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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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252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { | 252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
iformArray& uniforms) { |
253 SkASSERT(uniforms.count() == fUniforms.count()); | 253 SkASSERT(uniforms.count() == fUniforms.count()); |
254 int count = fUniforms.count(); | 254 int count = fUniforms.count(); |
255 for (int i = 0; i < count; ++i) { | 255 for (int i = 0; i < count; ++i) { |
256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); | 256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType); |
257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); | 257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCou
nt); |
258 GrGLint location; | 258 GrGLint location; |
259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. | 259 // TODO: Move the Xoom uniform array in both FS and VS bug workaround he
re. |
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_Visibility & 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_Visibility & uniforms[i].fVisibility) { |
266 fUniforms[i].fFSLocation = location; | 266 fUniforms[i].fFSLocation = location; |
267 } | 267 } |
268 } | 268 } |
269 } | 269 } |
270 | 270 |
271 const GrGLUniformManager::BuilderUniform& | 271 const GrGLUniformManager::BuilderUniform& |
272 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { | 272 GrGLUniformManager::getBuilderUniform(const BuilderUniformArray& array, UniformH
andle handle) const { |
273 return array[handle.toUniformIndex()]; | 273 return array[handle.toUniformIndex()]; |
274 } | 274 } |
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