Update `nameVariable` to return the variable name directly.
Previously, the generated name was passed back in a SkString-pointer
output parameter. Directly returning the SkString simplified nearly
every call site, and made none of them worse.
Change-Id: Ied57adcf8fb087a301641adad437d8a68f8d3297
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/329622
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/GrSPIRVUniformHandler.cpp b/src/gpu/GrSPIRVUniformHandler.cpp
index 5b5a48d..7d48f7b 100644
--- a/src/gpu/GrSPIRVUniformHandler.cpp
+++ b/src/gpu/GrSPIRVUniformHandler.cpp
@@ -210,12 +210,11 @@
bool mangleName,
int arrayCount,
const char** outName) {
- SkString resolvedName;
char prefix = 'u';
if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
prefix = '\0';
}
- fProgramBuilder->nameVariable(&resolvedName, prefix, name, mangleName);
+ SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
int offset = get_ubo_offset(&fCurrentUBOOffset, type, arrayCount);
SkString layoutQualifier;
@@ -243,8 +242,7 @@
const GrShaderCaps* caps) {
int binding = fSamplers.count() * 2;
- SkString mangleName;
- fProgramBuilder->nameVariable(&mangleName, 's', name, true);
+ SkString mangleName = fProgramBuilder->nameVariable('s', name, /*mangle=*/true);
SkString layoutQualifier;
layoutQualifier.appendf("set = %d, binding = %d", kSamplerTextureDescriptorSet, binding);
SPIRVUniformInfo& info = fSamplers.push_back(SPIRVUniformInfo{
@@ -260,8 +258,7 @@
fSamplerSwizzles.push_back(swizzle);
SkASSERT(fSamplerSwizzles.count() == fSamplers.count());
- SkString mangleTexName;
- fProgramBuilder->nameVariable(&mangleTexName, 't', name, true);
+ SkString mangleTexName = fProgramBuilder->nameVariable('t', name, /*mangle=*/true);
SkString texLayoutQualifier;
texLayoutQualifier.appendf("set = %d, binding = %d", kSamplerTextureDescriptorSet, binding + 1);
UniformInfo& texInfo = fTextures.push_back(SPIRVUniformInfo{