/* * 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 "include/gpu/ganesh/gl/GrGLTypes.h" #include "include/private/base/SkTArray.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/gpu/Swizzle.h" #include "src/gpu/ganesh/GrSamplerState.h" #include "src/gpu/ganesh/GrShaderVar.h" #include "src/gpu/ganesh/gl/GrGLProgramDataManager.h" #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" #include class GrBackendFormat; class GrGLCaps; class GrGLGpu; class GrGLSLProgramBuilder; class GrProcessor; class SkString; enum class SkSLType : char; struct GrShaderCaps; class GrGLUniformHandler : public GrGLSLUniformHandler { public: static const int kUniformsPerBlock = 8; const GrShaderVar& getUniformVariable(UniformHandle u) const override { return fUniforms.item(u.toIndex()).fVariable; } const char* getUniformCStr(UniformHandle u) const override { return this->getUniformVariable(u).c_str(); } int numUniforms() const override { return fUniforms.count(); } UniformInfo& uniform(int idx) override { return fUniforms.item(idx); } const UniformInfo& uniform(int idx) const override { return fUniforms.item(idx); } private: explicit GrGLUniformHandler(GrGLSLProgramBuilder* program) : INHERITED(program) , fUniforms(kUniformsPerBlock) , fSamplers(kUniformsPerBlock) {} UniformHandle internalAddUniformArray(const GrProcessor* owner, uint32_t visibility, SkSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) override; SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&, const char* name, const GrShaderCaps*) override; const char* samplerVariable(SamplerHandle handle) const override { return fSamplers.item(handle.toIndex()).fVariable.c_str(); } skgpu::Swizzle 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, bool force); const GrGLGpu* glGpu() const; typedef GrGLProgramDataManager::GLUniformInfo GLUniformInfo; typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; UniformInfoArray fUniforms; UniformInfoArray fSamplers; skia_private::TArray fSamplerSwizzles; friend class GrGLProgramBuilder; using INHERITED = GrGLSLUniformHandler; }; #endif