Chromium Code Reviews| 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; |