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path: root/src/gpu/gl/GrGLProgramDataManager.cpp
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* Make GrGLProgram be available to GrGLProgramDataManagerGravatar kkinnunen2014-08-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GL APIs such as glProgramPathFragmentInputGenNV need the explicit program id in order to set the program resources. For GrGLProgramDataManager to call the APIs, the program id needs to be available to the GrGLProgramDataManager. One GrGLProgramDataManager is used to explicitly manage the resources of one GrGLProgram. Refactor the classes to reflect this: make GrGLProgram create and own GrGLProgramDataManager. This way the program id can be made available through GrGLProgram backpointer. In order to do this, remove the population of the program link results information for uniforms in GrGLProgramDataManager during shader generation. Instead, accumulate the info to the uniform list of GrGLShaderBuilder. After the generation, compilation and link is successful, this info can be used to construct both GrGLProgram and GrGLProgramDataManager. Changes names of functions to create UniformHandles and convert them to list indices. This tries to highlight that they're different lists, even though at the moment they match index-wise. E.g the contract is that handles can be created based on the shader builder state, and the object can later be set with the handle and the manager that was created with the builder. This is needed to support NV_path_rendering for GLES. R=bsalomon@google.com Author: kkinnunen@nvidia.com Review URL: https://codereview.chromium.org/426553011
* Rename GrGLUniformManager to GrGLProgramDataManagerGravatar kkinnunen2014-07-30
Rename GrGLUniformManager to GrGLProgramDataManager in anticipation that the class would be used to manage shader resources that are not uniforms. This is needed in order to implement NVPR on GLES. R=bsalomon@google.com Author: kkinnunen@nvidia.com Review URL: https://codereview.chromium.org/365853002