Add "meshCount" to GrProgramInfo
This improves the encapsulation of the GrProgramInfo class.
Bug: skia:9455
Change-Id: Ic241ba4a2c2edea3e774522065371e5ed8cc2da3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/247438
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
diff --git a/src/gpu/GrProgramInfo.cpp b/src/gpu/GrProgramInfo.cpp
index 0abc7c2..3391b61 100644
--- a/src/gpu/GrProgramInfo.cpp
+++ b/src/gpu/GrProgramInfo.cpp
@@ -9,6 +9,7 @@
#ifdef SK_DEBUG
+#include "src/gpu/GrMesh.h"
#include "src/gpu/GrTexturePriv.h"
void GrProgramInfo::validate() const {
@@ -25,25 +26,8 @@
SkASSERT(!fPipeline.isScissorEnabled() || this->hasFixedScissor() ||
this->hasDynamicScissors());
-}
-
-void GrProgramInfo::checkAllInstantiated(int meshCount) const {
- if (this->hasFixedPrimProcTextures()) {
- auto fixedPrimProcTextures = this->fixedPrimProcTextures();
- for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
- SkASSERT(fixedPrimProcTextures[s]->isInstantiated());
- }
- }
if (this->hasDynamicPrimProcTextures()) {
- for (int m = 0; m < meshCount; ++m) {
- auto dynamicPrimProcTextures = this->dynamicPrimProcTextures(m);
- for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
- SkASSERT(dynamicPrimProcTextures[s]->isInstantiated());
- }
- }
-
- // TODO: if GrProgramInfo had the mesh count we could do this in validate!
// Check that, for a given sampler, the properties of the dynamic textures remain
// the same for all the meshes
for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
@@ -53,7 +37,7 @@
GrTextureType type = dynamicPrimProcTextures[s]->textureType();
GrPixelConfig config = dynamicPrimProcTextures[s]->config();
- for (int m = 1; m < meshCount; ++m) {
+ for (int m = 1; m < fNumDynamicStateArrays; ++m) {
dynamicPrimProcTextures = this->dynamicPrimProcTextures(m);
auto testProxy = dynamicPrimProcTextures[s];
@@ -65,7 +49,25 @@
}
}
-void GrProgramInfo::checkMSAAAndMIPSAreResolved(int meshCount) const {
+void GrProgramInfo::checkAllInstantiated() const {
+ if (this->hasFixedPrimProcTextures()) {
+ auto fixedPrimProcTextures = this->fixedPrimProcTextures();
+ for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
+ SkASSERT(fixedPrimProcTextures[s]->isInstantiated());
+ }
+ }
+
+ if (this->hasDynamicPrimProcTextures()) {
+ for (int m = 0; m < fNumDynamicStateArrays; ++m) {
+ auto dynamicPrimProcTextures = this->dynamicPrimProcTextures(m);
+ for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
+ SkASSERT(dynamicPrimProcTextures[s]->isInstantiated());
+ }
+ }
+ }
+}
+
+void GrProgramInfo::checkMSAAAndMIPSAreResolved() const {
auto assertResolved = [](GrTexture* tex, const GrSamplerState& sampler) {
SkASSERT(tex);
@@ -81,7 +83,7 @@
};
if (this->hasDynamicPrimProcTextures()) {
- for (int m = 0; m < meshCount; ++m) {
+ for (int m = 0; m < fNumDynamicStateArrays; ++m) {
auto dynamicPrimProcTextures = this->dynamicPrimProcTextures(m);
for (int s = 0; s < this->primProc().numTextureSamplers(); ++s) {
@@ -107,4 +109,13 @@
}
}
+void GrProgramInfo::compatibleWithMeshes(const GrMesh meshes[], int meshCount) const {
+ SkASSERT(!fNumDynamicStateArrays || meshCount == fNumDynamicStateArrays);
+
+ for (int i = 0; i < meshCount; ++i) {
+ SkASSERT(fPrimProc.hasVertexAttributes() == meshes[i].hasVertexData());
+ SkASSERT(fPrimProc.hasInstanceAttributes() == meshes[i].hasInstanceData());
+ }
+}
+
#endif