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
|