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

Issue 635533005: Revert of Cleanup of shader building system (Closed) Base URL: https://skia.googlesource.com/skia.git@solo_gp
Patch Set: Created 6 years, 2 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 bbf7d42e89b5d12f0e18c9542487890d7c394b00..8a98a75caea0eff1a62d52cbc214f16497dd62ac 100644
--- a/src/gpu/gl/GrGLProgramDataManager.h
+++ b/src/gpu/gl/GrGLProgramDataManager.h
@@ -56,18 +56,22 @@
friend class GrGLProgramBuilder; // For accessing toShaderBuilderIndex().
};
- struct UniformInfo {
- GrGLShaderVar fVariable;
- uint32_t fVisibility;
- GrGLint fLocation;
+ class VaryingHandle : public ShaderResourceHandle {
+ public:
+ /** Creates a reference to a varying in separable varyings of a GrGLShaderBuilder.
+ * The ref can be used to set the varying with the corresponding GrGLProgramDataManager.*/
+ static VaryingHandle CreateFromSeparableVaryingIndex(int i) {
+ return VaryingHandle(i);
+ }
+ VaryingHandle() { }
+ bool operator==(const VaryingHandle& other) const { return other.fValue == fValue; }
+ private:
+ VaryingHandle(int value) : ShaderResourceHandle(value) { }
+ int toProgramDataIndex() const { SkASSERT(isValid()); return fValue; }
+ friend class GrGLProgramDataManager; // For accessing toProgramDataIndex().
};
- // 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<UniformInfo> UniformInfoArray;
-
- GrGLProgramDataManager(GrGpuGL*, const UniformInfoArray&);
+ GrGLProgramDataManager(GrGpuGL*, GrGLProgram*, const GrGLProgramBuilder&);
/** 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.
@@ -91,6 +95,10 @@
// convenience method for uploading a SkMatrix to a 3x3 matrix uniform
void setSkMatrix(UniformHandle, const SkMatrix&) const;
+ void setProgramPathFragmentInputTransform(VaryingHandle i,
+ unsigned components,
+ const SkMatrix& matrix) const;
+
private:
enum {
kUnusedUniform = -1,
@@ -104,10 +112,19 @@
int fArrayCount;
);
};
+ struct Varying {
+ GrGLint fLocation;
+ SkDEBUGCODE(
+ GrSLType fType;
+ );
+ };
SkTArray<Uniform, true> fUniforms;
+ SkTArray<Varying, true> fVaryings;
GrGpuGL* fGpu;
+ GrGLProgram* fProgram;
typedef SkRefCnt INHERITED;
};
+
#endif
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