diff options
author | egdaniel <egdaniel@google.com> | 2016-04-19 15:24:29 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2016-04-19 15:24:29 -0700 |
commit | b800248c73c75b02ab808c5bdb53e19e6abc3adc (patch) | |
tree | 7f81a22be8bb794768bb6e65972c31e846a05365 /src/gpu/glsl/GrGLSLUniformHandler.h | |
parent | 45b61a1c4c0be896e7b12fd1405abfece799114f (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.h | 22 |
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, |