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Unified Diff: src/gpu/gl/GrGLProgram.h

Issue 1870893002: Implement texel buffers (Closed) Base URL: https://skia.googlesource.com/skia.git@upload_texelfetch
Patch Set: Created 4 years, 8 months ago
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Index: src/gpu/gl/GrGLProgram.h
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index 22678cb6a38343804e82e733ce71df313cb4de84..e1389d6fba0e05849f9988bba3dc942bd0b11a28 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -94,8 +94,7 @@ public:
* the program is bound before calling, and to bind the outgoing textures to their respective
* units upon return. (Each index in the array corresponds to its matching GL texture unit.)
*/
- void setData(const GrPrimitiveProcessor&, const GrPipeline&,
- SkTArray<const GrTextureAccess*>* textureBindings);
+ void setData(const GrPrimitiveProcessor&, const GrPipeline&, bool allowSRGBInputs);
bsalomon 2016/04/11 16:51:38 Is this bool not just gettable from the GrPipeline
Chris Dalton 2016/04/11 19:48:19 Done.
protected:
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
@@ -113,9 +112,9 @@ protected:
const GrGLSLFragProcs& fragmentProcessors,
SkTArray<UniformHandle>* passSamplerUniforms);
- // A templated helper to loop over effects, set the transforms(via subclass) and bind textures
+ // A helper to loop over effects, set the transforms (via subclass) and bind textures
void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&,
- SkTArray<const GrTextureAccess*>* textureBindings);
+ bool allowSRGBInputs, int* nextSamplerIdx);
void setTransformData(const GrPrimitiveProcessor&,
const GrFragmentProcessor&,
int index);
@@ -123,6 +122,9 @@ protected:
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setRenderTargetState(const GrPrimitiveProcessor&, const GrPipeline&);
+ // Helper for setData() that binds textures and texel buffers to the appropriate texture units
+ void bindTextures(const GrProcessor&, bool allowSRGBInputs, int* nextSamplerIdx);
+
// these reflect the current values of uniforms (GL uniform values travel with program)
RenderTargetState fRenderTargetState;
BuiltinUniformHandles fBuiltinUniformHandles;

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