Index: src/gpu/gl/GrGLUniformManager.cpp |
diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp |
index b559e10d1768cefd57ce2ab1a50ff3d1b1056350..55390d5c61770e6a460cd3ab49e1e1e221265905 100644 |
--- a/src/gpu/gl/GrGLUniformManager.cpp |
+++ b/src/gpu/gl/GrGLUniformManager.cpp |
@@ -11,13 +11,13 @@ |
#include "SkMatrix.h" |
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \ |
- GrAssert(offset + arrayCount <= uni.fArrayCount || \ |
+ SkASSERT(offset + arrayCount <= uni.fArrayCount || \ |
(0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) |
GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) { |
int idx = fUniforms.count(); |
Uniform& uni = fUniforms.push_back(); |
- GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
+ SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); |
uni.fArrayCount = arrayCount; |
uni.fType = type; |
uni.fVSLocation = kUnusedUniform; |
@@ -27,12 +27,12 @@ GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ |
void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kSampler2D_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(uni.fType == kSampler2D_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
// FIXME: We still insert a single sampler uniform for every stage. If the shader does not |
// reference the sampler then the compiler may have optimized it out. Uncomment this assert |
// once stages insert their own samplers. |
- // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit)); |
} |
@@ -43,9 +43,9 @@ void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { |
void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kFloat_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kFloat_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0)); |
} |
@@ -59,13 +59,13 @@ void GrGLUniformManager::set1fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat v[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kFloat_GrSLType); |
- GrAssert(arrayCount > 0); |
+ SkASSERT(uni.fType == kFloat_GrSLType); |
+ SkASSERT(arrayCount > 0); |
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
// This assert fires in some instances of the two-pt gradient for its VSParams. |
// Once the uniform manager is responsible for inserting the duplicate uniform |
// arrays in VS and FS driver bug workaround, this can be enabled. |
- //GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v)); |
} |
@@ -76,9 +76,9 @@ void GrGLUniformManager::set1fv(UniformHandle u, |
void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec2f_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kVec2f_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1)); |
} |
@@ -92,10 +92,10 @@ void GrGLUniformManager::set2fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat v[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec2f_GrSLType); |
- GrAssert(arrayCount > 0); |
+ SkASSERT(uni.fType == kVec2f_GrSLType); |
+ SkASSERT(arrayCount > 0); |
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v)); |
} |
@@ -106,9 +106,9 @@ void GrGLUniformManager::set2fv(UniformHandle u, |
void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec3f_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kVec3f_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2)); |
} |
@@ -122,10 +122,10 @@ void GrGLUniformManager::set3fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat v[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec3f_GrSLType); |
- GrAssert(arrayCount > 0); |
+ SkASSERT(uni.fType == kVec3f_GrSLType); |
+ SkASSERT(arrayCount > 0); |
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v)); |
} |
@@ -140,9 +140,9 @@ void GrGLUniformManager::set4f(UniformHandle u, |
GrGLfloat v2, |
GrGLfloat v3) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec4f_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kVec4f_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3)); |
} |
@@ -156,9 +156,9 @@ void GrGLUniformManager::set4fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat v[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kVec4f_GrSLType); |
- GrAssert(arrayCount > 0); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kVec4f_GrSLType); |
+ SkASSERT(arrayCount > 0); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v)); |
} |
@@ -169,10 +169,10 @@ void GrGLUniformManager::set4fv(UniformHandle u, |
void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kMat33f_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(uni.fType == kMat33f_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
// TODO: Re-enable this assert once texture matrices aren't forced on all effects |
- // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix)); |
} |
@@ -183,9 +183,9 @@ void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) |
void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kMat44f_GrSLType); |
- GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(uni.fType == kMat44f_GrSLType); |
+ SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix)); |
} |
@@ -199,10 +199,10 @@ void GrGLUniformManager::setMatrix3fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat matrices[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kMat33f_GrSLType); |
- GrAssert(arrayCount > 0); |
+ SkASSERT(uni.fType == kMat33f_GrSLType); |
+ SkASSERT(arrayCount > 0); |
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), |
UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices)); |
@@ -218,10 +218,10 @@ void GrGLUniformManager::setMatrix4fv(UniformHandle u, |
int arrayCount, |
const GrGLfloat matrices[]) const { |
const Uniform& uni = fUniforms[u.toUniformIndex()]; |
- GrAssert(uni.fType == kMat44f_GrSLType); |
- GrAssert(arrayCount > 0); |
+ SkASSERT(uni.fType == kMat44f_GrSLType); |
+ SkASSERT(arrayCount > 0); |
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); |
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
+ SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); |
if (kUnusedUniform != uni.fFSLocation) { |
GR_GL_CALL(fContext.interface(), |
UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices)); |
@@ -250,11 +250,11 @@ void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co |
void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) { |
- GrAssert(uniforms.count() == fUniforms.count()); |
+ SkASSERT(uniforms.count() == fUniforms.count()); |
int count = fUniforms.count(); |
for (int i = 0; i < count; ++i) { |
- GrAssert(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
- GrAssert(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); |
+ SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
+ SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); |
GrGLint location; |
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here. |
GR_GL_CALL_RET(fContext.interface(), location, |