle swizzle,
56                                                                    GrSLType type,
57                                                                    GrSLPrecision precision,
58                                                                    const char* name) {
59     SkASSERT(name && strlen(name));
60     SkASSERT(0 != visibility);
61 
62     SkString mangleName;
63     char prefix = 'u';
64     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
65 
66     UniformInfo& sampler = fSamplers.push_back();
67     SkASSERT(GrSLTypeIsCombinedSamplerType(type));
68     sampler.fVariable.setType(type);
69     sampler.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
70     sampler.fVariable.setPrecision(precision);
71     sampler.fVariable.setName(mangleName);
72     sampler.fLocation = -1;
73     sampler.fVisibility = visibility;
74     fSamplerSwizzles.push_back(swizzle);
75     SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
76     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
77 }
78 
addImageStorage(uint32_t visibility,GrSLType type,GrImageStorageFormat format,GrSLMemoryModel model,GrSLRestrict restrict,GrIOType ioType,const char * name)79 GrGLSLUniformHandler::ImageStorageHandle GrGLUniformHandler::addImageStorage(
80         uint32_t visibility, GrSLType type, GrImageStorageFormat format, GrSLMemoryModel model,
81         GrSLRestrict restrict, GrIOType ioType, const char* name) {
82     SkASSERT(name && strlen(name));
83     SkASSERT(0 != visibility);
84     SkString mangleName;
85     char prefix = 'u';
86     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
87 
88     UniformInfo& imageStorage = fImageStorages.push_back();
89     imageStorage.fVariable.setName(mangleName);
90 
91     SkASSERT(GrSLTypeIsImageStorage(type));
92     imageStorage.fVariable.setType(type);
93     imageStorage.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
94     imageStorage.fVariable.setImageStorageFormat(format);
95     imageStorage.fVariable.setMemoryModel(model);
96     imageStorage.fVariable.setRestrict(restrict);
97     imageStorage.fVariable.setIOType(ioType);
98     imageStorage.fVariable.setPrecision(kHigh_GrSLPrecision);
99     imageStorage.fLocation = -1;
100     imageStorage.fVisibility = visibility;
101     return GrGLSLUniformHandler::ImageStorageHandle(fImageStorages.count() - 1);
102 }
103 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const104 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
105     for (int i = 0; i < fUniforms.count(); ++i) {
106         if (fUniforms[i].fVisibility & visibility) {
107             fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
108             out->append(";");
109         }
110     }
111     for (int i = 0; i < fSamplers.count(); ++i) {
112         if (fSamplers[i].fVisibility & visibility) {
113             fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
114             out->append(";\n");
115         }
116     }
117     for (int i = 0; i < fImageStorages.count(); ++i) {
118         if (fImageStorages[i].fVisibility & visibility) {
119             fImageStorages[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
120             out->append(";");
121         }
122     }
123 }
124 
bindUniformLocations(GrGLuint programID,const GrGLCaps & caps)125 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
126     if (caps.bindUniformLocationSupport()) {
127         int currUniform = 0;
128         for (int i = 0; i < fUniforms.count(); ++i, ++currUniform) {
129             GL_CALL(BindUniformLocation(programID, currUniform, fUniforms[i].fVariable.c_str()));
130             fUniforms[i].fLocation = currUniform;
131         }
132         for (int i = 0; i < fSamplers.count(); ++i, ++currUniform) {
133             GL_CALL(BindUniformLocation(programID, currUniform, fSamplers[i].fVariable.c_str()));
134             fSamplers[i].fLocation = currUniform;
135         }
136         for (int i = 0; i < fImageStorages.count(); ++i) {
137             GL_CALL(BindUniformLocation(programID, currUniform,
138                                         fImageStorages[i].fVariable.c_str()));
139             fImageStorages[i].fLocation = currUniform;
140         }
141     }
142 }
143 
getUniformLocations(GrGLuint programID,const GrGLCaps & caps)144 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
145     if (!caps.bindUniformLocationSupport()) {
146         int count = fUniforms.count();
147         for (int i = 0; i < count; ++i) {
148             GrGLint location;
149             GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
150             fUniforms[i].fLocation = location;
151         }
152         for (int i = 0; i < fSamplers.count(); ++i) {
153             GrGLint location;
154             GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fVariable.c_str()));
155             fSamplers[i].fLocation = location;
156         }
157         for (int i = 0; i < fImageStorages.count(); ++i) {
158             GrGLint location;
159             GL_CALL_RET(location, GetUniformLocation(programID,
160                                                      fImageStorages[i].fVariable.c_str()));
161             fImageStorages[i].fLocation = location;
162         }
163     }
164 }
165 
glGpu() const166 const GrGLGpu* GrGLUniformHandler::glGpu() const {
167     GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
168     return glPB->gpu();
169 }
170