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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/vk/GrVkGLSLSampler.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/vk/GrVkGLSLSampler.h')
-rw-r--r--src/gpu/vk/GrVkGLSLSampler.h49
1 files changed, 0 insertions, 49 deletions
diff --git a/src/gpu/vk/GrVkGLSLSampler.h b/src/gpu/vk/GrVkGLSLSampler.h
deleted file mode 100644
index 4bfacaed48..0000000000
--- a/src/gpu/vk/GrVkGLSLSampler.h
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
-* Copyright 2016 Google Inc.
-*
-* Use of this source code is governed by a BSD-style license that can be
-* found in the LICENSE file.
-*/
-
-#ifndef GrVkGLSLSampler_DEFINED
-#define GrVkGLSLSampler_DEFINED
-
-#include "glsl/GrGLSLSampler.h"
-
-#include "glsl/GrGLSLShaderVar.h"
-
-class GrVkGLSLSampler : public GrGLSLSampler {
-public:
- GrVkGLSLSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- uint32_t binding,
- uint32_t set) : INHERITED(visibility, config), fBinding(binding) {
- SkASSERT(GrSLTypeIsSamplerType(type));
- fShaderVar.setType(type);
- fShaderVar.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
- fShaderVar.setPrecision(precision);
- fShaderVar.accessName()->set(name);
- SkString layoutQualifier;
- layoutQualifier.appendf("set=%d, binding=%d", set, binding);
- fShaderVar.setLayoutQualifier(layoutQualifier.c_str());
- }
-
- GrSLType type() const override { return fShaderVar.getType(); }
- uint32_t binding() const { return fBinding; }
-
- const char* onGetSamplerNameForTexture2D() const override { return fShaderVar.c_str(); }
- const char* getSamplerNameForTexelFetch() const override { return fShaderVar.c_str(); }
-
-private:
- GrGLSLShaderVar fShaderVar;
- uint32_t fBinding;
-
- friend class GrVkUniformHandler;
-
- typedef GrGLSLSampler INHERITED;
-};
-
-#endif