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

Issue 426553011: Make GrGLProgram be available to GrGLProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix win warning Created 6 years, 4 months ago
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Index: src/gpu/gl/GrGLProgramDataManager.cpp
diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp
index 2c8ec0d8ca741206b88f06ce4b7716d6c231fb0c..c4c51933c77e08b244f5a457dfc7521223bde35a 100644
--- a/src/gpu/gl/GrGLProgramDataManager.cpp
+++ b/src/gpu/gl/GrGLProgramDataManager.cpp
@@ -15,24 +15,38 @@
SkASSERT(arrayCount <= uni.fArrayCount || \
(1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
-GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu) : fGpu(gpu) {
- // skbug.com/2056
- fUsingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
-}
+GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu,
+ GrGLProgram*,
+ const GrGLShaderBuilder& builder)
+ : fGpu(gpu) {
+ int count = builder.getUniformInfos().count();
+ fUniforms.push_back_n(count);
+ for (int i = 0; i < count; i++) {
+ Uniform& uniform = fUniforms[i];
+ const GrGLShaderBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i];
+ SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
+ builderUniform.fVariable.getArrayCount() > 0);
+ SkDEBUGCODE(
+ uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
+ uniform.fType = builderUniform.fVariable.getType();
+ );
+ // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
-GrGLProgramDataManager::UniformHandle GrGLProgramDataManager::appendUniform(GrSLType type, int arrayCount) {
- int idx = fUniforms.count();
- Uniform& uni = fUniforms.push_back();
- SkASSERT(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
- uni.fArrayCount = arrayCount;
- uni.fType = type;
- uni.fVSLocation = kUnusedUniform;
- uni.fFSLocation = kUnusedUniform;
- return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(idx);
+ if (GrGLShaderBuilder::kVertex_Visibility & builderUniform.fVisibility) {
+ uniform.fVSLocation = builderUniform.fLocation;
+ } else {
+ uniform.fVSLocation = kUnusedUniform;
+ }
+ if (GrGLShaderBuilder::kFragment_Visibility & builderUniform.fVisibility) {
+ uniform.fFSLocation = builderUniform.fLocation;
+ } else {
+ uniform.fFSLocation = kUnusedUniform;
+ }
+ }
}
void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kSampler2D_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
// FIXME: We still insert a single sampler uniform for every stage. If the shader does not
@@ -48,7 +62,7 @@ void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const
}
void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
@@ -63,7 +77,7 @@ void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
void GrGLProgramDataManager::set1fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -80,7 +94,7 @@ void GrGLProgramDataManager::set1fv(UniformHandle u,
}
void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec2f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
@@ -95,7 +109,7 @@ void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1)
void GrGLProgramDataManager::set2fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec2f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -109,7 +123,7 @@ void GrGLProgramDataManager::set2fv(UniformHandle u,
}
void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec3f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
@@ -124,7 +138,7 @@ void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1,
void GrGLProgramDataManager::set3fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec3f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -142,7 +156,7 @@ void GrGLProgramDataManager::set4f(UniformHandle u,
GrGLfloat v1,
GrGLfloat v2,
GrGLfloat v3) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec4f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
@@ -157,7 +171,7 @@ void GrGLProgramDataManager::set4f(UniformHandle u,
void GrGLProgramDataManager::set4fv(UniformHandle u,
int arrayCount,
const GrGLfloat v[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kVec4f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -171,7 +185,7 @@ void GrGLProgramDataManager::set4fv(UniformHandle u,
}
void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kMat33f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
// TODO: Re-enable this assert once texture matrices aren't forced on all effects
@@ -185,7 +199,7 @@ void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix
}
void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kMat44f_GrSLType);
SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
@@ -200,7 +214,7 @@ void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix
void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
int arrayCount,
const GrGLfloat matrices[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kMat33f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -218,7 +232,7 @@ void GrGLProgramDataManager::setMatrix3fv(UniformHandle u,
void GrGLProgramDataManager::setMatrix4fv(UniformHandle u,
int arrayCount,
const GrGLfloat matrices[]) const {
- const Uniform& uni = fUniforms[u.toUniformIndex()];
+ const Uniform& uni = fUniforms[u.toProgramDataIndex()];
SkASSERT(uni.fType == kMat44f_GrSLType);
SkASSERT(arrayCount > 0);
ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount);
@@ -247,34 +261,3 @@ void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix
};
this->setMatrix3f(u, mt);
}
-
-
-void GrGLProgramDataManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) {
- SkASSERT(uniforms.count() == fUniforms.count());
- int count = fUniforms.count();
- for (int i = 0; i < count; ++i) {
- SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType);
- SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
- GrGLint location;
- // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
- if (fUsingBindUniform) {
- location = i;
- GR_GL_CALL(fGpu->glInterface(),
- BindUniformLocation(programID, location, uniforms[i].fVariable.c_str()));
- } else {
- GR_GL_CALL_RET(fGpu->glInterface(), location,
- GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
- }
- if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
- fUniforms[i].fVSLocation = location;
- }
- if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
- fUniforms[i].fFSLocation = location;
- }
- }
-}
-
-const GrGLProgramDataManager::BuilderUniform&
-GrGLProgramDataManager::getBuilderUniform(const BuilderUniformArray& array, UniformHandle handle) const {
- return array[handle.toUniformIndex()];
-}
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