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/*
* 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(GrSLTypeIsCombinedSamplerType(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
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