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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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327 const char*
name, | 327 const char*
name, |
328 int count, | 328 int count, |
329 const char*
* outName) { | 329 const char*
* outName) { |
330 SkASSERT(name && strlen(name)); | 330 SkASSERT(name && strlen(name)); |
331 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); | 331 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); |
332 SkASSERT(0 == (~kVisibilityMask & visibility)); | 332 SkASSERT(0 == (~kVisibilityMask & visibility)); |
333 SkASSERT(0 != visibility); | 333 SkASSERT(0 != visibility); |
334 | 334 |
335 BuilderUniform& uni = fUniforms.push_back(); | 335 BuilderUniform& uni = fUniforms.push_back(); |
336 UniformHandle h = GrGLUniformManager::UniformHandle::CreateFromUniformIndex(
fUniforms.count() - 1); | 336 UniformHandle h = GrGLUniformManager::UniformHandle::CreateFromUniformIndex(
fUniforms.count() - 1); |
337 GR_DEBUGCODE(UniformHandle h2 =) | 337 SkDEBUGCODE(UniformHandle h2 =) |
338 fUniformManager.appendUniform(type, count); | 338 fUniformManager.appendUniform(type, count); |
339 // We expect the uniform manager to initially have no uniforms and that all
uniforms are added | 339 // We expect the uniform manager to initially have no uniforms and that all
uniforms are added |
340 // by this function. Therefore, the handles should match. | 340 // by this function. Therefore, the handles should match. |
341 SkASSERT(h2 == h); | 341 SkASSERT(h2 == h); |
342 uni.fVariable.setType(type); | 342 uni.fVariable.setType(type); |
343 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); | 343 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); |
344 this->nameVariable(uni.fVariable.accessName(), 'u', name); | 344 this->nameVariable(uni.fVariable.accessName(), 'u', name); |
345 uni.fVariable.setArrayCount(count); | 345 uni.fVariable.setArrayCount(count); |
346 uni.fVisibility = visibility; | 346 uni.fVisibility = visibility; |
347 | 347 |
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703 for (const AttributePair* attrib = this->getEffectAttributes().begin(); | 703 for (const AttributePair* attrib = this->getEffectAttributes().begin(); |
704 attrib != attribEnd; | 704 attrib != attribEnd; |
705 ++attrib) { | 705 ++attrib) { |
706 if (attrib->fIndex == attributeIndex) { | 706 if (attrib->fIndex == attributeIndex) { |
707 return &attrib->fName; | 707 return &attrib->fName; |
708 } | 708 } |
709 } | 709 } |
710 | 710 |
711 return NULL; | 711 return NULL; |
712 } | 712 } |
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