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authorGravatar egdaniel <egdaniel@google.com>2016-04-19 15:24:29 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-04-19 15:24:29 -0700
commitb800248c73c75b02ab808c5bdb53e19e6abc3adc (patch)
tree7f81a22be8bb794768bb6e65972c31e846a05365 /src/gpu/glsl/GrGLSLUniformHandler.h
parent45b61a1c4c0be896e7b12fd1405abfece799114f (diff)
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
Diffstat (limited to 'src/gpu/glsl/GrGLSLUniformHandler.h')
-rw-r--r--src/gpu/glsl/GrGLSLUniformHandler.h22
1 files changed, 0 insertions, 22 deletions
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
index 56cac4a49f..a2f70532ad 100644
--- a/src/gpu/glsl/GrGLSLUniformHandler.h
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
@@ -12,14 +12,12 @@
#include "GrGLSLShaderVar.h"
class GrGLSLProgramBuilder;
-class GrGLSLSampler;
class GrGLSLUniformHandler {
public:
virtual ~GrGLSLUniformHandler() {}
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
@@ -32,7 +30,6 @@ public:
GrSLPrecision precision,
const char* name,
const char** outName = nullptr) {
- SkASSERT(!GrSLTypeIsSamplerType(type));
return this->addUniformArray(visibility, type, precision, name, 0, outName);
}
@@ -42,7 +39,6 @@ public:
const char* name,
int arrayCount,
const char** outName = nullptr) {
- SkASSERT(!GrSLTypeIsSamplerType(type));
return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
outName);
}
@@ -53,7 +49,6 @@ public:
* Shortcut for getUniformVariable(u).c_str()
*/
virtual const char* getUniformCStr(UniformHandle u) const = 0;
-
protected:
explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
@@ -61,23 +56,6 @@ protected:
GrGLSLProgramBuilder* fProgramBuilder;
private:
- virtual int numSamplers() const = 0;
- virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0;
-
- SamplerHandle addSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name) {
- return this->internalAddSampler(visibility, config, type, precision, name);
- }
-
- virtual SamplerHandle internalAddSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name) = 0;
-
virtual UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,