Chromium Code Reviews| Index: src/gpu/glsl/GrGLSLUniformHandler.h |
| diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h |
| index a2f70532adc2948de8641b18b632a727a026e844..99f4b1111fb14ff2bc40aac2e7cfb41270c3d417 100644 |
| --- a/src/gpu/glsl/GrGLSLUniformHandler.h |
| +++ b/src/gpu/glsl/GrGLSLUniformHandler.h |
| @@ -12,12 +12,14 @@ |
| #include "GrGLSLShaderVar.h" |
| class GrGLSLProgramBuilder; |
| +class GrGLSLSampler; |
| class GrGLSLUniformHandler { |
| public: |
| virtual ~GrGLSLUniformHandler() {} |
| typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
| + typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle; |
| /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform |
| @@ -30,6 +32,7 @@ public: |
| GrSLPrecision precision, |
| const char* name, |
| const char** outName = nullptr) { |
| + SkASSERT(!GrSLTypeIsSamplerType(type)); |
| return this->addUniformArray(visibility, type, precision, name, 0, outName); |
| } |
| @@ -39,6 +42,7 @@ public: |
| const char* name, |
| int arrayCount, |
| const char** outName = nullptr) { |
| + SkASSERT(!GrSLTypeIsSamplerType(type)); |
| return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount, |
| outName); |
| } |
| @@ -49,6 +53,9 @@ public: |
| * Shortcut for getUniformVariable(u).c_str() |
| */ |
| virtual const char* getUniformCStr(UniformHandle u) const = 0; |
| + |
| + virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0; |
|
bsalomon
2016/04/14 01:40:16
It seems a bit unfortunate to make every processor
egdaniel
2016/04/14 03:11:50
Yeah I think it would be fine for appendTexLookup
|
| + |
| protected: |
| explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {} |
| @@ -56,6 +63,22 @@ protected: |
| GrGLSLProgramBuilder* fProgramBuilder; |
| private: |
| + virtual int numSamplers() const = 0; |
| + |
| + SamplerHandle addSampler(uint32_t visibility, |
| + GrPixelConfig config, |
| + GrSLType type, |
| + GrSLPrecision precision, |
| + const char* name) { |
| + this->internalAddSampler(visibility, config, type, precision, name); |
| + } |
| + |
| + virtual SamplerHandle internalAddSampler(uint32_t visibility, |
| + GrPixelConfig config, |
| + GrSLType type, |
| + GrSLPrecision precision, |
| + const char* name) = 0; |
| + |
| virtual UniformHandle internalAddUniformArray(uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| @@ -64,6 +87,7 @@ private: |
| int arrayCount, |
| const char** outName) = 0; |
| + |
| virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0; |
| friend class GrGLSLProgramBuilder; |