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 6137bcd9cc88806769b63cf1139feab103707d07..0000000000000000000000000000000000000000 |
--- a/src/gpu/gl/GrGLUniformManager.h |
+++ /dev/null |
@@ -1,120 +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 GrGpuGL; |
-class SkMatrix; |
- |
-/** Manages a program's uniforms. |
-*/ |
-class GrGLUniformManager : public SkRefCnt { |
-public: |
- // Opaque handle to a uniform |
- class UniformHandle { |
- public: |
- static UniformHandle CreateFromUniformIndex(int i); |
- |
- bool isValid() const { return 0 != fValue; } |
- |
- bool operator==(const UniformHandle& other) const { return other.fValue == fValue; } |
- |
- UniformHandle() |
- : fValue(0) { |
- } |
- |
- private: |
- UniformHandle(int value) |
- : fValue(~value) { |
- SkASSERT(isValid()); |
- } |
- |
- int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } |
- |
- int fValue; |
- friend class GrGLUniformManager; // For accessing toUniformIndex(). |
- }; |
- |
- GrGLUniformManager(GrGpuGL* gpu); |
- |
- 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. 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 arrayCount, const GrGLfloat v[]) const; |
- void set2f(UniformHandle, GrGLfloat, GrGLfloat) const; |
- void set2fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
- void set3f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat) const; |
- void set3fv(UniformHandle, int arrayCount, const GrGLfloat v[]) const; |
- void set4f(UniformHandle, GrGLfloat, GrGLfloat, GrGLfloat, GrGLfloat) const; |
- void set4fv(UniformHandle, 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 arrayCount, const GrGLfloat matrices[]) const; |
- void setMatrix4fv(UniformHandle, 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 know if the manager is using |
- * BindUniformLocation. In that case getUniformLocations must be called |
- * before the program is linked. |
- */ |
- bool isUsingBindUniform() const { return fUsingBindUniform; } |
- |
- /** |
- * Called by the GrGLShaderBuilder to get GL locations for all uniforms. |
- */ |
- void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms); |
- |
- /** |
- * Called by the GrGLShaderBuilder to access the array by the handle (index). |
- */ |
- const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLUniformManager::UniformHandle) const; |
- |
-private: |
- enum { |
- kUnusedUniform = -1, |
- }; |
- |
- struct Uniform { |
- GrGLint fVSLocation; |
- GrGLint fFSLocation; |
- GrSLType fType; |
- int fArrayCount; |
- }; |
- |
- bool fUsingBindUniform; |
- SkTArray<Uniform, true> fUniforms; |
- GrGpuGL* fGpu; |
- |
- typedef SkRefCnt INHERITED; |
-}; |
- |
-#endif |