| /* |
| * 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/glsl/GrGLSLUniformHandler.h" |
| |
| #include "src/gpu/glsl/GrGLSL.h" |
| #include "src/gpu/glsl/GrGLSLShaderBuilder.h" |
| |
| void GrGLSLUniformHandler::writeUniformMappings(GrFragmentProcessor* owner, |
| GrGLSLShaderBuilder* b) { |
| for (int i = this->numUniforms() - 1; i >= 0; i--) { |
| UniformInfo& u = this->uniform(i); |
| if (u.fOwner == owner) { |
| u.fVisibility |= kVertex_GrShaderFlag; |
| b->codeAppendf("%s %s = %s;\n", GrGLSLTypeString(u.fVariable.getType()), |
| u.fRawName.c_str(), u.fVariable.getName().c_str()); |
| } |
| } |
| } |