Index: src/gpu/gl/GrGLUniformManager.h |
diff --git a/src/gpu/gl/GrGLUniformManager.h b/src/gpu/gl/GrGLUniformManager.h |
deleted file mode 100644 |
index ee693a6a5bba7d8554416a07f5b43b9e9c3504a7..0000000000000000000000000000000000000000 |
--- a/src/gpu/gl/GrGLUniformManager.h |
+++ /dev/null |
@@ -1,84 +0,0 @@ |
-/* |
- * Copyright 2012 Google Inc. |
- * |
- * Use of this source code is governed by a BSD-style license that can be |
- * found in the LICENSE file. |
- */ |
- |
-#ifndef GrGLUniformManager_DEFINED |
-#define GrGLUniformManager_DEFINED |
- |
-#include "gl/GrGLShaderVar.h" |
-#include "gl/GrGLSL.h" |
-#include "GrAllocator.h" |
- |
-#include "SkTArray.h" |
- |
-class GrGLContext; |
-class SkMatrix; |
- |
-/** Manages a program's uniforms. |
-*/ |
-class GrGLUniformManager { |
-public: |
- // Opaque handle to a uniform |
- typedef int UniformHandle; |
- static const UniformHandle kInvalidUniformHandle = 0; |
- |
- GrGLUniformManager(const GrGLContext& context) : fContext(context) {} |
- |
- UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray); |
- |
- /** Functions for uploading uniform values. The varities ending in v can be used to upload to an |
- * array of uniforms. offset + arrayCount must be <= the array count of the uniform. |
- */ |
- void setSampler(UniformHandle, GrGLint texUnit) const; |
- void set1f(UniformHandle, GrGLfloat v0) const; |
- void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; |
- void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
- void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; |
- void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; |
- void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; |
- void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; |
- void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const; |
- // matrices are column-major, the first three upload a single matrix, the latter three upload |
- // arrayCount matrices into a uniform array. |
- void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const; |
- void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const; |
- void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const; |
- void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const; |
- |
- // convenience method for uploading a SkMatrix to a 3x3 matrix uniform |
- void setSkMatrix(UniformHandle, const SkMatrix&) const; |
- |
- struct BuilderUniform { |
- GrGLShaderVar fVariable; |
- uint32_t fVisibility; |
- }; |
- // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory |
- // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their |
- // name strings. Otherwise, we'd have to hand out copies. |
- typedef GrTAllocator<BuilderUniform> BuilderUniformArray; |
- |
- /** |
- * Called by the GrGLShaderBuilder to get GL locations for all uniforms. |
- */ |
- void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms); |
- |
-private: |
- enum { |
- kUnusedUniform = -1, |
- }; |
- |
- struct Uniform { |
- GrGLint fVSLocation; |
- GrGLint fFSLocation; |
- GrSLType fType; |
- int fArrayCount; |
- }; |
- |
- SkTArray<Uniform, true> fUniforms; |
- const GrGLContext& fContext; |
-}; |
- |
-#endif |