diff options
author | Ethan Nicholas <ethannicholas@google.com> | 2017-08-16 16:41:30 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-08-16 23:05:15 +0000 |
commit | 88d99c63878c2d3d340120f0321676f72afcb4f0 (patch) | |
tree | 5b957dbf2f78ef7a15aa3810f8922c915508683f /src/gpu/glsl/GrGLSLUniformHandler.h | |
parent | a26d219a929f4e70f8597dfd57a53348c4bba905 (diff) |
Switched highp float to highfloat and mediump float to half.
The ultimate goal is to end up with "float" and "half", but this
intermediate step uses "highfloat" so that it is clear if I missed a
"float" somewhere. Once this lands, a subsequent CL will switch all
"highfloats" back to "floats".
Bug: skia:
Change-Id: Ia13225c7a0a0a2901e07665891c473d2500ddcca
Reviewed-on: https://skia-review.googlesource.com/31000
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/glsl/GrGLSLUniformHandler.h')
-rw-r--r-- | src/gpu/glsl/GrGLSLUniformHandler.h | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h index cf80c3ff0a..84bbfa104c 100644 --- a/src/gpu/glsl/GrGLSLUniformHandler.h +++ b/src/gpu/glsl/GrGLSLUniformHandler.h @@ -38,6 +38,13 @@ public: return this->addUniformArray(visibility, type, precision, name, 0, outName); } + UniformHandle addUniform(uint32_t visibility, + GrSLType type, + const char* name, + const char** outName = nullptr) { + return this->addUniform(visibility, type, kDefault_GrSLPrecision, name, outName); + } + UniformHandle addUniformArray(uint32_t visibility, GrSLType type, GrSLPrecision precision, @@ -49,6 +56,16 @@ public: outName); } + UniformHandle addUniformArray(uint32_t visibility, + GrSLType type, + const char* name, + int arrayCount, + const char** outName = nullptr) { + SkASSERT(!GrSLTypeIsCombinedSamplerType(type)); + return this->internalAddUniformArray(visibility, type, kDefault_GrSLPrecision, name, true, + arrayCount, outName); + } + virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0; /** |