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Side by Side Diff: src/gpu/gl/GrGLUniformManager.cpp

Issue 22340010: Refactor GrGLUniformManager::UniformHandle to initialize itself by default (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: description Created 7 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "gl/GrGLShaderBuilder.h" 8 #include "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h" 9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h" 10 #include "gl/GrGLUniformHandle.h"
11 #include "SkMatrix.h" 11 #include "SkMatrix.h"
12 12
13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \ 13 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
14 GrAssert(offset + arrayCount <= uni.fArrayCount || \ 14 GrAssert(offset + arrayCount <= uni.fArrayCount || \
15 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount)) 15 (0 == offset && 1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
16 16
17 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ e, int arrayCount) { 17 GrGLUniformManager::UniformHandle GrGLUniformManager::appendUniform(GrSLType typ e, int arrayCount) {
18 int idx = fUniforms.count(); 18 int idx = fUniforms.count();
19 Uniform& uni = fUniforms.push_back(); 19 Uniform& uni = fUniforms.push_back();
20 GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0); 20 GrAssert(GrGLShaderVar::kNonArray == arrayCount || arrayCount > 0);
21 uni.fArrayCount = arrayCount; 21 uni.fArrayCount = arrayCount;
22 uni.fType = type; 22 uni.fType = type;
23 uni.fVSLocation = kUnusedUniform; 23 uni.fVSLocation = kUnusedUniform;
24 uni.fFSLocation = kUnusedUniform; 24 uni.fFSLocation = kUnusedUniform;
25 return index_to_handle(idx); 25 return GrGLUniformManager::UniformHandle::CreateFromUniformIndex(idx);
26 } 26 }
27 27
28 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const { 28 void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
29 const Uniform& uni = fUniforms[handle_to_index(u)]; 29 const Uniform& uni = fUniforms[u.toUniformIndex()];
30 GrAssert(uni.fType == kSampler2D_GrSLType); 30 GrAssert(uni.fType == kSampler2D_GrSLType);
31 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 31 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
32 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not 32 // FIXME: We still insert a single sampler uniform for every stage. If the s hader does not
33 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert 33 // reference the sampler then the compiler may have optimized it out. Uncomm ent this assert
34 // once stages insert their own samplers. 34 // once stages insert their own samplers.
35 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation); 35 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation);
36 if (kUnusedUniform != uni.fFSLocation) { 36 if (kUnusedUniform != uni.fFSLocation) {
37 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit)); 37 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
38 } 38 }
39 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 39 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
40 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit)); 40 GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit));
41 } 41 }
42 } 42 }
43 43
44 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const { 44 void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
45 const Uniform& uni = fUniforms[handle_to_index(u)]; 45 const Uniform& uni = fUniforms[u.toUniformIndex()];
46 GrAssert(uni.fType == kFloat_GrSLType); 46 GrAssert(uni.fType == kFloat_GrSLType);
47 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 47 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
48 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 48 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
49 if (kUnusedUniform != uni.fFSLocation) { 49 if (kUnusedUniform != uni.fFSLocation) {
50 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0)); 50 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0));
51 } 51 }
52 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 52 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
53 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0)); 53 GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0));
54 } 54 }
55 } 55 }
56 56
57 void GrGLUniformManager::set1fv(UniformHandle u, 57 void GrGLUniformManager::set1fv(UniformHandle u,
58 int offset, 58 int offset,
59 int arrayCount, 59 int arrayCount,
60 const GrGLfloat v[]) const { 60 const GrGLfloat v[]) const {
61 const Uniform& uni = fUniforms[handle_to_index(u)]; 61 const Uniform& uni = fUniforms[u.toUniformIndex()];
62 GrAssert(uni.fType == kFloat_GrSLType); 62 GrAssert(uni.fType == kFloat_GrSLType);
63 GrAssert(arrayCount > 0); 63 GrAssert(arrayCount > 0);
64 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); 64 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
65 // This assert fires in some instances of the two-pt gradient for its VSPara ms. 65 // This assert fires in some instances of the two-pt gradient for its VSPara ms.
66 // Once the uniform manager is responsible for inserting the duplicate unifo rm 66 // Once the uniform manager is responsible for inserting the duplicate unifo rm
67 // arrays in VS and FS driver bug workaround, this can be enabled. 67 // arrays in VS and FS driver bug workaround, this can be enabled.
68 //GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc ation); 68 //GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLoc ation);
69 if (kUnusedUniform != uni.fFSLocation) { 69 if (kUnusedUniform != uni.fFSLocation) {
70 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, ar rayCount, v)); 70 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, ar rayCount, v));
71 } 71 }
72 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 72 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
73 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, ar rayCount, v)); 73 GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, ar rayCount, v));
74 } 74 }
75 } 75 }
76 76
77 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons t { 77 void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons t {
78 const Uniform& uni = fUniforms[handle_to_index(u)]; 78 const Uniform& uni = fUniforms[u.toUniformIndex()];
79 GrAssert(uni.fType == kVec2f_GrSLType); 79 GrAssert(uni.fType == kVec2f_GrSLType);
80 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 80 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
81 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 81 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
82 if (kUnusedUniform != uni.fFSLocation) { 82 if (kUnusedUniform != uni.fFSLocation) {
83 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1)); 83 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1));
84 } 84 }
85 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 85 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
86 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1)); 86 GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1));
87 } 87 }
88 } 88 }
89 89
90 void GrGLUniformManager::set2fv(UniformHandle u, 90 void GrGLUniformManager::set2fv(UniformHandle u,
91 int offset, 91 int offset,
92 int arrayCount, 92 int arrayCount,
93 const GrGLfloat v[]) const { 93 const GrGLfloat v[]) const {
94 const Uniform& uni = fUniforms[handle_to_index(u)]; 94 const Uniform& uni = fUniforms[u.toUniformIndex()];
95 GrAssert(uni.fType == kVec2f_GrSLType); 95 GrAssert(uni.fType == kVec2f_GrSLType);
96 GrAssert(arrayCount > 0); 96 GrAssert(arrayCount > 0);
97 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); 97 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
98 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 98 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
99 if (kUnusedUniform != uni.fFSLocation) { 99 if (kUnusedUniform != uni.fFSLocation) {
100 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, ar rayCount, v)); 100 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, ar rayCount, v));
101 } 101 }
102 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 102 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
103 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, ar rayCount, v)); 103 GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, ar rayCount, v));
104 } 104 }
105 } 105 }
106 106
107 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL float v2) const { 107 void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL float v2) const {
108 const Uniform& uni = fUniforms[handle_to_index(u)]; 108 const Uniform& uni = fUniforms[u.toUniformIndex()];
109 GrAssert(uni.fType == kVec3f_GrSLType); 109 GrAssert(uni.fType == kVec3f_GrSLType);
110 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 110 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
111 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 111 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
112 if (kUnusedUniform != uni.fFSLocation) { 112 if (kUnusedUniform != uni.fFSLocation) {
113 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2)) ; 113 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2)) ;
114 } 114 }
115 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 115 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
116 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2)) ; 116 GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2)) ;
117 } 117 }
118 } 118 }
119 119
120 void GrGLUniformManager::set3fv(UniformHandle u, 120 void GrGLUniformManager::set3fv(UniformHandle u,
121 int offset, 121 int offset,
122 int arrayCount, 122 int arrayCount,
123 const GrGLfloat v[]) const { 123 const GrGLfloat v[]) const {
124 const Uniform& uni = fUniforms[handle_to_index(u)]; 124 const Uniform& uni = fUniforms[u.toUniformIndex()];
125 GrAssert(uni.fType == kVec3f_GrSLType); 125 GrAssert(uni.fType == kVec3f_GrSLType);
126 GrAssert(arrayCount > 0); 126 GrAssert(arrayCount > 0);
127 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); 127 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
128 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 128 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
129 if (kUnusedUniform != uni.fFSLocation) { 129 if (kUnusedUniform != uni.fFSLocation) {
130 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, ar rayCount, v)); 130 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, ar rayCount, v));
131 } 131 }
132 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 132 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
133 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, ar rayCount, v)); 133 GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, ar rayCount, v));
134 } 134 }
135 } 135 }
136 136
137 void GrGLUniformManager::set4f(UniformHandle u, 137 void GrGLUniformManager::set4f(UniformHandle u,
138 GrGLfloat v0, 138 GrGLfloat v0,
139 GrGLfloat v1, 139 GrGLfloat v1,
140 GrGLfloat v2, 140 GrGLfloat v2,
141 GrGLfloat v3) const { 141 GrGLfloat v3) const {
142 const Uniform& uni = fUniforms[handle_to_index(u)]; 142 const Uniform& uni = fUniforms[u.toUniformIndex()];
143 GrAssert(uni.fType == kVec4f_GrSLType); 143 GrAssert(uni.fType == kVec4f_GrSLType);
144 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 144 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
145 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 145 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
146 if (kUnusedUniform != uni.fFSLocation) { 146 if (kUnusedUniform != uni.fFSLocation) {
147 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3)); 147 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
148 } 148 }
149 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 149 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
150 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3)); 150 GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
151 } 151 }
152 } 152 }
153 153
154 void GrGLUniformManager::set4fv(UniformHandle u, 154 void GrGLUniformManager::set4fv(UniformHandle u,
155 int offset, 155 int offset,
156 int arrayCount, 156 int arrayCount,
157 const GrGLfloat v[]) const { 157 const GrGLfloat v[]) const {
158 const Uniform& uni = fUniforms[handle_to_index(u)]; 158 const Uniform& uni = fUniforms[u.toUniformIndex()];
159 GrAssert(uni.fType == kVec4f_GrSLType); 159 GrAssert(uni.fType == kVec4f_GrSLType);
160 GrAssert(arrayCount > 0); 160 GrAssert(arrayCount > 0);
161 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 161 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
162 if (kUnusedUniform != uni.fFSLocation) { 162 if (kUnusedUniform != uni.fFSLocation) {
163 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, ar rayCount, v)); 163 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, ar rayCount, v));
164 } 164 }
165 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 165 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
166 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, ar rayCount, v)); 166 GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, ar rayCount, v));
167 } 167 }
168 } 168 }
169 169
170 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const { 170 void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
171 const Uniform& uni = fUniforms[handle_to_index(u)]; 171 const Uniform& uni = fUniforms[u.toUniformIndex()];
172 GrAssert(uni.fType == kMat33f_GrSLType); 172 GrAssert(uni.fType == kMat33f_GrSLType);
173 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 173 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
174 // TODO: Re-enable this assert once texture matrices aren't forced on all ef fects 174 // TODO: Re-enable this assert once texture matrices aren't forced on all ef fects
175 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation); 175 // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLo cation);
176 if (kUnusedUniform != uni.fFSLocation) { 176 if (kUnusedUniform != uni.fFSLocation) {
177 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, fa lse, matrix)); 177 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, fa lse, matrix));
178 } 178 }
179 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 179 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
180 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, fa lse, matrix)); 180 GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, fa lse, matrix));
181 } 181 }
182 } 182 }
183 183
184 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const { 184 void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
185 const Uniform& uni = fUniforms[handle_to_index(u)]; 185 const Uniform& uni = fUniforms[u.toUniformIndex()];
186 GrAssert(uni.fType == kMat44f_GrSLType); 186 GrAssert(uni.fType == kMat44f_GrSLType);
187 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount); 187 GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
188 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 188 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
189 if (kUnusedUniform != uni.fFSLocation) { 189 if (kUnusedUniform != uni.fFSLocation) {
190 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, fa lse, matrix)); 190 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, fa lse, matrix));
191 } 191 }
192 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 192 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
193 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, fa lse, matrix)); 193 GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, fa lse, matrix));
194 } 194 }
195 } 195 }
196 196
197 void GrGLUniformManager::setMatrix3fv(UniformHandle u, 197 void GrGLUniformManager::setMatrix3fv(UniformHandle u,
198 int offset, 198 int offset,
199 int arrayCount, 199 int arrayCount,
200 const GrGLfloat matrices[]) const { 200 const GrGLfloat matrices[]) const {
201 const Uniform& uni = fUniforms[handle_to_index(u)]; 201 const Uniform& uni = fUniforms[u.toUniformIndex()];
202 GrAssert(uni.fType == kMat33f_GrSLType); 202 GrAssert(uni.fType == kMat33f_GrSLType);
203 GrAssert(arrayCount > 0); 203 GrAssert(arrayCount > 0);
204 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); 204 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
205 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 205 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
206 if (kUnusedUniform != uni.fFSLocation) { 206 if (kUnusedUniform != uni.fFSLocation) {
207 GR_GL_CALL(fContext.interface(), 207 GR_GL_CALL(fContext.interface(),
208 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices)); 208 UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
209 } 209 }
210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 210 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
211 GR_GL_CALL(fContext.interface(), 211 GR_GL_CALL(fContext.interface(),
212 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices)); 212 UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
213 } 213 }
214 } 214 }
215 215
216 void GrGLUniformManager::setMatrix4fv(UniformHandle u, 216 void GrGLUniformManager::setMatrix4fv(UniformHandle u,
217 int offset, 217 int offset,
218 int arrayCount, 218 int arrayCount,
219 const GrGLfloat matrices[]) const { 219 const GrGLfloat matrices[]) const {
220 const Uniform& uni = fUniforms[handle_to_index(u)]; 220 const Uniform& uni = fUniforms[u.toUniformIndex()];
221 GrAssert(uni.fType == kMat44f_GrSLType); 221 GrAssert(uni.fType == kMat44f_GrSLType);
222 GrAssert(arrayCount > 0); 222 GrAssert(arrayCount > 0);
223 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount); 223 ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
224 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion); 224 GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocat ion);
225 if (kUnusedUniform != uni.fFSLocation) { 225 if (kUnusedUniform != uni.fFSLocation) {
226 GR_GL_CALL(fContext.interface(), 226 GR_GL_CALL(fContext.interface(),
227 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices)); 227 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
228 } 228 }
229 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) { 229 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
230 GR_GL_CALL(fContext.interface(), 230 GR_GL_CALL(fContext.interface(),
(...skipping 29 matching lines...) Expand all
260 GR_GL_CALL_RET(fContext.interface(), location, 260 GR_GL_CALL_RET(fContext.interface(), location,
261 GetUniformLocation(programID, uniforms[i].fVariable.c_str ())); 261 GetUniformLocation(programID, uniforms[i].fVariable.c_str ()));
262 if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) { 262 if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
263 fUniforms[i].fVSLocation = location; 263 fUniforms[i].fVSLocation = location;
264 } 264 }
265 if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) { 265 if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
266 fUniforms[i].fFSLocation = location; 266 fUniforms[i].fFSLocation = location;
267 } 267 }
268 } 268 }
269 } 269 }
270
271 const GrGLUniformManager::BuilderUniform&
272 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH andle handle) const {
273 return array[handle.toUniformIndex()];
274 }
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