| Index: src/gpu/gl/GrGLUniformHandler.cpp
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| diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..1ddb789668eb023050036b1d8f69e6d35607be18
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| --- /dev/null
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| +++ b/src/gpu/gl/GrGLUniformHandler.cpp
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| @@ -0,0 +1,90 @@
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| +/*
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| + * Copyright 2015 Google Inc.
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| + *
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| + * Use of this source code is governed by a BSD-style license that can be
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| + * found in the LICENSE file.
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| + */
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| +
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| +#include "gl/GrGLUniformHandler.h"
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| +
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| +#include "gl/GrGLCaps.h"
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| +#include "gl/GrGLGpu.h"
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| +#include "gl/builders/GrGLProgramBuilder.h"
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| +
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| +#define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
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| +#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
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| +
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| +GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
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| +                                                                            uint32_t visibility,
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| +                                                                            GrSLType type,
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| +                                                                            GrSLPrecision precision,
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| +                                                                            const char* name,
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| +                                                                            bool mangleName,
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| +                                                                            int arrayCount,
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| +                                                                            const char** outName) {
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| +    SkASSERT(name && strlen(name));
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| +    SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
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| +    SkASSERT(0 == (~kVisibilityMask & visibility));
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| +    SkASSERT(0 != visibility);
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| +    SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
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| +
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| +    UniformInfo& uni = fUniforms.push_back();
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| +    uni.fVariable.setType(type);
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| +    uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
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| +    // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
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| +    // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
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| +    // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
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| +    // the names will mismatch.  I think the correct solution is to have all GPs which need the
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| +    // uniform view matrix, they should upload the view matrix in their setData along with regular
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| +    // uniforms.
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| +    char prefix = 'u';
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| +    if ('u' == name[0]) {
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| +        prefix = '\0';
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| +    }
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| +    fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
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| +    uni.fVariable.setArrayCount(arrayCount);
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| +    uni.fVisibility = visibility;
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| +    uni.fVariable.setPrecision(precision);
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| +
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| +    if (outName) {
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| +        *outName = uni.fVariable.c_str();
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| +    }
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| +    return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
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| +}
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| +
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| +void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkString* out) const {
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| +    for (int i = 0; i < fUniforms.count(); ++i) {
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| +        if (fUniforms[i].fVisibility & visibility) {
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| +            fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
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| +            out->append(";\n");
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| +        }
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| +    }
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| +}
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| +
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| +void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
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| +    if (caps.bindUniformLocationSupport()) {
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| +        int count = fUniforms.count();
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| +        for (int i = 0; i < count; ++i) {
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| +            GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
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| +            fUniforms[i].fLocation = i;
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| +        }
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| +    }
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| +}
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| +
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| +void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
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| +    if (!caps.bindUniformLocationSupport()) {
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| +        int count = fUniforms.count();
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| +        for (int i = 0; i < count; ++i) {
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| +            GrGLint location;
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| +            GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
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| +            fUniforms[i].fLocation = location;
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| +        }
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| +    }
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| +}
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| +
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| +const GrGLGpu* GrGLUniformHandler::glGpu() const {
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| +    GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
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| +    return glPB->gpu();
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| +}
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| +
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| +
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| 
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