| /* |
| * 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" |
| |
| GrShaderVar GrGLSLUniformHandler::getUniformMapping(const GrFragmentProcessor& 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 GrFragmentProcessor& 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(); |
| } |