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Unified Diff: cc/output/program_binding.h

Issue 2622243003: The great shader refactor: Clean up GLRenderer (Closed)
Patch Set: Rebase Created 3 years, 11 months ago
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Index: cc/output/program_binding.h
diff --git a/cc/output/program_binding.h b/cc/output/program_binding.h
index 6887c5ef94a0cb876035c31c86e018508cd2350a..d99ec72f4b9406d8d755138d2ebe1bb7d66c47a4 100644
--- a/cc/output/program_binding.h
+++ b/cc/output/program_binding.h
@@ -193,6 +193,65 @@ class ProgramBinding : public ProgramBindingBase {
const VertexShader& vertex_shader() const { return vertex_shader_; }
const FragmentShader& fragment_shader() const { return fragment_shader_; }
+ // Functions for querying uniform locations.
+ int vertex_tex_transform_location() const {
+ return vertex_shader_.vertex_tex_transform_location_;
+ }
+ int tex_matrix_location() const {
+ return vertex_shader_.tex_matrix_location_;
+ }
+ int ya_tex_scale_location() const {
+ return vertex_shader_.ya_tex_scale_location_;
+ }
+ int ya_tex_offset_location() const {
+ return vertex_shader_.ya_tex_offset_location_;
+ }
+ int uv_tex_scale_location() const {
+ return vertex_shader_.uv_tex_scale_location_;
+ }
+ int uv_tex_offset_location() const {
+ return vertex_shader_.uv_tex_offset_location_;
+ }
+ int matrix_location() const { return vertex_shader_.matrix_location_; }
+ int vertex_opacity_location() const {
+ return vertex_shader_.vertex_opacity_location_;
+ }
+ int viewport_location() const { return vertex_shader_.viewport_location_; }
+ int edge_location() const { return vertex_shader_.edge_location_; }
+ int quad_location() const { return vertex_shader_.quad_location_; }
+
+ int sampler_location() const { return fragment_shader_.sampler_location_; }
+ int alpha_location() const { return fragment_shader_.alpha_location_; }
+ int color_location() const { return fragment_shader_.color_location_; }
+ int background_color_location() const {
+ return fragment_shader_.background_color_location_;
+ }
+ int fragment_tex_transform_location() const {
+ return fragment_shader_.fragment_tex_transform_location_;
+ }
+ int backdrop_location() const { return fragment_shader_.backdrop_location_; }
+ int backdrop_rect_location() const {
+ return fragment_shader_.backdrop_rect_location_;
+ }
+ int original_backdrop_location() const {
+ return fragment_shader_.original_backdrop_location_;
+ }
+ int mask_sampler_location() const {
+ return fragment_shader_.mask_sampler_location_;
+ }
+ int mask_tex_coord_scale_location() const {
+ return fragment_shader_.mask_tex_coord_scale_location_;
+ }
+ int mask_tex_coord_offset_location() const {
+ return fragment_shader_.mask_tex_coord_offset_location_;
+ }
+ int color_matrix_location() const {
+ return fragment_shader_.color_matrix_location_;
+ }
+ int color_offset_location() const {
+ return fragment_shader_.color_offset_location_;
+ }
+
private:
void InitializeDebugBorderProgram() {
// Initialize vertex program.
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