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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" |
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226 if (kUnusedUniform != uni.fFSLocation) { | 226 if (kUnusedUniform != uni.fFSLocation) { |
227 GR_GL_CALL(fGpu->glInterface(), | 227 GR_GL_CALL(fGpu->glInterface(), |
228 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); | 228 UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false,
matrices)); |
229 } | 229 } |
230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ | 230 if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation)
{ |
231 GR_GL_CALL(fGpu->glInterface(), | 231 GR_GL_CALL(fGpu->glInterface(), |
232 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); | 232 UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false,
matrices)); |
233 } | 233 } |
234 } | 234 } |
235 | 235 |
| 236 void GrGLUniformManager::enableGlobalTexGen(int unitIndex, |
| 237 int numComponents, |
| 238 const GrGLfloat* coefficients) const
{ |
| 239 fGpu->enableTexGen(unitIndex, numComponents, coefficients); |
| 240 } |
| 241 |
| 242 void GrGLUniformManager::enableGlobalTexGen(int unitIndex, |
| 243 int numComponents, |
| 244 const SkMatrix& matrix) const { |
| 245 fGpu->enableTexGen(unitIndex, numComponents, matrix); |
| 246 } |
| 247 |
236 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { | 248 void GrGLUniformManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) co
nst { |
237 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); | 249 // GR_STATIC_ASSERT(SK_SCALAR_IS_FLOAT); |
238 GrGLfloat mt[] = { | 250 GrGLfloat mt[] = { |
239 matrix.get(SkMatrix::kMScaleX), | 251 matrix.get(SkMatrix::kMScaleX), |
240 matrix.get(SkMatrix::kMSkewY), | 252 matrix.get(SkMatrix::kMSkewY), |
241 matrix.get(SkMatrix::kMPersp0), | 253 matrix.get(SkMatrix::kMPersp0), |
242 matrix.get(SkMatrix::kMSkewX), | 254 matrix.get(SkMatrix::kMSkewX), |
243 matrix.get(SkMatrix::kMScaleY), | 255 matrix.get(SkMatrix::kMScaleY), |
244 matrix.get(SkMatrix::kMPersp1), | 256 matrix.get(SkMatrix::kMPersp1), |
245 matrix.get(SkMatrix::kMTransX), | 257 matrix.get(SkMatrix::kMTransX), |
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266 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { | 278 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) { |
267 fUniforms[i].fFSLocation = location; | 279 fUniforms[i].fFSLocation = location; |
268 } | 280 } |
269 } | 281 } |
270 } | 282 } |
271 | 283 |
272 const GrGLUniformManager::BuilderUniform& | 284 const GrGLUniformManager::BuilderUniform& |
273 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { | 285 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { |
274 return array[handle.toUniformIndex()]; | 286 return array[handle.toUniformIndex()]; |
275 } | 287 } |
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