Index: src/gpu/gl/GrGLProgramDataManager.h |
diff --git a/src/gpu/gl/GrGLProgramDataManager.h b/src/gpu/gl/GrGLProgramDataManager.h |
index ebbcf54782c1b6a9cbf4301e0af343980e0cc087..8ef4a41fbc0158fb2e8bce6ca4aa8ec30233c77f 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 |
@@ -26,31 +28,33 @@ 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; } |
+ bool isValid() const { return -1 != fValue; } |
bool operator==(const UniformHandle& other) const { return other.fValue == fValue; } |
UniformHandle() |
- : fValue(0) { |
+ : fValue(-1) { |
} |
private: |
UniformHandle(int value) |
- : fValue(~value) { |
+ : fValue(value) { |
SkASSERT(isValid()); |
} |
- int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; } |
+ int toProgramDataIndex() const { SkASSERT(isValid()); return fValue; } |
+ 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; |