/* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrUniformDataManager_DEFINED #define GrUniformDataManager_DEFINED #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h" #include "include/private/base/SkTArray.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/base/SkAutoMalloc.h" #include "src/core/SkSLTypeShared.h" /** * Subclass of GrGLSLProgramDataManager used to store uniforms for a program in a CPU buffer that * can be uploaded to a UBO. This currently assumes uniform layouts that are compatible with * Vulkan, Dawn, and D3D12. It could be used more broadly if this aspect was made configurable. */ class GrUniformDataManager : public GrGLSLProgramDataManager { public: GrUniformDataManager(uint32_t uniformCount, uint32_t uniformSize); void set1i(UniformHandle, int32_t) const override; void set1iv(UniformHandle, int arrayCount, const int32_t v[]) const override; void set1f(UniformHandle, float v0) const override; void set1fv(UniformHandle, int arrayCount, const float v[]) const override; void set2i(UniformHandle, int32_t, int32_t) const override; void set2iv(UniformHandle, int arrayCount, const int32_t v[]) const override; void set2f(UniformHandle, float, float) const override; void set2fv(UniformHandle, int arrayCount, const float v[]) const override; void set3i(UniformHandle, int32_t, int32_t, int32_t) const override; void set3iv(UniformHandle, int arrayCount, const int32_t v[]) const override; void set3f(UniformHandle, float, float, float) const override; void set3fv(UniformHandle, int arrayCount, const float v[]) const override; void set4i(UniformHandle, int32_t, int32_t, int32_t, int32_t) const override; void set4iv(UniformHandle, int arrayCount, const int32_t v[]) const override; void set4f(UniformHandle, float, float, float, float) const override; void set4fv(UniformHandle, int arrayCount, const float v[]) const override; // Matrices are column-major. The following three calls upload a single matrix into a uniform. void setMatrix2f(UniformHandle, const float matrix[]) const override; void setMatrix3f(UniformHandle, const float matrix[]) const override; void setMatrix4f(UniformHandle, const float matrix[]) const override; // These three calls upload arrayCount matrices into a uniform array. void setMatrix2fv(UniformHandle, int arrayCount, const float matrices[]) const override; void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const override; void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const override; // For the uniform data to be dirty so that we will reupload on the next use. void markDirty() { fUniformsDirty = true; } protected: struct Uniform { uint32_t fOffset : 24; SkSLType fType : 8; SkDEBUGCODE( int fArrayCount; ); }; int copyUniforms(void* dest, const void* src, int numUniforms, SkSLType uniformType) const; template inline void set(UniformHandle u, const void* v) const; template inline void setv(UniformHandle u, int arrayCount, const void* v) const; template inline void setMatrices(UniformHandle, int arrayCount, const float matrices[]) const; void* getBufferPtrAndMarkDirty(const Uniform& uni) const; uint32_t fUniformSize; bool fWrite16BitUniforms = false; skia_private::TArray fUniforms; mutable SkAutoMalloc fUniformData; mutable bool fUniformsDirty = false; }; #endif