History log of /external/skia/src/gpu/gl/GrGLProgramDataManager.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
559f556d9d70ef9d1202e436a56d48364b279ac6 15-Nov-2017 Brian Salomon <bsalomon@google.com> Remove support for image load/store

This isn't used and has become a maintenance burden.

Change-Id: I5f3af8f91e5c4f073fe4ea30e0a7f1f61efeea47
Reviewed-on: https://skia-review.googlesource.com/70640
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
bc5d4d769098a4fb46685c0e59034dc8e12318a2 05-May-2017 Greg Daniel <egdaniel@google.com> Split tracking of TexelBuffers from normal samplers

This is precursor CL to add support for texel buffers in Vulkan.

This change as includes fixes to the ordering of assigning
locations and texture units so that they match in
GrGLProgramDataManager and GrGLProgram.

Bug: skia:
Change-Id: I30c9578fb7dcb187256f744e07651e8564f93a6b
Reviewed-on: https://skia-review.googlesource.com/15225
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
f6ce600bc576f9951648bdda6e77af5bad4e9562 17-Mar-2017 Brian Osman <brianosman@google.com> Remove "Unused uniform in shader" messages

BUG=skia:6393

Change-Id: Ia510311ac313de2cb06290aedc860a952cf8246f
Reviewed-on: https://skia-review.googlesource.com/9862
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
f9f451213a3951d8a61568998de2ddbd643f6693 29-Nov-2016 Brian Salomon <bsalomon@google.com> Reland image storage with fixes.

Revert "Revert "Initial OpenGL Image support.""

This reverts commit 59dc41175d99d0a31c046aec0c26c4d82a3a3574.

BUG=skia:

Change-Id: Ibe3c87ce7f746f065fdbcc5a518388cc291112f5
Reviewed-on: https://skia-review.googlesource.com/5131
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
59dc41175d99d0a31c046aec0c26c4d82a3a3574 23-Nov-2016 Brian Salomon <bsalomon@google.com> Revert "Initial OpenGL Image support."

This reverts commit be34882042048db096baca32ddf4a8b472529804.

Reason for revert: Test failures and shader compilation issues on Android.

Original change's description:
> Initial OpenGL Image support.
>
> This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.
>
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182
>
> Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
> Reviewed-on: https://skia-review.googlesource.com/4182
> Reviewed-by: Greg Daniel <egdaniel@google.com>
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
> Commit-Queue: Brian Salomon <bsalomon@google.com>
>

TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true

Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f
Reviewed-on: https://skia-review.googlesource.com/5129
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
be34882042048db096baca32ddf4a8b472529804 22-Nov-2016 Brian Salomon <bsalomon@google.com> Initial OpenGL Image support.

This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182

Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
Reviewed-on: https://skia-review.googlesource.com/4182
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
99938a8ef24e2dd5b39f78638742e9b50ab6d9bf 21-Nov-2016 Brian Salomon <bsalomon@google.com> Merge GrGLSLShaderVar and GrShaderVar

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087

Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
101b844d6ba031de5c4e95b43f9292f266799237 18-Nov-2016 Brian Salomon <bsalomon@google.com> Remove GrGLSLSampler type and subclasses

GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends.

BUG=skia:

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002

Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f
Reviewed-on: https://skia-review.googlesource.com/5002
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
35a98c733fb69ab72623cfd62ee2ac9859b0c613 20-Jul-2016 fmenozzi <fmenozzi@google.com> Add integer array uniforms to GL and Vulkan

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2163173005

Review-Url: https://codereview.chromium.org/2163173005
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
497e9e2b3668fd8bc7fab16326e93c5cc6f0c287 21-Jun-2016 fmenozzi <fmenozzi@google.com> Integers can now be passed as uniforms; needed for passing color count to fragment shader

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003

Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198
Review-Url: https://codereview.chromium.org/2076143003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
452ba88066b51931696fc3d0a2a1c0f8809a4143 20-Jun-2016 brianosman <brianosman@google.com> Revert of Integers can now be passed as uniforms (patchset #1 id:1 of https://codereview.chromium.org/2076143003/ )

Reason for revert:
Compile failures on Vulkan platforms (eg https://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_Vulkan)

Original issue's description:
> Integers can now be passed as uniforms; needed for passing color count to fragment shader
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003
>
> Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198

TBR=tomhudson@google.com,bsalomon@google.com,fmenozzi@google.com
# Not skipping CQ checks because original CL landed more than 1 days ago.
BUG=skia:

Review-Url: https://codereview.chromium.org/2080133002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
cc3a22b369e1a60fa2acf2987f2934baf7c4b198 18-Jun-2016 fmenozzi <fmenozzi@google.com> Integers can now be passed as uniforms; needed for passing color count to fragment shader

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003

Review-Url: https://codereview.chromium.org/2076143003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
09aa1fce69b214714171db12c341aebd78dd29ea 20-Apr-2016 egdaniel <egdaniel@google.com> Refactor how we store and use samplers in Ganesh

The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.

A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.

In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers

For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004

Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f

Review URL: https://codereview.chromium.org/1885863004
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
b800248c73c75b02ab808c5bdb53e19e6abc3adc 20-Apr-2016 egdaniel <egdaniel@google.com> Revert of Refactor how we store and use samplers in Ganesh (patchset #7 id:120001 of https://codereview.chromium.org/1885863004/ )

Reason for revert:
breaking bots

Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f

TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Review URL: https://codereview.chromium.org/1896013003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
45b61a1c4c0be896e7b12fd1405abfece799114f 19-Apr-2016 egdaniel <egdaniel@google.com> Refactor how we store and use samplers in Ganesh

The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.

A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.

In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers

For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004

Review URL: https://codereview.chromium.org/1885863004
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
8d988b3a73a75e062bc139f19cc6966888c722e2 08-Mar-2016 cdalton <cdalton@nvidia.com> Add support for 2x2 matrices

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1755483002

Review URL: https://codereview.chromium.org/1755483002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
2829bb7b9e0b964338758e1511a6b35fcda86a0e 03-Feb-2016 egdaniel <egdaniel@google.com> Make helper function on GrGLSLProgramDataManager non virtual

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1663833002

Review URL: https://codereview.chromium.org/1663833002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
7ea439b2203855db97330b25945b87dd4b170b8b 03-Dec-2015 egdaniel <egdaniel@google.com> Create GLSLUniformHandler class for gpu backend

BUG=skia:

Review URL: https://codereview.chromium.org/1490283004
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
0eafe79f42e3c675f3c504aed4a41abf511df2b7 20-Nov-2015 egdaniel <egdaniel@google.com> Create GrGLSLVaryingHandler class for program building

BUG=skia:

Review URL: https://codereview.chromium.org/1462123003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
018fb62d12d1febf121fe265da5b6117b86a6541 28-Oct-2015 egdaniel <egdaniel@google.com> Create GLSL base class for ProgramDataManager

BUG=skia:

Review URL: https://codereview.chromium.org/1428543003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
0d3f061262a53b775f0a92b0abf8a4a846290d65 21-Oct-2015 egdaniel <egdaniel@google.com> Move GrGLShaderVar to GrGLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1417123002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
f529439fea003851d986a0573a7e0465754b2a48 21-Oct-2015 egdaniel <egdaniel@google.com> Move shader precision modifier check onto GLSLCaps

BUG=skia:

Review URL: https://codereview.chromium.org/1414373002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
d8dd47b5fa52430a1ab5c07335c0c13fcd43a82d 11-Sep-2015 joshualitt <joshualitt@chromium.org> remove path specific program building classes

BUG=skia:

Review URL: https://codereview.chromium.org/1336763003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
e7afc2d85ba1db71ef8938ce3459cd78b30f71db 11-Sep-2015 joshualitt <joshualitt@chromium.org> Start trying to collapse path program stuff

BUG=skia:

Review URL: https://codereview.chromium.org/1333273003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
cba99b88fd5fb39def7a094dc32c0745c7a1cfea 24-Jun-2015 jvanverth <jvanverth@google.com> Move GLSL-specific routines/classes to separate glsl directory

The purpose is to begin separating our GLSL-specific code from
our GL-specific code, so it can be used with the GL45 platform

Review URL: https://codereview.chromium.org/1202293002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
78cff136a4b59045e82965cbc9a63bf76a595796 22-Jun-2015 kkinnunen <kkinnunen@nvidia.com> Make GrGLProgramDataManager not refcounted

Make GrGLProgramDataManager not refcounted, refcounting is not used for
the instances.

Review URL: https://codereview.chromium.org/1195573002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
7d022d6cc80b85c6c6fc0688c0904915fec61910 12-May-2015 joshualitt <joshualitt@chromium.org> add option to supress prints on context

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba

Review URL: https://codereview.chromium.org/1128903008
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
ee71044d4b7aa1703cd9c04d5322f5d2df1e7c25 12-May-2015 joshualitt <joshualitt@google.com> Revert of add option to supress prints on context (patchset #5 id:80001 of https://codereview.chromium.org/1128903008/)

Reason for revert:
breaks windows rollbots

Original issue's description:
> add option to supress prints on context
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba

TBR=bsalomon@google.com,robertphillips@google.com,joshualitt@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Review URL: https://codereview.chromium.org/1125193006
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
55661337667a8305ebb100e36af23d34c2fb83ba 12-May-2015 joshualitt <joshualitt@chromium.org> add option to supress prints on context

BUG=skia:

Review URL: https://codereview.chromium.org/1128903008
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
af2d56d2139cc5597a5a43a4e16acbd8d10e9060 11-May-2015 joshualitt <joshualitt@chromium.org> print on unused uniforms in debug builds

BUG=skia:

Review URL: https://codereview.chromium.org/1136803002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
abb52a1a70a81915c6196e0fb3e9bcb05e8be14d 14-Jan-2015 joshualitt <joshualitt@chromium.org> Move most of the transform logic into the primitive processors

BUG=skia:

Review URL: https://codereview.chromium.org/822423004
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
861e1037017bbb7ac52ec5ebecab3a636a82a3e8 16-Dec-2014 bsalomon <bsalomon@google.com> Rename GrGpuGL to GrGLGpu for consistency

Review URL: https://codereview.chromium.org/808593003
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
47bb38283072dc87dc93220cd2f370ca109972ff 08-Oct-2014 joshualitt <joshualitt@chromium.org> Cleanup of shader building system

this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename

solo gp

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec

Review URL: https://codereview.chromium.org/611653002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
db0d3ca07008ea2c1f24d0fd9ceecf10af6ae63b 07-Oct-2014 joshualitt <joshualitt@chromium.org> Revert of Cleanup of shader building system (patchset #25 id:470001 of https://codereview.chromium.org/611653002/)

Reason for revert:
Seems to have messed up windows 7 gms

Original issue's description:
> Cleanup of shader building system
>
> this is a huge refactor and cleanup of the gl shader building system in
> Skia. The entire shader building pipeline is now part of
> GrGLProgramCreator, which takes a gp, and some fps, and creates a
> program. I added some subclasses of GrGLProgram to handle the
> eccentricities of Nvpr/Nvpres. Outside of the builders folder
> and GrGLPrograms, this change is basically just a rename
>
>
> solo gp
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec

TBR=bsalomon@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Review URL: https://codereview.chromium.org/635533005
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
fe1233c3f12f81bb675718516bbb32f72af726ec 07-Oct-2014 joshualitt <joshualitt@chromium.org> Cleanup of shader building system

this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename

solo gp

BUG=skia:

Review URL: https://codereview.chromium.org/611653002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
ec56e4545477e30d4f165ca55ed99f90525c6c38 26-Aug-2014 kkinnunen <kkinnunen@nvidia.com> Implement NV_path_rendering on OpenGL ES

Implement support for NV_path_rendering on OpenGL ES. Use
glProgramPathFragmentInputGenNV function call instead of glPathTexGenNV to
communicate transforms to fragment shader.

The intention is that the NVPR paths will be drawn with the same shader program
as non-NVPR geometry. For NVPR calls, the GPU will skip the vertex shader and
just run the fragment shader.

After program is linked, query the locations of the fragment shader inputs with
glGetResourceLocation. The location will be used to set the transforms with
glProgramPathFragmentInputGenNV.

The functions and their workings are documented in:

glProgramPathFragmentInputGenNV
https://www.opengl.org/registry/specs/NV/path_rendering.txt
(note: addition as of API version 1.3)

glGetResourceLocation
https://www.opengl.org/registry/specs/ARB/program_interface_query.txt
http://www.opengl.org/registry/doc/glspec44.core.pdf
(function is in core Open GL 4.4)

Note: glProgramPathFragmentInputGenNV could be used also for OpenGL. However,
using seems to trigger a bug in the driver. Disable this feature on OpenGL at
least until the driver is fixed and released. The bug manifests in shadertext
test, where the lower-left text pair is missing. Valgrind catches a bad read
for the test and causes the context to OOM reproducibly.

R=bsalomon@google.com, cdalton@nvidia.com, joshualitt@google.com, joshualitt@chromium.org

Author: kkinnunen@nvidia.com

Review URL: https://codereview.chromium.org/367643004
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
30ba436f04e61d4505fb854d5fc56079636e0788 22-Aug-2014 joshualitt <joshualitt@chromium.org> Initial refactor of shaderbuilder to prepare for geometry shaders

gitignore for eclipse

BUG=skia:
R=bsalomon@google.com, bsalomon@chromium.org

Author: joshualitt@chromium.org

Review URL: https://codereview.chromium.org/491673002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
dddc18a6bba67ad43a65f4c244b95f76cefef617 04-Aug-2014 kkinnunen <kkinnunen@nvidia.com> Make GrGLProgram be available to GrGLProgramDataManager

GL APIs such as glProgramPathFragmentInputGenNV need the explicit program id in
order to set the program resources. For GrGLProgramDataManager to call the APIs,
the program id needs to be available to the GrGLProgramDataManager.

One GrGLProgramDataManager is used to explicitly manage the resources of one
GrGLProgram. Refactor the classes to reflect this: make GrGLProgram create and
own GrGLProgramDataManager. This way the program id can be made available through
GrGLProgram backpointer.

In order to do this, remove the population of the program link results
information for uniforms in GrGLProgramDataManager during shader generation.

Instead, accumulate the info to the uniform list of GrGLShaderBuilder. After the
generation, compilation and link is successful, this info can be used to
construct both GrGLProgram and GrGLProgramDataManager.

Changes names of functions to create UniformHandles and convert them to list
indices. This tries to highlight that they're different lists, even though at
the moment they match index-wise. E.g the contract is that handles can be
created based on the shader builder state, and the object can later be set with
the handle and the manager that was created with the builder.

This is needed to support NV_path_rendering for GLES.

R=bsalomon@google.com

Author: kkinnunen@nvidia.com

Review URL: https://codereview.chromium.org/426553011
/external/skia/src/gpu/gl/GrGLProgramDataManager.h
7510b224e52b9518a8ddf7418db0e9c258f79539 30-Jul-2014 kkinnunen <kkinnunen@nvidia.com> Rename GrGLUniformManager to GrGLProgramDataManager

Rename GrGLUniformManager to GrGLProgramDataManager in anticipation that the
class would be used to manage shader resources that are not uniforms.

This is needed in order to implement NVPR on GLES.

R=bsalomon@google.com

Author: kkinnunen@nvidia.com

Review URL: https://codereview.chromium.org/365853002
/external/skia/src/gpu/gl/GrGLProgramDataManager.h