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/vk/GrVkUniformHandler.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/vk/GrVkUniformHandler.h')
-rw-r--r-- | src/gpu/vk/GrVkUniformHandler.h | 16 |
1 files changed, 2 insertions, 14 deletions
diff --git a/src/gpu/vk/GrVkUniformHandler.h b/src/gpu/vk/GrVkUniformHandler.h index f6060b0532..46d27cda7c 100644 --- a/src/gpu/vk/GrVkUniformHandler.h +++ b/src/gpu/vk/GrVkUniformHandler.h @@ -11,7 +11,6 @@ #include "glsl/GrGLSLUniformHandler.h" #include "GrAllocator.h" -#include "GrVkGLSLSampler.h" #include "glsl/GrGLSLShaderVar.h" class GrVkUniformHandler : public GrGLSLUniformHandler { @@ -31,6 +30,8 @@ public: struct UniformInfo { GrGLSLShaderVar fVariable; uint32_t fVisibility; + uint32_t fSetNumber; + uint32_t fBinding; uint32_t fUBOffset; }; typedef GrTAllocator<UniformInfo> UniformInfoArray; @@ -60,17 +61,6 @@ private: int arrayCount, const char** outName) override; - SamplerHandle internalAddSampler(uint32_t visibility, - GrPixelConfig config, - GrSLType type, - GrSLPrecision precision, - const char* name) override; - - int numSamplers() const override { return fSamplers.count(); } - const GrGLSLSampler& getSampler(SamplerHandle handle) const override { - return fSamplers[handle.toIndex()]; - } - void appendUniformDecls(GrShaderFlags, SkString*) const override; bool hasVertexUniforms() const { return fCurrentVertexUBOOffset > 0; } @@ -83,8 +73,6 @@ private: UniformInfoArray fUniforms; - SkTArray<GrVkGLSLSampler> fSamplers; - uint32_t fCurrentVertexUBOOffset; uint32_t fCurrentFragmentUBOOffset; uint32_t fCurrentSamplerBinding; |