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1 /*
2  * Copyright 2020 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/glsl/GrGLSLUniformHandler.h"
9 
10 #include "src/gpu/glsl/GrGLSL.h"
11 #include "src/gpu/glsl/GrGLSLShaderBuilder.h"
12 
getUniformMapping(const GrFragmentProcessor & owner,SkString rawName) const13 GrShaderVar GrGLSLUniformHandler::getUniformMapping(const GrFragmentProcessor& owner,
14                                                     SkString rawName) const {
15     for (int i = this->numUniforms() - 1; i >= 0; i--) {
16         const UniformInfo& u = this->uniform(i);
17         if (u.fOwner == &owner && u.fRawName == rawName) {
18             return u.fVariable;
19         }
20     }
21     return GrShaderVar();
22 }
23 
liftUniformToVertexShader(const GrFragmentProcessor & owner,SkString rawName)24 GrShaderVar GrGLSLUniformHandler::liftUniformToVertexShader(const GrFragmentProcessor& owner,
25                                                             SkString rawName) {
26     for (int i = this->numUniforms() - 1; i >= 0; i--) {
27         UniformInfo& u = this->uniform(i);
28         if (u.fOwner == &owner && u.fRawName == rawName) {
29             u.fVisibility |= kVertex_GrShaderFlag;
30             return u.fVariable;
31         }
32     }
33     // Uniform not found; it's better to return a void variable than to assert because sample
34     // matrices that are uniform are treated the same for most of the code. When the sample
35     // matrix expression can't be found as a uniform, we can infer it's a constant.
36     return GrShaderVar();
37 }
38