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

Issue 1417123002: Move GrGLShaderVar to GrGLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix gyp Created 5 years, 2 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 "SkMatrix.h" 8 #include "SkMatrix.h"
9 #include "gl/GrGLProgramDataManager.h" 9 #include "gl/GrGLProgramDataManager.h"
10 #include "gl/GrGLGpu.h" 10 #include "gl/GrGLGpu.h"
11 11
12 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ 12 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
13 SkASSERT(arrayCount <= uni.fArrayCount || \ 13 SkASSERT(arrayCount <= uni.fArrayCount || \
14 (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCoun t)) 14 (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCo unt))
15 15
16 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID, 16 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
17 const UniformInfoArray& uniforms, 17 const UniformInfoArray& uniforms,
18 const SeparableVaryingInfoArray& separableVaryings) 18 const SeparableVaryingInfoArray& separableVaryings)
19 : fGpu(gpu) 19 : fGpu(gpu)
20 , fProgramID(programID) { 20 , fProgramID(programID) {
21 int count = uniforms.count(); 21 int count = uniforms.count();
22 fUniforms.push_back_n(count); 22 fUniforms.push_back_n(count);
23 for (int i = 0; i < count; i++) { 23 for (int i = 0; i < count; i++) {
24 Uniform& uniform = fUniforms[i]; 24 Uniform& uniform = fUniforms[i];
25 const UniformInfo& builderUniform = uniforms[i]; 25 const UniformInfo& builderUniform = uniforms[i];
26 SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCo unt() || 26 SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArray Count() ||
27 builderUniform.fVariable.getArrayCount() > 0); 27 builderUniform.fVariable.getArrayCount() > 0);
28 SkDEBUGCODE( 28 SkDEBUGCODE(
29 uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); 29 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
30 uniform.fType = builderUniform.fVariable.getType(); 30 uniform.fType = builderUniform.fVariable.getType();
31 ); 31 );
32 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he re. 32 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he re.
33 33
34 if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) { 34 if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) {
35 uniform.fVSLocation = builderUniform.fLocation; 35 uniform.fVSLocation = builderUniform.fLocation;
36 } else { 36 } else {
37 uniform.fVSLocation = kUnusedUniform; 37 uniform.fVSLocation = kUnusedUniform;
38 } 38 }
39 if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibilit y) { 39 if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibilit y) {
40 uniform.fFSLocation = builderUniform.fLocation; 40 uniform.fFSLocation = builderUniform.fLocation;
41 } else { 41 } else {
42 uniform.fFSLocation = kUnusedUniform; 42 uniform.fFSLocation = kUnusedUniform;
43 } 43 }
44 } 44 }
45 45
46 // NVPR programs have separable varyings 46 // NVPR programs have separable varyings
47 count = separableVaryings.count(); 47 count = separableVaryings.count();
48 fSeparableVaryings.push_back_n(count); 48 fSeparableVaryings.push_back_n(count);
49 for (int i = 0; i < count; i++) { 49 for (int i = 0; i < count; i++) {
50 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); 50 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
51 SeparableVarying& separableVarying = fSeparableVaryings[i]; 51 SeparableVarying& separableVarying = fSeparableVaryings[i];
52 const SeparableVaryingInfo& builderSeparableVarying = separableVaryings[ i]; 52 const SeparableVaryingInfo& builderSeparableVarying = separableVaryings[ i];
53 SkASSERT(GrGLShaderVar::kNonArray == builderSeparableVarying.fVariable.g etArrayCount() || 53 SkASSERT(GrGLSLShaderVar::kNonArray == builderSeparableVarying.fVariable .getArrayCount() ||
54 builderSeparableVarying.fVariable.getArrayCount() > 0); 54 builderSeparableVarying.fVariable.getArrayCount() > 0);
55 SkDEBUGCODE( 55 SkDEBUGCODE(
56 separableVarying.fArrayCount = builderSeparableVarying.fVariable.get ArrayCount(); 56 separableVarying.fArrayCount = builderSeparableVarying.fVariable.get ArrayCount();
57 separableVarying.fType = builderSeparableVarying.fVariable.getType() ; 57 separableVarying.fType = builderSeparableVarying.fVariable.getType() ;
58 ); 58 );
59 separableVarying.fLocation = builderSeparableVarying.fLocation; 59 separableVarying.fLocation = builderSeparableVarying.fLocation;
60 } 60 }
61 } 61 }
62 62
63 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const { 63 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
64 const Uniform& uni = fUniforms[u.toIndex()]; 64 const Uniform& uni = fUniforms[u.toIndex()];
65 SkASSERT(uni.fType == kSampler2D_GrSLType); 65 SkASSERT(uni.fType == kSampler2D_GrSLType);
66 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 66 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
67 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not 67 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not
68 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert 68 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert
69 // once stages insert their own samplers. 69 // once stages insert their own samplers.
70 // this->printUnused(uni); 70 // this->printUnused(uni);
71 if (kUnusedUniform != uni.fFSLocation) { 71 if (kUnusedUniform != uni.fFSLocation) {
72 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit)); 72 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
73 } 73 }
74 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 74 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
75 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit)); 75 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
76 } 76 }
77 } 77 }
78 78
79 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const { 79 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
80 const Uniform& uni = fUniforms[u.toIndex()]; 80 const Uniform& uni = fUniforms[u.toIndex()];
81 SkASSERT(uni.fType == kFloat_GrSLType); 81 SkASSERT(uni.fType == kFloat_GrSLType);
82 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 82 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
83 SkDEBUGCODE(this->printUnused(uni);) 83 SkDEBUGCODE(this->printUnused(uni);)
84 if (kUnusedUniform != uni.fFSLocation) { 84 if (kUnusedUniform != uni.fFSLocation) {
85 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); 85 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
86 } 86 }
87 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 87 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
88 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0)); 88 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
89 } 89 }
90 } 90 }
91 91
92 void GrGLProgramDataManager::set1fv(UniformHandle u, 92 void GrGLProgramDataManager::set1fv(UniformHandle u,
(...skipping 11 matching lines...) Expand all
104 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); 104 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v));
105 } 105 }
106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 106 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
107 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); 107 GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v));
108 } 108 }
109 } 109 }
110 110
111 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { 111 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
112 const Uniform& uni = fUniforms[u.toIndex()]; 112 const Uniform& uni = fUniforms[u.toIndex()];
113 SkASSERT(uni.fType == kVec2f_GrSLType); 113 SkASSERT(uni.fType == kVec2f_GrSLType);
114 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 114 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
115 SkDEBUGCODE(this->printUnused(uni);) 115 SkDEBUGCODE(this->printUnused(uni);)
116 if (kUnusedUniform != uni.fFSLocation) { 116 if (kUnusedUniform != uni.fFSLocation) {
117 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1)); 117 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
118 } 118 }
119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 119 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
120 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1)); 120 GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
121 } 121 }
122 } 122 }
123 123
124 void GrGLProgramDataManager::set2fv(UniformHandle u, 124 void GrGLProgramDataManager::set2fv(UniformHandle u,
125 int arrayCount, 125 int arrayCount,
126 const GrGLfloat v[]) const { 126 const GrGLfloat v[]) const {
127 const Uniform& uni = fUniforms[u.toIndex()]; 127 const Uniform& uni = fUniforms[u.toIndex()];
128 SkASSERT(uni.fType == kVec2f_GrSLType); 128 SkASSERT(uni.fType == kVec2f_GrSLType);
129 SkASSERT(arrayCount > 0); 129 SkASSERT(arrayCount > 0);
130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 130 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
131 SkDEBUGCODE(this->printUnused(uni);) 131 SkDEBUGCODE(this->printUnused(uni);)
132 if (kUnusedUniform != uni.fFSLocation) { 132 if (kUnusedUniform != uni.fFSLocation) {
133 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); 133 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v));
134 } 134 }
135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 135 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); 136 GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v));
137 } 137 }
138 } 138 }
139 139
140 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { 140 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
141 const Uniform& uni = fUniforms[u.toIndex()]; 141 const Uniform& uni = fUniforms[u.toIndex()];
142 SkASSERT(uni.fType == kVec3f_GrSLType); 142 SkASSERT(uni.fType == kVec3f_GrSLType);
143 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 143 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
144 SkDEBUGCODE(this->printUnused(uni);) 144 SkDEBUGCODE(this->printUnused(uni);)
145 if (kUnusedUniform != uni.fFSLocation) { 145 if (kUnusedUniform != uni.fFSLocation) {
146 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); 146 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
147 } 147 }
148 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 148 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
149 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2)); 149 GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
150 } 150 }
151 } 151 }
152 152
153 void GrGLProgramDataManager::set3fv(UniformHandle u, 153 void GrGLProgramDataManager::set3fv(UniformHandle u,
(...skipping 12 matching lines...) Expand all
166 } 166 }
167 } 167 }
168 168
169 void GrGLProgramDataManager::set4f(UniformHandle u, 169 void GrGLProgramDataManager::set4f(UniformHandle u,
170 GrGLfloat v0, 170 GrGLfloat v0,
171 GrGLfloat v1, 171 GrGLfloat v1,
172 GrGLfloat v2, 172 GrGLfloat v2,
173 GrGLfloat v3) const { 173 GrGLfloat v3) const {
174 const Uniform& uni = fUniforms[u.toIndex()]; 174 const Uniform& uni = fUniforms[u.toIndex()];
175 SkASSERT(uni.fType == kVec4f_GrSLType); 175 SkASSERT(uni.fType == kVec4f_GrSLType);
176 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 176 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
177 SkDEBUGCODE(this->printUnused(uni);) 177 SkDEBUGCODE(this->printUnused(uni);)
178 if (kUnusedUniform != uni.fFSLocation) { 178 if (kUnusedUniform != uni.fFSLocation) {
179 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3)); 179 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v 3));
180 } 180 }
181 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 181 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
182 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3)); 182 GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v 3));
183 } 183 }
184 } 184 }
185 185
186 void GrGLProgramDataManager::set4fv(UniformHandle u, 186 void GrGLProgramDataManager::set4fv(UniformHandle u,
187 int arrayCount, 187 int arrayCount,
188 const GrGLfloat v[]) const { 188 const GrGLfloat v[]) const {
189 const Uniform& uni = fUniforms[u.toIndex()]; 189 const Uniform& uni = fUniforms[u.toIndex()];
190 SkASSERT(uni.fType == kVec4f_GrSLType); 190 SkASSERT(uni.fType == kVec4f_GrSLType);
191 SkASSERT(arrayCount > 0); 191 SkASSERT(arrayCount > 0);
192 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); 192 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
193 SkDEBUGCODE(this->printUnused(uni);) 193 SkDEBUGCODE(this->printUnused(uni);)
194 if (kUnusedUniform != uni.fFSLocation) { 194 if (kUnusedUniform != uni.fFSLocation) {
195 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); 195 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v));
196 } 196 }
197 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 197 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
198 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); 198 GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v));
199 } 199 }
200 } 200 }
201 201
202 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix []) const { 202 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix []) const {
203 const Uniform& uni = fUniforms[u.toIndex()]; 203 const Uniform& uni = fUniforms[u.toIndex()];
204 SkASSERT(uni.fType == kMat33f_GrSLType); 204 SkASSERT(uni.fType == kMat33f_GrSLType);
205 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 205 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
206 SkDEBUGCODE(this->printUnused(uni);) 206 SkDEBUGCODE(this->printUnused(uni);)
207 if (kUnusedUniform != uni.fFSLocation) { 207 if (kUnusedUniform != uni.fFSLocation) {
208 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix)); 208 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, fal se, matrix));
209 } 209 }
210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
211 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix)); 211 GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, fal se, matrix));
212 } 212 }
213 } 213 }
214 214
215 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix []) const { 215 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix []) const {
216 const Uniform& uni = fUniforms[u.toIndex()]; 216 const Uniform& uni = fUniforms[u.toIndex()];
217 SkASSERT(uni.fType == kMat44f_GrSLType); 217 SkASSERT(uni.fType == kMat44f_GrSLType);
218 SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); 218 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
219 SkDEBUGCODE(this->printUnused(uni);) 219 SkDEBUGCODE(this->printUnused(uni);)
220 if (kUnusedUniform != uni.fFSLocation) { 220 if (kUnusedUniform != uni.fFSLocation) {
221 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix)); 221 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, fal se, matrix));
222 } 222 }
223 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 223 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
224 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix)); 224 GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, fal se, matrix));
225 } 225 }
226 } 226 }
227 227
228 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u, 228 void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
(...skipping 63 matching lines...) Expand 10 before | Expand all | Expand 10 after
292 matrix); 292 matrix);
293 } 293 }
294 294
295 #ifdef SK_DEBUG 295 #ifdef SK_DEBUG
296 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { 296 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
297 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) { 297 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
298 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); 298 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
299 } 299 }
300 } 300 }
301 #endif 301 #endif
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