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Unified Diff: src/gpu/gl/GrGLUniformManager.h

Issue 23018003: Rename GrGLUniformManager to GrGLUniform and ref GrGLUniforms directly Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 4 months ago
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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
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