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Uniform.h
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1/*
2 * Copyright 2021 Google LLC
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 skgpu_graphite_Uniform_DEFINED
9#define skgpu_graphite_Uniform_DEFINED
10
12
13namespace skgpu::graphite {
14
15// TODO: can SkRuntimeEffect::Uniform be absorbed into this class!?
16
17/**
18 * Describes a uniform. Uniforms consist of:
19 * name: The constant string name to use in the generated SkSL (with mangling)
20 * type: The type of the uniform
21 * count: Number of elements of 'type' in the array or kNonArray if not an array.
22 */
23class Uniform {
24public:
25 static constexpr int kNonArray = 0;
26
27 constexpr Uniform(const char* name, SkSLType type, int count = kNonArray)
28 : Uniform(name, type, count, /*isPaintColor=*/false) {}
29
30 /*
31 * The paint color uniform is treated special and will only be added to the uniform block
32 * once. Its name will not be mangled.
33 */
34 static constexpr Uniform PaintColor() {
35 return Uniform("paintColor", SkSLType::kFloat4,
36 Uniform::kNonArray, /*isPaintColor=*/true);
37 }
38
39 constexpr Uniform(const Uniform&) = default;
40 Uniform& operator=(const Uniform&) = default;
41
42 constexpr const char* name() const { return fName; }
43 constexpr SkSLType type() const { return static_cast<SkSLType>(fType); }
44 constexpr int count() const { return static_cast<int>(fCount); }
45
46 constexpr bool isPaintColor() const { return static_cast<bool>(fIsPaintColor); }
47
48private:
49 constexpr Uniform(const char* name, SkSLType type, int count, bool isPaintColor)
50 : fName(name)
51 , fType(static_cast<unsigned>(type))
52 , fIsPaintColor(static_cast<unsigned>(isPaintColor))
53 , fCount(static_cast<unsigned>(count)) {
55 SkASSERT(count >= 0);
56 }
57
58 const char* fName;
59
60 // Uniform definitions for all encountered SkRuntimeEffects are stored permanently in the
61 // ShaderCodeDictionary as part of the stable ShaderSnippet and code ID assigned to the
62 // effect, including de-duplicating equivalent or re-created SkRuntimeEffects with the same
63 // SkSL. To help keep this memory overhead as low as possible, we pack the Uniform fields
64 // as tightly as possible.
65 uint32_t fType : 6;
66 uint32_t fIsPaintColor : 1;
67 uint32_t fCount : 25;
68
69 static_assert(kSkSLTypeCount <= (1 << 6));
70};
71
72} // namespace skgpu::graphite
73
74#endif // skgpu_graphite_Uniform_DEFINED
#define SkASSERT(cond)
Definition: SkAssert.h:116
static constexpr bool SkSLTypeCanBeUniformValue(SkSLType type)
static const int kSkSLTypeCount
SkSLType
static constexpr Uniform PaintColor()
Definition: Uniform.h:34
constexpr const char * name() const
Definition: Uniform.h:42
constexpr SkSLType type() const
Definition: Uniform.h:43
constexpr bool isPaintColor() const
Definition: Uniform.h:46
constexpr int count() const
Definition: Uniform.h:44
constexpr Uniform(const char *name, SkSLType type, int count=kNonArray)
Definition: Uniform.h:27
Uniform & operator=(const Uniform &)=default
static constexpr int kNonArray
Definition: Uniform.h:25
constexpr Uniform(const Uniform &)=default