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

Issue 1541903002: added support for PLS path rendering (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix for ASAN failure Created 4 years, 10 months 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 "gl/GrGLUniformHandler.h" 8 #include "gl/GrGLUniformHandler.h"
9 9
10 #include "gl/GrGLCaps.h" 10 #include "gl/GrGLCaps.h"
11 #include "gl/GrGLGpu.h" 11 #include "gl/GrGLGpu.h"
12 #include "gl/builders/GrGLProgramBuilder.h" 12 #include "gl/builders/GrGLProgramBuilder.h"
13 13
14 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X) 14 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X) 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
16 16
17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( 17 GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
18 uint 32_t visibility, 18 uint 32_t visibility,
19 GrSL Type type, 19 GrSL Type type,
20 GrSL Precision precision, 20 GrSL Precision precision,
21 cons t char* name, 21 cons t char* name,
22 bool mangleName, 22 bool mangleName,
23 int arrayCount, 23 int arrayCount,
24 cons t char** outName) { 24 cons t char** outName) {
25 SkASSERT(name && strlen(name)); 25 SkASSERT(name && strlen(name));
26 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility); 26 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility);
27 SkASSERT(0 == (~kVisibilityMask & visibility)); 27 SkASSERT(0 == (~kVisibilityMask & visibility));
28 SkASSERT(0 != visibility); 28 SkASSERT(0 != visibility);
29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); 29 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type));
30 30
31 UniformInfo& uni = fUniforms.push_back(); 31 UniformInfo& uni = fUniforms.push_back();
32 uni.fVariable.setType(type); 32 uni.fVariable.setType(type);
33 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); 33 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
34 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use 34 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
35 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB 35 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
36 // exactly what name it wants to use for the uniform view matrix. If we pre fix anythings, then 36 // exactly what name it wants to use for the uniform view matrix. If we pre fix anythings, then
37 // the names will mismatch. I think the correct solution is to have all GPs which need the 37 // the names will mismatch. I think the correct solution is to have all GPs which need the
38 // uniform view matrix, they should upload the view matrix in their setData along with regular 38 // uniform view matrix, they should upload the view matrix in their setData along with regular
39 // uniforms. 39 // uniforms.
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81 } 81 }
82 } 82 }
83 } 83 }
84 84
85 const GrGLGpu* GrGLUniformHandler::glGpu() const { 85 const GrGLGpu* GrGLUniformHandler::glGpu() const {
86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; 86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
87 return glPB->gpu(); 87 return glPB->gpu();
88 } 88 }
89 89
90 90
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