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

Issue 426553011: Make GrGLProgram be available to GrGLProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 5 months ago
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Index: src/gpu/gl/GrGLProgramDataManager.h
diff --git a/src/gpu/gl/GrGLProgramDataManager.h b/src/gpu/gl/GrGLProgramDataManager.h
index ebbcf54782c1b6a9cbf4301e0af343980e0cc087..9f6f41cbc18ac45b3fce6199f5159ec13ffb6013 100644
--- a/src/gpu/gl/GrGLProgramDataManager.h
+++ b/src/gpu/gl/GrGLProgramDataManager.h
@@ -16,6 +16,8 @@
class GrGpuGL;
class SkMatrix;
+class GrGLProgram;
+class GrGLShaderBuilder;
/** Manages the resources used by a shader program.
* The resources are objects the program uses to communicate with the
@@ -26,6 +28,8 @@ public:
// Opaque handle to a uniform
class UniformHandle {
public:
+ /** Creates a reference to an unifrom of a GrGLShaderBuilder.
+ * The ref can be used to set the uniform with corresponding the GrGLProgramDataManager.*/
static UniformHandle CreateFromUniformIndex(int i);
bool isValid() const { return 0 != fValue; }
@@ -42,15 +46,15 @@ public:
SkASSERT(isValid());
}
- int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
+ int toProgramDataIndex() const { SkASSERT(isValid()); return ~fValue; }
bsalomon 2014/08/01 13:46:45 I'm not sure we still need this munging at all. II
Kimmo Kinnunen 2014/08/04 05:43:27 Done.
+ int toShaderBuilderIndex() const { return toProgramDataIndex(); }
int fValue;
- friend class GrGLProgramDataManager; // For accessing toUniformIndex().
+ friend class GrGLProgramDataManager; // For accessing toProgramDataIndex().
+ friend class GrGLShaderBuilder; // For accessing toShaderBuilderIndex().
};
- GrGLProgramDataManager(GrGpuGL* gpu);
-
- UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
+ GrGLProgramDataManager(GrGpuGL*, GrGLProgram*, const GrGLShaderBuilder&);
/** 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.
@@ -74,32 +78,6 @@ public:
// 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&, GrGLProgramDataManager::UniformHandle) const;
-
private:
enum {
kUnusedUniform = -1,
@@ -108,11 +86,12 @@ private:
struct Uniform {
GrGLint fVSLocation;
GrGLint fFSLocation;
- GrSLType fType;
- int fArrayCount;
+ SkDEBUGCODE(
+ GrSLType fType;
+ int fArrayCount;
+ );
};
- bool fUsingBindUniform;
SkTArray<Uniform, true> fUniforms;
GrGpuGL* fGpu;
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