| /* | |
| * Copyright 2020 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" | |
| GrShaderVar GrGLSLUniformHandler::getUniformMapping(const GrProcessor& owner, | |
| SkString rawName) const { | |
| for (int i = this->numUniforms() - 1; i >= 0; i--) { | |
| const UniformInfo& u = this->uniform(i); | |
| if (u.fOwner == &owner && u.fRawName == rawName) { | |
| return u.fVariable; | |
| } | |
| } | |
| return GrShaderVar(); | |
| } | |
| GrShaderVar GrGLSLUniformHandler::liftUniformToVertexShader(const GrProcessor& owner, | |
| SkString rawName) { | |
| for (int i = this->numUniforms() - 1; i >= 0; i--) { | |
| UniformInfo& u = this->uniform(i); | |
| if (u.fOwner == &owner && u.fRawName == rawName) { | |
| u.fVisibility |= kVertex_GrShaderFlag; | |
| return u.fVariable; | |
| } | |
| } | |
| // Uniform not found; it's better to return a void variable than to assert because sample | |
| // matrices that are uniform are treated the same for most of the code. When the sample | |
| // matrix expression can't be found as a uniform, we can infer it's a constant. | |
| return GrShaderVar(); | |
| } |