void GrVkPipelineState::setAndBindUniforms(GrVkGpu* gpu, const GrRenderTarget* renderTarget, GrSurfaceOrigin origin, const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, GrVkCommandBuffer* commandBuffer) { this->setRenderTargetState(renderTarget, origin); fGeometryProcessor->setData(fDataManager, primProc, GrFragmentProcessor::CoordTransformIter(pipeline)); GrFragmentProcessor::Iter iter(pipeline); GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.get(), fFragmentProcessorCnt); const GrFragmentProcessor* fp = iter.next(); GrGLSLFragmentProcessor* glslFP = glslIter.next(); while (fp && glslFP) { glslFP->setData(fDataManager, *fp); fp = iter.next(); glslFP = glslIter.next(); } SkASSERT(!fp && !glslFP); { SkIPoint offset; GrTexture* dstTexture = pipeline.peekDstTexture(&offset); fXferProcessor->setData(fDataManager, pipeline.getXferProcessor(), dstTexture, offset); } // Get new descriptor set if (fGeometryUniformBuffer || fFragmentUniformBuffer) { int uniformDSIdx = GrVkUniformHandler::kUniformBufferDescSet; if (fDataManager.uploadUniformBuffers( gpu, fGeometryUniformBuffer.get(), fFragmentUniformBuffer.get()) || !fUniformDescriptorSet) { if (fUniformDescriptorSet) { fUniformDescriptorSet->recycle(gpu); } fUniformDescriptorSet = gpu->resourceProvider().getUniformDescriptorSet(); fDescriptorSets[uniformDSIdx] = fUniformDescriptorSet->descriptorSet(); this->writeUniformBuffers(gpu); } commandBuffer->bindDescriptorSets(gpu, this, fPipelineLayout, uniformDSIdx, 1, &fDescriptorSets[uniformDSIdx], 0, nullptr); if (fUniformDescriptorSet) { commandBuffer->addRecycledResource(fUniformDescriptorSet); } if (fGeometryUniformBuffer) { commandBuffer->addRecycledResource(fGeometryUniformBuffer->resource()); } if (fFragmentUniformBuffer) { commandBuffer->addRecycledResource(fFragmentUniformBuffer->resource()); } } }
void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, int* nextSamplerIdx) { GrFragmentProcessor::Iter iter(pipeline); GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.begin(), fFragmentProcessors.count()); const GrFragmentProcessor* fp = iter.next(); GrGLSLFragmentProcessor* glslFP = glslIter.next(); while (fp && glslFP) { glslFP->setData(fProgramDataManager, *fp); this->bindTextures(*fp, pipeline.getAllowSRGBInputs(), nextSamplerIdx); fp = iter.next(); glslFP = glslIter.next(); } SkASSERT(!fp && !glslFP); }