| Index: src/gpu/gl/GrGLUniformManager.cpp | 
| diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp | 
| index 74bb651fa4b5a6b55680c9d5be49e9ccaaa45568..2d0b48a2bedf9defecd5b4389fd460d4fb8021f4 100644 | 
| --- a/src/gpu/gl/GrGLUniformManager.cpp | 
| +++ b/src/gpu/gl/GrGLUniformManager.cpp | 
| @@ -11,9 +11,13 @@ | 
| #include "gl/GrGpuGL.h" | 
| #include "SkMatrix.h" | 
|  | 
| -#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \ | 
| -         SkASSERT(offset + arrayCount <= uni.fArrayCount || \ | 
| -                  (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) | 
| +#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \ | 
| +         SkASSERT(arrayCount <= uni.fArrayCount || \ | 
| +                  (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) | 
| + | 
| +GrGLUniformManager::GrGLUniformManager(GrGpuGL* gpu) : fGpu(gpu) { | 
| +    fUsingBindUniform = fGpu->glInterface()->fBindUniformLocation != NULL; | 
| +} | 
|  | 
| GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType type, int arrayCount) { | 
| int idx = fUniforms.count(); | 
| @@ -56,22 +60,21 @@ void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { | 
| } | 
|  | 
| void GrGLUniformManager::set1fv(UniformHandle u, | 
| -                                int offset, | 
| int arrayCount, | 
| const GrGLfloat v[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kFloat_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| -    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| // This assert fires in some instances of the two-pt gradient for its VSParams. | 
| // Once the uniform manager is responsible for inserting the duplicate uniform | 
| // arrays in VS and FS driver bug workaround, this can be enabled. | 
| //SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation, arrayCount, v)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation, arrayCount, v)); | 
| } | 
| } | 
|  | 
| @@ -89,19 +92,18 @@ void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons | 
| } | 
|  | 
| void GrGLUniformManager::set2fv(UniformHandle u, | 
| -                                int offset, | 
| int arrayCount, | 
| const GrGLfloat v[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kVec2f_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| -    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation, arrayCount, v)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation, arrayCount, v)); | 
| } | 
| } | 
|  | 
| @@ -119,19 +121,18 @@ void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL | 
| } | 
|  | 
| void GrGLUniformManager::set3fv(UniformHandle u, | 
| -                                int offset, | 
| int arrayCount, | 
| const GrGLfloat v[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kVec3f_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| -    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation, arrayCount, v)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation, arrayCount, v)); | 
| } | 
| } | 
|  | 
| @@ -153,18 +154,18 @@ void GrGLUniformManager::set4f(UniformHandle u, | 
| } | 
|  | 
| void GrGLUniformManager::set4fv(UniformHandle u, | 
| -                                int offset, | 
| int arrayCount, | 
| const GrGLfloat v[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kVec4f_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation, arrayCount, v)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| -        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v)); | 
| +        GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation, arrayCount, v)); | 
| } | 
| } | 
|  | 
| @@ -196,40 +197,38 @@ void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) | 
| } | 
|  | 
| void GrGLUniformManager::setMatrix3fv(UniformHandle u, | 
| -                                      int offset, | 
| int arrayCount, | 
| const GrGLfloat matrices[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kMat33f_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| -    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| GR_GL_CALL(fGpu->glInterface(), | 
| -                   UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices)); | 
| +                   UniformMatrix3fv(uni.fFSLocation, arrayCount, false, matrices)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| GR_GL_CALL(fGpu->glInterface(), | 
| -                   UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices)); | 
| +                   UniformMatrix3fv(uni.fVSLocation, arrayCount, false, matrices)); | 
| } | 
| } | 
|  | 
| void GrGLUniformManager::setMatrix4fv(UniformHandle u, | 
| -                                      int offset, | 
| int arrayCount, | 
| const GrGLfloat matrices[]) const { | 
| const Uniform& uni = fUniforms[u.toUniformIndex()]; | 
| SkASSERT(uni.fType == kMat44f_GrSLType); | 
| SkASSERT(arrayCount > 0); | 
| -    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); | 
| +    ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, arrayCount); | 
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation); | 
| if (kUnusedUniform != uni.fFSLocation) { | 
| GR_GL_CALL(fGpu->glInterface(), | 
| -                   UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices)); | 
| +                   UniformMatrix4fv(uni.fFSLocation, arrayCount, false, matrices)); | 
| } | 
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { | 
| GR_GL_CALL(fGpu->glInterface(), | 
| -                   UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices)); | 
| +                   UniformMatrix4fv(uni.fVSLocation, arrayCount, false, matrices)); | 
| } | 
| } | 
|  | 
| @@ -258,8 +257,14 @@ void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn | 
| SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount); | 
| GrGLint location; | 
| // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. | 
| -        GR_GL_CALL_RET(fGpu->glInterface(), location, | 
| +        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; | 
| } | 
|  |