#ifndef GrGLUniformManager_DEFINED
#define GrGLUniformManager_DEFINED
#include "gl/GrGLShaderVar.h"
#include "gl/GrGLSL.h"
#include "GrAllocator.h"
#include "SkTArray.h"
class GrGpuGL;
class SkMatrix;
class GrGLUniformManager : public SkRefCnt {
public:
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) {
SkASSERT(isValid());
}
int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
int fValue;
friend class GrGLUniformManager; };
GrGLUniformManager(GrGpuGL* gpu);
UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
void setSampler(UniformHandle, GrGLint texUnit) const;
void set1f(UniformHandle, GrGLfloat v0) const;
void set1fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
void set4fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const;
void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
void setMatrix3fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
void setMatrix4fv(UniformHandle, int arrayCount, const GrGLfloat matrices[]) const;
void setSkMatrix(UniformHandle, const SkMatrix&) const;
struct BuilderUniform {
GrGLShaderVar fVariable;
uint32_t fVisibility;
};
typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
bool isUsingBindUniform() const { return fUsingBindUniform; }
void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const;
private:
enum {
kUnusedUniform = -1,
};
struct Uniform {
GrGLint fVSLocation;
GrGLint fFSLocation;
GrSLType fType;
int fArrayCount;
};
bool fUsingBindUniform;
SkTArray<Uniform, true> fUniforms;
GrGpuGL* fGpu;
typedef SkRefCnt INHERITED;
};
#endif