/* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/glsl/GrGLSLUniformHandler.h" #include "src/gpu/glsl/GrGLSL.h" #include "src/gpu/glsl/GrGLSLShaderBuilder.h" GrShaderVar GrGLSLUniformHandler::getUniformMapping(const GrFragmentProcessor& owner, SkString rawName) const { for (int i = this->numUniforms() - 1; i >= 0; i--) { const UniformInfo& u = this->uniform(i); if (u.fOwner == &owner && u.fRawName == rawName) { return u.fVariable; } } return GrShaderVar(); } GrShaderVar GrGLSLUniformHandler::liftUniformToVertexShader(const GrFragmentProcessor& owner, SkString rawName) { for (int i = this->numUniforms() - 1; i >= 0; i--) { UniformInfo& u = this->uniform(i); if (u.fOwner == &owner && u.fRawName == rawName) { u.fVisibility |= kVertex_GrShaderFlag; return u.fVariable; } } // Uniform not found; it's better to return a void variable than to assert because sample // matrices that are uniform are treated the same for most of the code. When the sample // matrix expression can't be found as a uniform, we can infer it's a constant. return GrShaderVar(); }