/src/skia/src/gpu/gl/GrGLUniformHandler.cpp
Line | Count | Source (jump to first uncovered line) |
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 "src/gpu/gl/GrGLUniformHandler.h" |
9 | | |
10 | | #include "src/gpu/GrTexture.h" |
11 | | #include "src/gpu/gl/GrGLCaps.h" |
12 | | #include "src/gpu/gl/GrGLGpu.h" |
13 | | #include "src/gpu/gl/builders/GrGLProgramBuilder.h" |
14 | | #include "src/sksl/SkSLCompiler.h" |
15 | | |
16 | 0 | #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) |
17 | 0 | #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) |
18 | | |
19 | 0 | bool valid_name(const char* name) { |
20 | | // disallow unknown names that start with "sk_" |
21 | 0 | if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
22 | 0 | return !strcmp(name, SkSL::Compiler::RTADJUST_NAME); |
23 | 0 | } |
24 | 0 | return true; |
25 | 0 | } |
26 | | |
27 | | GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
28 | | const GrFragmentProcessor* owner, |
29 | | uint32_t visibility, |
30 | | GrSLType type, |
31 | | const char* name, |
32 | | bool mangleName, |
33 | | int arrayCount, |
34 | 0 | const char** outName) { |
35 | 0 | SkASSERT(name && strlen(name)); |
36 | 0 | SkASSERT(valid_name(name)); |
37 | 0 | SkASSERT(0 != visibility); |
38 | | |
39 | | // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
40 | | // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
41 | | // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
42 | | // the names will mismatch. I think the correct solution is to have all GPs which need the |
43 | | // uniform view matrix, they should upload the view matrix in their setData along with regular |
44 | | // uniforms. |
45 | 0 | char prefix = 'u'; |
46 | 0 | if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
47 | 0 | prefix = '\0'; |
48 | 0 | } |
49 | 0 | SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName); |
50 | 0 | GLUniformInfo& uni = fUniforms.push_back(GrGLProgramDataManager::GLUniformInfo{ |
51 | 0 | { |
52 | 0 | GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::Uniform, |
53 | 0 | arrayCount}, |
54 | 0 | visibility, owner, SkString(name) |
55 | 0 | }, |
56 | 0 | -1 |
57 | 0 | }); |
58 | |
|
59 | 0 | if (outName) { |
60 | 0 | *outName = uni.fVariable.c_str(); |
61 | 0 | } |
62 | 0 | return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
63 | 0 | } Unexecuted instantiation: GrGLUniformHandler::internalAddUniformArray(GrFragmentProcessor const*, unsigned int, GrSLType, char const*, bool, int, char const**) Unexecuted instantiation: GrGLUniformHandler::internalAddUniformArray(GrFragmentProcessor const*, unsigned int, GrSLType, char const*, bool, int, char const**) |
64 | | |
65 | | GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler( |
66 | | const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, |
67 | 0 | const char* name, const GrShaderCaps* shaderCaps) { |
68 | 0 | SkASSERT(name && strlen(name)); |
69 | |
|
70 | 0 | constexpr char prefix = 'u'; |
71 | 0 | SkString mangleName = fProgramBuilder->nameVariable(prefix, name, true); |
72 | |
|
73 | 0 | GrTextureType type = backendFormat.textureType(); |
74 | |
|
75 | 0 | fSamplers.push_back(GrGLProgramDataManager::GLUniformInfo{ |
76 | 0 | { |
77 | 0 | GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type), |
78 | 0 | GrShaderVar::TypeModifier::Uniform}, |
79 | 0 | kFragment_GrShaderFlag, nullptr, SkString(name) |
80 | 0 | }, |
81 | 0 | -1 |
82 | 0 | }); |
83 | |
|
84 | 0 | fSamplerSwizzles.push_back(swizzle); |
85 | 0 | SkASSERT(fSamplers.count() == fSamplerSwizzles.count()); |
86 | 0 | return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
87 | 0 | } Unexecuted instantiation: GrGLUniformHandler::addSampler(GrBackendFormat const&, GrSamplerState, GrSwizzle const&, char const*, GrShaderCaps const*) Unexecuted instantiation: GrGLUniformHandler::addSampler(GrBackendFormat const&, GrSamplerState, GrSwizzle const&, char const*, GrShaderCaps const*) |
88 | | |
89 | 0 | void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
90 | 0 | for (const UniformInfo& uniform : fUniforms.items()) { |
91 | 0 | if (uniform.fVisibility & visibility) { |
92 | 0 | uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
93 | 0 | out->append(";"); |
94 | 0 | } |
95 | 0 | } |
96 | 0 | for (const UniformInfo& sampler : fSamplers.items()) { |
97 | 0 | if (sampler.fVisibility & visibility) { |
98 | 0 | sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
99 | 0 | out->append(";\n"); |
100 | 0 | } |
101 | 0 | } |
102 | 0 | } |
103 | | |
104 | 0 | void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) { |
105 | 0 | if (caps.bindUniformLocationSupport()) { |
106 | 0 | int currUniform = 0; |
107 | 0 | for (GLUniformInfo& uniform : fUniforms.items()) { |
108 | 0 | GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str())); |
109 | 0 | uniform.fLocation = currUniform; |
110 | 0 | ++currUniform; |
111 | 0 | } |
112 | 0 | for (GLUniformInfo& sampler : fSamplers.items()) { |
113 | 0 | GL_CALL(BindUniformLocation(programID, currUniform, sampler.fVariable.c_str())); |
114 | 0 | sampler.fLocation = currUniform; |
115 | 0 | ++currUniform; |
116 | 0 | } |
117 | 0 | } |
118 | 0 | } Unexecuted instantiation: GrGLUniformHandler::bindUniformLocations(unsigned int, GrGLCaps const&) Unexecuted instantiation: GrGLUniformHandler::bindUniformLocations(unsigned int, GrGLCaps const&) |
119 | | |
120 | 0 | void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps, bool force) { |
121 | 0 | if (!caps.bindUniformLocationSupport() || force) { |
122 | 0 | for (GLUniformInfo& uniform : fUniforms.items()) { |
123 | 0 | GrGLint location; |
124 | 0 | GL_CALL_RET(location, GetUniformLocation(programID, uniform.fVariable.c_str())); |
125 | 0 | uniform.fLocation = location; |
126 | 0 | } |
127 | 0 | for (GLUniformInfo& sampler : fSamplers.items()) { |
128 | 0 | GrGLint location; |
129 | 0 | GL_CALL_RET(location, GetUniformLocation(programID, sampler.fVariable.c_str())); |
130 | 0 | sampler.fLocation = location; |
131 | 0 | } |
132 | 0 | } |
133 | 0 | } Unexecuted instantiation: GrGLUniformHandler::getUniformLocations(unsigned int, GrGLCaps const&, bool) Unexecuted instantiation: GrGLUniformHandler::getUniformLocations(unsigned int, GrGLCaps const&, bool) |
134 | | |
135 | 0 | const GrGLGpu* GrGLUniformHandler::glGpu() const { |
136 | 0 | GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; |
137 | 0 | return glPB->gpu(); |
138 | 0 | } |