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Side by Side Diff: src/gpu/gl/GrGLProgramDataManager.cpp

Issue 1896013003: Revert of Refactor how we store and use samplers in Ganesh (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 8 months ago
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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"
(...skipping 43 matching lines...) Expand 10 before | Expand all | Expand 10 after
54 SkASSERT(GrGLSLShaderVar::kNonArray == builderPathProcVarying.fVariable. getArrayCount() || 54 SkASSERT(GrGLSLShaderVar::kNonArray == builderPathProcVarying.fVariable. getArrayCount() ||
55 builderPathProcVarying.fVariable.getArrayCount() > 0); 55 builderPathProcVarying.fVariable.getArrayCount() > 0);
56 SkDEBUGCODE( 56 SkDEBUGCODE(
57 pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getAr rayCount(); 57 pathProcVarying.fArrayCount = builderPathProcVarying.fVariable.getAr rayCount();
58 pathProcVarying.fType = builderPathProcVarying.fVariable.getType(); 58 pathProcVarying.fType = builderPathProcVarying.fVariable.getType();
59 ); 59 );
60 pathProcVarying.fLocation = builderPathProcVarying.fLocation; 60 pathProcVarying.fLocation = builderPathProcVarying.fLocation;
61 } 61 }
62 } 62 }
63 63
64 void GrGLProgramDataManager::setSamplers(const SkTArray<GrGLSampler>& samplers) const { 64 void GrGLProgramDataManager::setSampler(UniformHandle u, int texUnit) const {
65 for (int i = 0; i < samplers.count(); ++i) { 65 const Uniform& uni = fUniforms[u.toIndex()];
66 GrGLint vsLocation; 66 SkASSERT(GrSLTypeIsSamplerType(uni.fType));
67 GrGLint fsLocation; 67 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
68 const GrGLSampler& sampler = samplers[i]; 68 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not
69 if (kVertex_GrShaderFlag & sampler.visibility()) { 69 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert
70 vsLocation = sampler.location(); 70 // once stages insert their own samplers.
71 } else { 71 // this->printUnused(uni);
72 vsLocation = kUnusedUniform; 72 if (kUnusedUniform != uni.fFSLocation) {
73 } 73 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
74 if (kFragment_GrShaderFlag & sampler.visibility()) { 74 }
75 fsLocation = sampler.location(); 75 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
76 } else { 76 GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
77 fsLocation = kUnusedUniform;
78 }
79 // FIXME: We still insert a single sampler uniform for every stage. If t he shader does not
80 // reference the sampler then the compiler may have optimized it out. Un comment this assert
81 // once stages insert their own samplers.
82 // this->printUnused(uni);
83 if (kUnusedUniform != fsLocation) {
84 GR_GL_CALL(fGpu->glInterface(), Uniform1i(fsLocation, i));
85 }
86 if (kUnusedUniform != vsLocation && vsLocation != fsLocation) {
87 GR_GL_CALL(fGpu->glInterface(), Uniform1i(vsLocation, i));
88 }
89 } 77 }
90 } 78 }
91 79
92 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const { 80 void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
93 const Uniform& uni = fUniforms[u.toIndex()]; 81 const Uniform& uni = fUniforms[u.toIndex()];
94 SkASSERT(uni.fType == kFloat_GrSLType); 82 SkASSERT(uni.fType == kFloat_GrSLType);
95 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); 83 SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
96 SkDEBUGCODE(this->printUnused(uni);) 84 SkDEBUGCODE(this->printUnused(uni);)
97 if (kUnusedUniform != uni.fFSLocation) { 85 if (kUnusedUniform != uni.fFSLocation) {
98 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0)); 86 GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
(...skipping 189 matching lines...) Expand 10 before | Expand all | Expand 10 after
288 matrix); 276 matrix);
289 } 277 }
290 278
291 #ifdef SK_DEBUG 279 #ifdef SK_DEBUG
292 void GrGLProgramDataManager::printUnused(const Uniform& uni) const { 280 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
293 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) { 281 if (kUnusedUniform == uni.fFSLocation && kUnusedUniform == uni.fVSLocation) {
294 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n"); 282 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");
295 } 283 }
296 } 284 }
297 #endif 285 #endif
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