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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLUniformManager_DEFINED
#define GrGLUniformManager_DEFINED
#include "gl/GrGLShaderVar.h"
#include "gl/GrGLSL.h"
#include "GrAllocator.h"
#include "SkTArray.h"
class GrGLContext;
class SkMatrix;
/** Manages a program's uniforms.
*/
class GrGLUniformManager {
public:
// Opaque handle to a uniform
class UniformHandle {
public:
static UniformHandle CreateFromUniformIndex(int i);
bool isValid() const { return 0 != fValue; }
bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
UniformHandle()
: fValue(0) {
}
private:
UniformHandle(int value)
: fValue(~value) {
GrAssert(isValid());
}
int toUniformIndex() const { GrAssert(isValid()); return ~fValue; }
int fValue;
friend class GrGLUniformManager; // For accessing toUniformIndex().
};
GrGLUniformManager(const GrGLContext& context) : fContext(context) {}
UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
/** Functions for uploading uniform values. The varities ending in v can be used to upload to an
* array of uniforms. offset + arrayCount must be <= the array count of the uniform.
*/
void setSampler(UniformHandle, GrGLint texUnit) const;
void set1f(UniformHandle, GrGLfloat v0) const;
void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
// matrices are column-major, the first three upload a single matrix, the latter three upload
// arrayCount matrices into a uniform array.
void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
// convenience method for uploading a SkMatrix to a 3x3 matrix uniform
void setSkMatrix(UniformHandle, const SkMatrix&) const;
struct BuilderUniform {
GrGLShaderVar fVariable;
uint32_t fVisibility;
};
// This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
// after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
// name strings. Otherwise, we'd have to hand out copies.
typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
/**
* Called by the GrGLShaderBuilder to get GL locations for all uniforms.
*/
void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
/**
* Called by the GrGLShaderBuilder to access the array by the handle (index).
*/
const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const;
private:
enum {
kUnusedUniform = -1,
};
struct Uniform {
GrGLint fVSLocation;
GrGLint fFSLocation;
GrSLType fType;
int fArrayCount;
};
SkTArray<Uniform, true> fUniforms;
const GrGLContext& fContext;
};
#endif