| Index: src/gpu/gl/GrGLUniformManager.cpp
|
| diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp
|
| index 79895f1e2ef0a5044356ced9dddd551433d76fba..74bb651fa4b5a6b55680c9d5be49e9ccaaa45568 100644
|
| --- a/src/gpu/gl/GrGLUniformManager.cpp
|
| +++ b/src/gpu/gl/GrGLUniformManager.cpp
|
| @@ -8,6 +8,7 @@
|
| #include "gl/GrGLShaderBuilder.h"
|
| #include "gl/GrGLProgram.h"
|
| #include "gl/GrGLUniformHandle.h"
|
| +#include "gl/GrGpuGL.h"
|
| #include "SkMatrix.h"
|
|
|
| #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, OFFSET, COUNT) \
|
| @@ -34,10 +35,10 @@ void GrGLUniformManager::setSampler(UniformHandle u, GrGLint texUnit) const {
|
| // once stages insert their own samplers.
|
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform1i(uni.fVSLocation, texUnit));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
|
| }
|
| }
|
|
|
| @@ -47,10 +48,10 @@ void GrGLUniformManager::set1f(UniformHandle u, GrGLfloat v0) const {
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform1f(uni.fFSLocation, v0));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform1f(uni.fVSLocation, v0));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fVSLocation, v0));
|
| }
|
| }
|
|
|
| @@ -67,10 +68,10 @@ void GrGLUniformManager::set1fv(UniformHandle u,
|
| // 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(fContext.interface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fFSLocation + offset, arrayCount, v));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform1fv(uni.fVSLocation + offset, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -80,10 +81,10 @@ void GrGLUniformManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) cons
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform2f(uni.fFSLocation, v0, v1));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform2f(uni.fVSLocation, v0, v1));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fVSLocation, v0, v1));
|
| }
|
| }
|
|
|
| @@ -97,10 +98,10 @@ void GrGLUniformManager::set2fv(UniformHandle u,
|
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fFSLocation + offset, arrayCount, v));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform2fv(uni.fVSLocation + offset, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -110,10 +111,10 @@ void GrGLUniformManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGL
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fVSLocation, v0, v1, v2));
|
| }
|
| }
|
|
|
| @@ -127,10 +128,10 @@ void GrGLUniformManager::set3fv(UniformHandle u,
|
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fFSLocation + offset, arrayCount, v));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform3fv(uni.fVSLocation + offset, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -144,10 +145,10 @@ void GrGLUniformManager::set4f(UniformHandle u,
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fVSLocation, v0, v1, v2, v3));
|
| }
|
| }
|
|
|
| @@ -160,10 +161,10 @@ void GrGLUniformManager::set4fv(UniformHandle u,
|
| SkASSERT(arrayCount > 0);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fFSLocation + offset, arrayCount, v));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
|
| + GR_GL_CALL(fGpu->glInterface(), Uniform4fv(uni.fVSLocation + offset, arrayCount, v));
|
| }
|
| }
|
|
|
| @@ -174,10 +175,10 @@ void GrGLUniformManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[])
|
| // TODO: Re-enable this assert once texture matrices aren't forced on all effects
|
| // SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
|
| + GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
|
| + GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fVSLocation, 1, false, matrix));
|
| }
|
| }
|
|
|
| @@ -187,10 +188,10 @@ void GrGLUniformManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[])
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
|
| + GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
|
| + GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fVSLocation, 1, false, matrix));
|
| }
|
| }
|
|
|
| @@ -204,11 +205,11 @@ void GrGLUniformManager::setMatrix3fv(UniformHandle u,
|
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(),
|
| + GR_GL_CALL(fGpu->glInterface(),
|
| UniformMatrix3fv(uni.fFSLocation + offset, arrayCount, false, matrices));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(),
|
| + GR_GL_CALL(fGpu->glInterface(),
|
| UniformMatrix3fv(uni.fVSLocation + offset, arrayCount, false, matrices));
|
| }
|
| }
|
| @@ -223,11 +224,11 @@ void GrGLUniformManager::setMatrix4fv(UniformHandle u,
|
| ASSERT_ARRAY_UPLOAD_IN_BOUNDS(uni, offset, arrayCount);
|
| SkASSERT(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
|
| if (kUnusedUniform != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(),
|
| + GR_GL_CALL(fGpu->glInterface(),
|
| UniformMatrix4fv(uni.fFSLocation + offset, arrayCount, false, matrices));
|
| }
|
| if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
|
| - GR_GL_CALL(fContext.interface(),
|
| + GR_GL_CALL(fGpu->glInterface(),
|
| UniformMatrix4fv(uni.fVSLocation + offset, arrayCount, false, matrices));
|
| }
|
| }
|
| @@ -257,7 +258,7 @@ 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(fContext.interface(), location,
|
| + 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;
|
|
|