Add ability to specify different GP textures for each mesh in a draw.
Uses GrPipeline::DynamicStateArrays to allow per-mesh GP textures when
drawing an array of GrMeshes.
Uses this along with op-chaining to make drawing multiple TextureOps
with different textures faster.
Change-Id: Iec4da1b72a13d0e0c94c8a8568fe4221c539dfcf
Reviewed-on: https://skia-review.googlesource.com/145960
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 9e90642..102dc4a 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -75,7 +75,6 @@
void GrGLProgram::updateUniformsAndTextureBindings(const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
const GrTextureProxy* const primProcTextures[]) {
- SkASSERT(primProcTextures || !primProc.numTextureSamplers());
this->setRenderTargetState(primProc, pipeline.proxy());
// we set the textures, and uniforms for installed processors in a generic way, but subclasses
@@ -84,13 +83,12 @@
// We must bind to texture units in the same order in which we set the uniforms in
// GrGLProgramDataManager. That is, we bind textures for processors in this order:
// primProc, fragProcs, XP.
- int nextTexSamplerIdx = 0;
fPrimitiveProcessor->setData(fProgramDataManager, primProc,
GrFragmentProcessor::CoordTransformIter(pipeline));
- for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
- auto* tex = static_cast<GrGLTexture*>(primProcTextures[i]->peekTexture());
- fGpu->bindTexture(nextTexSamplerIdx++, primProc.textureSampler(i).samplerState(), tex);
+ if (primProcTextures) {
+ this->updatePrimitiveProcessorTextureBindings(primProc, primProcTextures);
}
+ int nextTexSamplerIdx = primProc.numTextureSamplers();
this->setFragmentData(pipeline, &nextTexSamplerIdx);
@@ -106,6 +104,14 @@
SkASSERT(nextTexSamplerIdx == fNumTextureSamplers);
}
+void GrGLProgram::updatePrimitiveProcessorTextureBindings(const GrPrimitiveProcessor& primProc,
+ const GrTextureProxy* const proxies[]) {
+ for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
+ auto* tex = static_cast<GrGLTexture*>(proxies[i]->peekTexture());
+ fGpu->bindTexture(i, primProc.textureSampler(i).samplerState(), tex);
+ }
+}
+
void GrGLProgram::setFragmentData(const GrPipeline& pipeline, int* nextTexSamplerIdx) {
GrFragmentProcessor::Iter iter(pipeline);
GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.get(), fFragmentProcessorCnt);