Create GLSLUniformHandler class for gpu backend
[platform/upstream/libSkiaSharp.git] / src / gpu / glsl / GrGLSLGeometryProcessor.h
1 /*
2  * Copyright 2013 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 #ifndef GrGLSLGeometryProcessor_DEFINED
9 #define GrGLSLGeometryProcessor_DEFINED
10
11 #include "GrGLSLPrimitiveProcessor.h"
12
13 class GrGLSLGPBuilder;
14
15 /**
16  * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit
17  * from this class. Since paths don't have vertices, this class is only meant to be used internally
18  * by skia, for special cases.
19  */
20 class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor {
21 public:
22     /* Any general emit code goes in the base class emitCode.  Subclasses override onEmitCode */
23     void emitCode(EmitArgs&) override;
24
25     // By default we use the identity matrix
26     void setTransformData(const GrPrimitiveProcessor&,
27                           const GrGLSLProgramDataManager& pdman,
28                           int index,
29                           const SkTArray<const GrCoordTransform*, true>& transforms) override {
30         this->setTransformDataMatrix(SkMatrix::I(), pdman, index, transforms);
31     }
32
33     // A helper which subclasses can use if needed
34     template <class GeometryProcessor>
35     void setTransformDataHelper(const GrPrimitiveProcessor& primProc,
36                                 const GrGLSLProgramDataManager& pdman,
37                                 int index,
38                                 const SkTArray<const GrCoordTransform*, true>& transforms) {
39         const GeometryProcessor& gp = primProc.cast<GeometryProcessor>();
40         this->setTransformDataMatrix(gp.localMatrix(), pdman, index, transforms);
41     }
42
43 protected:
44     // Emit a uniform matrix for each coord transform.
45     void emitTransforms(GrGLSLVertexBuilder* vb,
46                         GrGLSLVaryingHandler* varyingHandler,
47                         GrGLSLUniformHandler* uniformHandler,
48                         const GrShaderVar& posVar,
49                         const char* localCoords,
50                         const TransformsIn& tin,
51                         TransformsOut* tout) {
52         this->emitTransforms(vb, varyingHandler, uniformHandler,
53                              posVar, localCoords, SkMatrix::I(), tin, tout);
54     }
55
56     // Emit pre-transformed coords as a vertex attribute per coord-transform.
57     void emitTransforms(GrGLSLVertexBuilder*,
58                         GrGLSLVaryingHandler*,
59                         GrGLSLUniformHandler*,
60                         const GrShaderVar& posVar,
61                         const char* localCoords,
62                         const SkMatrix& localMatrix,
63                         const TransformsIn&,
64                         TransformsOut*);
65
66     // caller has emitted transforms via attributes
67     void emitTransforms(GrGLSLVertexBuilder*,
68                         GrGLSLVaryingHandler*,
69                         const char* localCoords,
70                         const TransformsIn& tin,
71                         TransformsOut* tout);
72
73     struct GrGPArgs {
74         // The variable used by a GP to store its position. It can be
75         // either a vec2 or a vec3 depending on the presence of perspective.
76         GrShaderVar fPositionVar;
77     };
78
79     // Create the correct type of position variable given the CTM
80     void setupPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
81     void setupPosition(GrGLSLVertexBuilder*,
82                        GrGLSLUniformHandler* uniformHandler,
83                        GrGPArgs*,
84                        const char* posName,
85                        const SkMatrix& mat,
86                        UniformHandle* viewMatrixUniform);
87
88     static uint32_t ComputePosKey(const SkMatrix& mat) {
89         if (mat.isIdentity()) {
90             return 0x0;
91         } else if (!mat.hasPerspective()) {
92             return 0x01;
93         } else {
94             return 0x02;
95         }
96     }
97
98 private:
99     void setTransformDataMatrix(const SkMatrix& localMatrix,
100                                 const GrGLSLProgramDataManager& pdman,
101                                 int index,
102                                 const SkTArray<const GrCoordTransform*, true>& transforms) {
103         SkSTArray<2, Transform, true>& procTransforms = fInstalledTransforms[index];
104         int numTransforms = transforms.count();
105         for (int t = 0; t < numTransforms; ++t) {
106             SkASSERT(procTransforms[t].fHandle.isValid());
107             const SkMatrix& transform = GetTransformMatrix(localMatrix, *transforms[t]);
108             if (!procTransforms[t].fCurrentValue.cheapEqualTo(transform)) {
109                 pdman.setSkMatrix(procTransforms[t].fHandle.toIndex(), transform);
110                 procTransforms[t].fCurrentValue = transform;
111             }
112         }
113     }
114
115     virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0;
116
117     typedef GrGLSLPrimitiveProcessor INHERITED;
118 };
119
120 #endif