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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkUniformHandler_DEFINED
#define GrVkUniformHandler_DEFINED
#include "glsl/GrGLSLUniformHandler.h"
#include "GrAllocator.h"
#include "glsl/GrGLSLShaderVar.h"
static const int kUniformsPerBlock = 8;
class GrVkUniformHandler : public GrGLSLUniformHandler {
public:
enum {
kSamplerDescSet = 0,
kUniformBufferDescSet = 1,
};
enum {
kVertexBinding = 0,
kFragBinding = 1,
};
// fUBOffset is only valid if the GrSLType of the fVariable is not a sampler
struct UniformInfo {
GrGLSLShaderVar fVariable;
uint32_t fVisibility;
uint32_t fSetNumber;
uint32_t fBinding;
uint32_t fUBOffset;
};
typedef GrTAllocator<UniformInfo> UniformInfoArray;
const GrGLSLShaderVar& 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 GrVkUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock)
, fCurrentVertexUBOOffset(0)
, fCurrentFragmentUBOOffset(0)
, fCurrentSamplerBinding(0) {
}
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
void appendUniformDecls(GrShaderFlags, SkString*) const override;
bool hasVertexUniforms() const { return fCurrentVertexUBOOffset > 0; }
bool hasFragmentUniforms() const { return fCurrentFragmentUBOOffset > 0; }
const UniformInfo& getUniformInfo(UniformHandle u) const {
return fUniforms[u.toIndex()];
}
UniformInfoArray fUniforms;
uint32_t fCurrentVertexUBOOffset;
uint32_t fCurrentFragmentUBOOffset;
uint32_t fCurrentSamplerBinding;
friend class GrVkProgramBuilder;
typedef GrGLSLUniformHandler INHERITED;
};
#endif