Add integer array uniforms to GL and Vulkan
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2163173005
Review-Url: https://codereview.chromium.org/2163173005
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.cpp b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
index 5711df3..ef75bd3 100644
--- a/src/gpu/vk/GrVkPipelineStateDataManager.cpp
+++ b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
@@ -62,6 +62,24 @@
memcpy(buffer, &i, sizeof(int32_t));
}
+void GrVkPipelineStateDataManager::set1iv(UniformHandle u,
+ int arrayCount,
+ const int32_t v[]) const {
+ const Uniform& uni = fUniforms[u.toIndex()];
+ SkASSERT(uni.fType == kInt_GrSLType);
+ SkASSERT(arrayCount > 0);
+ SkASSERT(arrayCount <= uni.fArrayCount ||
+ (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+
+ void* buffer = this->getBufferPtrAndMarkDirty(uni);
+ SkASSERT(sizeof(int32_t) == 4);
+ for (int i = 0; i < arrayCount; ++i) {
+ const int32_t* curVec = &v[i];
+ memcpy(buffer, curVec, sizeof(int32_t));
+ buffer = static_cast<char*>(buffer) + 4*sizeof(int32_t);
+ }
+}
+
void GrVkPipelineStateDataManager::set1f(UniformHandle u, float v0) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.h b/src/gpu/vk/GrVkPipelineStateDataManager.h
index eb7176c..312c6c6 100644
--- a/src/gpu/vk/GrVkPipelineStateDataManager.h
+++ b/src/gpu/vk/GrVkPipelineStateDataManager.h
@@ -24,6 +24,7 @@
uint32_t fragmentUniformSize);
void set1i(UniformHandle, int32_t) const override;
+ void set1iv(UniformHandle, int arrayCount, const int32_t v[]) const override;
void set1f(UniformHandle, float v0) const override;
void set1fv(UniformHandle, int arrayCount, const float v[]) const override;
void set2f(UniformHandle, float, float) const override;