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Side by Side Diff: src/gpu/glsl/GrGLSLProgramBuilder.cpp

Issue 1490283004: Create GLSLUniformHandler class for gpu backend (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: clean up public api of uniformhandler Created 5 years ago
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1 /* 1 /*
2 * Copyright 2015 Google Inc. 2 * Copyright 2015 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 "glsl/GrGLSLProgramBuilder.h" 8 #include "glsl/GrGLSLProgramBuilder.h"
9 9
10 const int GrGLSLProgramBuilder::kVarsPerBlock = 8; 10 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
(...skipping 16 matching lines...) Expand all
27 if (out->endsWith('_')) { 27 if (out->endsWith('_')) {
28 // Names containing "__" are reserved. 28 // Names containing "__" are reserved.
29 out->append("x"); 29 out->append("x");
30 } 30 }
31 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str()); 31 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
32 } 32 }
33 } 33 }
34 34
35 void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, 35 void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility,
36 SkString* out) const { 36 SkString* out) const {
37 this->onAppendUniformDecls(visibility, out); 37 this->uniformHandler()->appendUniformDecls(visibility, out);
38 } 38 }
39 39
40 void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision,
41 const char* name,
42 const char** outName) {
43 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
44 fUniformHandles.fRTAdjustmentUni =
45 this->uniformHandler()->addUniform(GrGLSLUniformHandler::kVertex_Vis ibility,
46 kVec4f_GrSLType,
47 precision,
48 name,
49 outName);
50 }
51
52 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name, const char** out Name) {
53 SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
54 GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
55 fUniformHandles.fRTHeightUni =
56 uniformHandler->internalAddUniformArray(GrGLSLUniformHandler::kFragm ent_Visibility,
57 kFloat_GrSLType, kDefault_Gr SLPrecision,
58 name, false, 0, outName);
59 }
60
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