Index: src/gpu/gl/GrGLShaderBuilder.h |
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h |
index 73e9a8f8032fe861691f32474b881de377f7621a..bce2f9bcbf16ad4eecebeea74c63476ace316909 100644 |
--- a/src/gpu/gl/GrGLShaderBuilder.h |
+++ b/src/gpu/gl/GrGLShaderBuilder.h |
@@ -16,7 +16,7 @@ |
#include "gl/GrGLProgramDesc.h" |
#include "gl/GrGLProgramEffects.h" |
#include "gl/GrGLSL.h" |
-#include "gl/GrGLUniformManager.h" |
+#include "gl/GrGLProgramResourceManager.h" |
#include <stdarg.h> |
@@ -33,7 +33,7 @@ public: |
typedef GrTAllocator<GrGLShaderVar> VarArray; |
typedef GrGLProgramEffects::TextureSampler TextureSampler; |
typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; |
- typedef GrGLUniformManager::BuilderUniform BuilderUniform; |
+ typedef GrGLProgramResourceManager::BuilderUniform BuilderUniform; |
enum ShaderVisibility { |
kVertex_Visibility = 0x1, |
@@ -41,7 +41,7 @@ public: |
kFragment_Visibility = 0x4, |
}; |
- typedef GrGLUniformManager::UniformHandle UniformHandle; |
+ typedef GrGLProgramResourceManager::UniformHandle UniformHandle; |
// Handles for program uniforms (other than per-effect uniforms) |
struct UniformHandles { |
@@ -91,7 +91,7 @@ public: |
}; |
static bool GenProgram(GrGpuGL* gpu, |
- GrGLUniformManager* uman, |
+ GrGLProgramResourceManager* prman, |
const GrGLProgramDesc& desc, |
const GrEffectStage* inColorStages[], |
const GrEffectStage* inCoverageStages[], |
@@ -181,26 +181,26 @@ public: |
supported at this time. The actual uniform name will be mangled. If outName is not NULL then |
it will refer to the final uniform name after return. Use the addUniformArray variant to add |
an array of uniforms. */ |
- GrGLUniformManager::UniformHandle addUniform(uint32_t visibility, |
+ GrGLProgramResourceManager::UniformHandle addUniform(uint32_t visibility, |
GrSLType type, |
const char* name, |
const char** outName = NULL) { |
return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); |
} |
- GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility, |
+ GrGLProgramResourceManager::UniformHandle addUniformArray(uint32_t visibility, |
GrSLType type, |
const char* name, |
int arrayCount, |
const char** outName = NULL); |
- const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const { |
- return fUniformManager->getBuilderUniform(fUniforms, u).fVariable; |
+ const GrGLShaderVar& getUniformVariable(GrGLProgramResourceManager::UniformHandle u) const { |
+ return fProgramResourceManager->getBuilderUniform(fUniforms, u).fVariable; |
} |
/** |
* Shortcut for getUniformVariable(u).c_str() |
*/ |
- const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { |
+ const char* getUniformCStr(GrGLProgramResourceManager::UniformHandle u) const { |
return this->getUniformVariable(u).c_str(); |
} |
@@ -241,7 +241,7 @@ public: |
}; |
protected: |
- GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager*, const GrGLProgramDesc&); |
+ GrGLShaderBuilder(GrGpuGL*, GrGLProgramResourceManager*, const GrGLProgramDesc&); |
GrGpuGL* gpu() const { return fGpu; } |
@@ -396,13 +396,13 @@ private: |
const GrGLProgramDesc& fDesc; |
GrGpuGL* fGpu; |
- SkAutoTUnref<GrGLUniformManager> fUniformManager; |
+ SkAutoTUnref<GrGLProgramResourceManager> fProgramResourceManager; |
uint32_t fFSFeaturesAddedMask; |
SkString fFSFunctions; |
SkString fFSExtensions; |
VarArray fFSInputs; |
VarArray fFSOutputs; |
- GrGLUniformManager::BuilderUniformArray fUniforms; |
+ GrGLProgramResourceManager::BuilderUniformArray fUniforms; |
SkString fFSCode; |
@@ -417,7 +417,7 @@ private: |
class GrGLFullShaderBuilder : public GrGLShaderBuilder { |
public: |
- GrGLFullShaderBuilder(GrGpuGL*, GrGLUniformManager*, const GrGLProgramDesc&); |
+ GrGLFullShaderBuilder(GrGpuGL*, GrGLProgramResourceManager*, const GrGLProgramDesc&); |
/** |
* Called by GrGLEffects to add code to one of the shaders. |
@@ -502,7 +502,7 @@ private: |
class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { |
public: |
- GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLUniformManager*, const GrGLProgramDesc&); |
+ GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLProgramResourceManager*, const GrGLProgramDesc&); |
int addTexCoordSets(int count); |