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Side by Side Diff: src/gpu/glsl/GrGLSLUniformHandler.h

Issue 1684063006: Add GrShaderFlags enum (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Bit->Flag 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 #ifndef GrGLSLUniformHandler_DEFINED 8 #ifndef GrGLSLUniformHandler_DEFINED
9 #define GrGLSLUniformHandler_DEFINED 9 #define GrGLSLUniformHandler_DEFINED
10 10
11 #include "GrGLSLProgramDataManager.h" 11 #include "GrGLSLProgramDataManager.h"
12 #include "GrGLSLShaderVar.h" 12 #include "GrGLSLShaderVar.h"
13 13
14 class GrGLSLProgramBuilder; 14 class GrGLSLProgramBuilder;
15 15
16 class GrGLSLUniformHandler { 16 class GrGLSLUniformHandler {
17 public: 17 public:
18 enum ShaderVisibility {
19 kVertex_Visibility = 1 << kVertex_GrShaderType,
20 kGeometry_Visibility = 1 << kGeometry_GrShaderType,
21 kFragment_Visibility = 1 << kFragment_GrShaderType,
22 };
23
24 virtual ~GrGLSLUniformHandler() {} 18 virtual ~GrGLSLUniformHandler() {}
25 19
26 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; 20 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
27 21
28 /** Add a uniform variable to the current program, that has visibility in on e or more shaders. 22 /** Add a uniform variable to the current program, that has visibility in on e or more shaders.
29 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the 23 visibility is a bitfield of GrShaderFlag values indicating from which sh aders the uniform
30 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not 24 should be accessible. At least one bit must be set. Geometry shader unif orms are not
31 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr 25 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr
32 then it will refer to the final uniform name after return. Use the addUn iformArray variant 26 then it will refer to the final uniform name after return. Use the addUn iformArray variant
33 to add an array of uniforms. */ 27 to add an array of uniforms. */
34 UniformHandle addUniform(uint32_t visibility, 28 UniformHandle addUniform(uint32_t visibility,
35 GrSLType type, 29 GrSLType type,
36 GrSLPrecision precision, 30 GrSLPrecision precision,
37 const char* name, 31 const char* name,
38 const char** outName = nullptr) { 32 const char** outName = nullptr) {
39 return this->addUniformArray(visibility, type, precision, name, 0, outNa me); 33 return this->addUniformArray(visibility, type, precision, name, 0, outNa me);
40 } 34 }
(...skipping 22 matching lines...) Expand all
63 57
64 private: 58 private:
65 virtual UniformHandle internalAddUniformArray(uint32_t visibility, 59 virtual UniformHandle internalAddUniformArray(uint32_t visibility,
66 GrSLType type, 60 GrSLType type,
67 GrSLPrecision precision, 61 GrSLPrecision precision,
68 const char* name, 62 const char* name,
69 bool mangleName, 63 bool mangleName,
70 int arrayCount, 64 int arrayCount,
71 const char** outName) = 0; 65 const char** outName) = 0;
72 66
73 virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0; 67 virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0;
74 68
75 friend class GrGLSLProgramBuilder; 69 friend class GrGLSLProgramBuilder;
76 }; 70 };
77 71
78 #endif 72 #endif
79 73
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