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Side by Side Diff: src/gpu/gl/GrGLUniformHandler.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 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 #include "gl/GrGLUniformHandler.h" 8 #include "gl/GrGLUniformHandler.h"
9 9
10 #include "gl/GrGLCaps.h" 10 #include "gl/GrGLCaps.h"
(...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after
45 uni.fVariable.setArrayCount(arrayCount); 45 uni.fVariable.setArrayCount(arrayCount);
46 uni.fVisibility = visibility; 46 uni.fVisibility = visibility;
47 uni.fVariable.setPrecision(precision); 47 uni.fVariable.setPrecision(precision);
48 48
49 if (outName) { 49 if (outName) {
50 *outName = uni.fVariable.c_str(); 50 *outName = uni.fVariable.c_str();
51 } 51 }
52 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); 52 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
53 } 53 }
54 54
55 GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::internalAddSampler(uint3 2_t visibility,
56 GrPix elConfig config,
57 GrSLT ype type,
58 GrSLP recision precision,
59 const char* name) {
60 SkASSERT(name && strlen(name));
61 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragmen t_GrShaderFlag);
62 SkASSERT(0 == (~kVisMask & visibility));
63 SkASSERT(0 != visibility);
64 SkString mangleName;
65 char prefix = 'u';
66 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
67 fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str ());
68 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
69 }
70
71 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { 55 void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
72 for (int i = 0; i < fUniforms.count(); ++i) { 56 for (int i = 0; i < fUniforms.count(); ++i) {
73 if (fUniforms[i].fVisibility & visibility) { 57 if (fUniforms[i].fVisibility & visibility) {
74 fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); 58 fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
75 out->append(";\n"); 59 out->append(";\n");
76 } 60 }
77 } 61 }
78 for (int i = 0; i < fSamplers.count(); ++i) {
79 if (fSamplers[i].visibility() & visibility) {
80 fSamplers[i].fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out) ;
81 out->append(";\n");
82 }
83 }
84 } 62 }
85 63
86 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps & caps) { 64 void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps & caps) {
87 if (caps.bindUniformLocationSupport()) { 65 if (caps.bindUniformLocationSupport()) {
88 int count = fUniforms.count(); 66 int count = fUniforms.count();
89 for (int i = 0; i < count; ++i) { 67 for (int i = 0; i < count; ++i) {
90 GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_s tr())); 68 GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_s tr()));
91 fUniforms[i].fLocation = i; 69 fUniforms[i].fLocation = i;
92 } 70 }
93 for (int i = 0; i < fSamplers.count(); ++i) {
94 GL_CALL(BindUniformLocation(programID, i, fSamplers[i].fShaderVar.c_ str()));
95 fSamplers[i].fLocation = i;
96 }
97 } 71 }
98 } 72 }
99 73
100 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) { 74 void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
101 if (!caps.bindUniformLocationSupport()) { 75 if (!caps.bindUniformLocationSupport()) {
102 int count = fUniforms.count(); 76 int count = fUniforms.count();
103 for (int i = 0; i < count; ++i) { 77 for (int i = 0; i < count; ++i) {
104 GrGLint location; 78 GrGLint location;
105 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVa riable.c_str())); 79 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVa riable.c_str()));
106 fUniforms[i].fLocation = location; 80 fUniforms[i].fLocation = location;
107 } 81 }
108 for (int i = 0; i < fSamplers.count(); ++i) {
109 GrGLint location;
110 GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fSh aderVar.c_str()));
111 fSamplers[i].fLocation = location;
112 }
113 } 82 }
114 } 83 }
115 84
116 const GrGLGpu* GrGLUniformHandler::glGpu() const { 85 const GrGLGpu* GrGLUniformHandler::glGpu() const {
117 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder; 86 GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
118 return glPB->gpu(); 87 return glPB->gpu();
119 } 88 }
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