VariableVisibility -> ShaderType
Review URL: http://codereview.appspot.com/6344103/
git-svn-id: http://skia.googlecode.com/svn/trunk@4534 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 2105cda..d673aca 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -362,7 +362,7 @@
*inColor = fsName;
} break;
case GrGLProgram::ProgramDesc::kUniform_ColorInput:
- segments->addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
+ segments->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, COL_UNI_NAME);
programData->fUniLocations.fColorUni = kUseUniform;
*inColor = COL_UNI_NAME;
@@ -398,7 +398,7 @@
void genUniformCoverage(GrGLShaderBuilder* segments,
GrGLProgram::CachedData* programData,
SkString* inOutCoverage) {
- segments->addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
+ segments->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, COV_UNI_NAME);
programData->fUniLocations.fCoverageUni = kUseUniform;
if (inOutCoverage->size()) {
@@ -529,7 +529,7 @@
segments.fFSOutputs.push_back(colorOutput);
}
- segments.addUniform(GrGLShaderBuilder::kVertex_VariableLifetime,
+ segments.addUniform(GrGLShaderBuilder::kVertex_ShaderType,
kMat33f_GrSLType, VIEW_MATRIX_NAME);
programData->fUniLocations.fViewMatrixUni = kUseUniform;
@@ -635,7 +635,7 @@
}
}
if (needColorFilterUniform) {
- segments.addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
+ segments.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, COL_FILTER_UNI_NAME);
programData->fUniLocations.fColorFilterUni = kUseUniform;
}
@@ -655,9 +655,9 @@
inColor = "filteredColor";
}
if (applyColorMatrix) {
- segments.addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
+ segments.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kMat44f_GrSLType, COL_MATRIX_UNI_NAME);
- segments.addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
+ segments.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, COL_MATRIX_VEC_UNI_NAME);
programData->fUniLocations.fColorMatrixUni = kUseUniform;
programData->fUniLocations.fColorMatrixVecUni = kUseUniform;
@@ -1170,9 +1170,8 @@
programData->fColorFilterColor = GrColor_ILLEGAL;
}
-//============================================================================
+///////////////////////////////////////////////////////////////////////////////
// Stage code generation
-//============================================================================
void GrGLProgram::genStageCode(const GrGLContextInfo& gl,
int stageNum,
@@ -1190,17 +1189,16 @@
/// Vertex Shader Stuff
- // decide whether we need a matrix to transform texture coords
- // and whether the varying needs a perspective coord.
+ // decide whether we need a matrix to transform texture coords and whether the varying needs a
+ // perspective coord.
const char* matName = NULL;
if (desc.fOptFlags & StageDesc::kIdentityMatrix_OptFlagBit) {
segments->fVaryingDims = segments->fCoordDims;
} else {
SkString texMatName;
tex_matrix_name(stageNum, &texMatName);
- const GrGLShaderVar* mat = &segments->addUniform(
- GrGLShaderBuilder::kVertex_VariableLifetime, kMat33f_GrSLType,
- texMatName.c_str());
+ const GrGLShaderVar* mat = &segments->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ kMat33f_GrSLType, texMatName.c_str());
// Can't use texMatName.c_str() because it's on the stack!
matName = mat->getName().c_str();
locations->fTextureMatrixUni = kUseUniform;
@@ -1220,9 +1218,8 @@
SkString samplerName;
sampler_name(stageNum, &samplerName);
- // const GrGLShaderVar* sampler = &
- segments->addUniform(GrGLShaderBuilder::kFragment_VariableLifetime,
- kSampler2D_GrSLType, samplerName.c_str());
+ segments->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kSampler2D_GrSLType, samplerName.c_str());
locations->fSamplerUni = kUseUniform;
const char *varyingVSName, *varyingFSName;
@@ -1242,8 +1239,6 @@
vector_all_coords(segments->fVaryingDims));
}
- // GrGLShaderVar* kernel = NULL;
- // const char* imageIncrementName = NULL;
if (NULL != customStage) {
segments->fVSCode.appendf("\t{ // stage %d %s\n",
stageNum, customStage->name());
@@ -1275,10 +1270,8 @@
if (desc.fOptFlags & StageDesc::kCustomTextureDomain_OptFlagBit) {
SkString texDomainName;
tex_domain_name(stageNum, &texDomainName);
- // const GrGLShaderVar* texDomain = &
- segments->addUniform(
- GrGLShaderBuilder::kFragment_VariableLifetime,
- kVec4f_GrSLType, texDomainName.c_str());
+ segments->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kVec4f_GrSLType, texDomainName.c_str());
SkString coordVar("clampCoord");
segments->fFSCode.appendf("\t%s %s = clamp(%s, %s.xy, %s.zw);\n",
float_vector_type_str(segments->fCoordDims),