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

Issue 133073009: Move GrGLInterface function pointers into a nested struct (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: tip of tree Created 6 years, 11 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/GrGLShaderBuilder.h" 8 #include "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h" 9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h" 10 #include "gl/GrGLUniformHandle.h"
11 #include "gl/GrGpuGL.h" 11 #include "gl/GrGpuGL.h"
12 #include "SkMatrix.h" 12 #include "SkMatrix.h"
13 13
14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ 14 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
15 SkASSERT(arrayCount <= uni.fArrayCount || \ 15 SkASSERT(arrayCount <= uni.fArrayCount || \
16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t)) 16 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t))
17 17
18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { 18 GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) {
19 fUsingBindUniform = fGpu->glInterface()->fBindUniformLocation != NULL; 19 // skbug.com/2056
20 fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
20 } 21 }
21 22
22 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ e, int arrayCount) { 23 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ e, int arrayCount) {
23 int idx = fUniforms.count(); 24 int idx = fUniforms.count();
24 Uniform& uni = fUniforms.push_back(); 25 Uniform& uni = fUniforms.push_back();
25 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); 26 SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
26 uni.fArrayCount = arrayCount; 27 uni.fArrayCount = arrayCount;
27 uni.fType = type; 28 uni.fType = type;
28 uni.fVSLocation = kUnusedUniform; 29 uni.fVSLocation = kUnusedUniform;
29 uni.fFSLocation = kUnusedUniform; 30 uni.fFSLocation = kUnusedUniform;
(...skipping 240 matching lines...) Expand 10 before | Expand all | Expand 10 after
270 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { 271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
271 fUniforms[i].fFSLocation = location; 272 fUniforms[i].fFSLocation = location;
272 } 273 }
273 } 274 }
274 } 275 }
275 276
276 const GrGLUniformManager::BuilderUniform& 277 const GrGLUniformManager::BuilderUniform&
277 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH andle handle) const { 278 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH andle handle) const {
278 return array[handle.toUniformIndex()]; 279 return array[handle.toUniformIndex()];
279 } 280 }
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