| Index: src/gpu/gl/GrGLUniformManager.h
|
| diff --git a/src/gpu/gl/GrGLUniformManager.h b/src/gpu/gl/GrGLUniformManager.h
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| 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;
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| -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);
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| -
|
| - /** 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;
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| - void set1fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
|
| - void set2f(UniformHandle, GrGLfloat, GrGLfloat) const;
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| - void set2fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
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| - void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const;
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| - void set3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
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| - void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const;
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| - void set4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat v[]) const;
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| - // matrices are column-major, the first three upload a single matrix, the latter three upload
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| - // arrayCount matrices into a uniform array.
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| - void setMatrix3f(UniformHandle, const GrGLfloat matrix[]) const;
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| - void setMatrix4f(UniformHandle, const GrGLfloat matrix[]) const;
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| - void setMatrix3fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
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| - void setMatrix4fv(UniformHandle, int offset, int arrayCount, const GrGLfloat matrices[]) const;
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| -
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| - // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
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| - void setSkMatrix(UniformHandle, const SkMatrix&) const;
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| -
|
| - struct BuilderUniform {
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| - GrGLShaderVar fVariable;
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| - uint32_t fVisibility;
|
| - };
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| - // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
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| - // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
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| - // name strings. Otherwise, we'd have to hand out copies.
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| - typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
|
| -
|
| - /**
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| - * Called by the GrGLShaderBuilder to get GL locations for all uniforms.
|
| - */
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| - void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
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| -
|
| -private:
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| - enum {
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| - kUnusedUniform = -1,
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| - };
|
| -
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| - struct Uniform {
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| - GrGLint fVSLocation;
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| - GrGLint fFSLocation;
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| - GrSLType fType;
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| - int fArrayCount;
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| - };
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| -
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| - SkTArray<Uniform, true> fUniforms;
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| - const GrGLContext& fContext;
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| -};
|
| -
|
| -#endif
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|
|