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Side by Side Diff: src/gpu/gl/GrGLProgramDataManager.cpp

Issue 1186113007: Refactor separable varying location info to be stored in GrGLProgram subclass (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: address review comments Created 5 years, 6 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "gl/GrGLPathRendering.h" 8 #include "gl/GrGLProgramDataManager.h"
9 #include "gl/GrGLUniformHandle.h" 9 #include "gl/GrGLUniformHandle.h"
10 #include "gl/GrGLGpu.h" 10 #include "gl/GrGLGpu.h"
11 #include "SkMatrix.h" 11 #include "SkMatrix.h"
12 12
13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ 13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
14 SkASSERT(arrayCount <= uni.fArrayCount || \ 14 SkASSERT(arrayCount <= uni.fArrayCount || \
15 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t)) 15 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t))
16 16
17 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, const UniformInfoAr ray& uniforms) 17 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, const UniformInfoAr ray& uniforms)
18 : fGpu(gpu) { 18 : fGpu(gpu) {
(...skipping 239 matching lines...) Expand 10 before | Expand all | Expand 10 after
258 this->setMatrix3f(u, mt); 258 this->setMatrix3f(u, mt);
259 } 259 }
260 260
261 #ifdef SK_DEBUG 261 #ifdef SK_DEBUG
262 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { 262 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
263 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) { 263 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
264 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); 264 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
265 } 265 }
266 } 266 }
267 #endif 267 #endif
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