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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" |
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25 Uniform& uniform = fUniforms[i]; | 25 Uniform& uniform = fUniforms[i]; |
26 const UniformInfo& builderUniform = uniforms[i]; | 26 const UniformInfo& builderUniform = uniforms[i]; |
27 SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArray
Count() || | 27 SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArray
Count() || |
28 builderUniform.fVariable.getArrayCount() > 0); | 28 builderUniform.fVariable.getArrayCount() > 0); |
29 SkDEBUGCODE( | 29 SkDEBUGCODE( |
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); | 30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount(); |
31 uniform.fType = builderUniform.fVariable.getType(); | 31 uniform.fType = builderUniform.fVariable.getType(); |
32 ); | 32 ); |
33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. | 33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. |
34 | 34 |
35 if (GrGLSLUniformHandler::kVertex_Visibility & builderUniform.fVisibilit
y) { | 35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) { |
36 uniform.fVSLocation = builderUniform.fLocation; | 36 uniform.fVSLocation = builderUniform.fLocation; |
37 } else { | 37 } else { |
38 uniform.fVSLocation = kUnusedUniform; | 38 uniform.fVSLocation = kUnusedUniform; |
39 } | 39 } |
40 if (GrGLSLUniformHandler::kFragment_Visibility & builderUniform.fVisibil
ity) { | 40 if (kFragment_GrShaderFlag & builderUniform.fVisibility) { |
41 uniform.fFSLocation = builderUniform.fLocation; | 41 uniform.fFSLocation = builderUniform.fLocation; |
42 } else { | 42 } else { |
43 uniform.fFSLocation = kUnusedUniform; | 43 uniform.fFSLocation = kUnusedUniform; |
44 } | 44 } |
45 } | 45 } |
46 | 46 |
47 // NVPR programs have separable varyings | 47 // NVPR programs have separable varyings |
48 count = pathProcVaryings.count(); | 48 count = pathProcVaryings.count(); |
49 fPathProcVaryings.push_back_n(count); | 49 fPathProcVaryings.push_back_n(count); |
50 for (int i = 0; i < count; i++) { | 50 for (int i = 0; i < count; i++) { |
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279 matrix); | 279 matrix); |
280 } | 280 } |
281 | 281 |
282 #ifdef SK_DEBUG | 282 #ifdef SK_DEBUG |
283 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { | 283 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { |
284 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation)
{ | 284 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation)
{ |
285 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); | 285 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); |
286 } | 286 } |
287 } | 287 } |
288 #endif | 288 #endif |
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