Make max number of vertex attributes be checked dynamically
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1822343002
Review URL: https://codereview.chromium.org/1822343002
diff --git a/src/gpu/GrPrimitiveProcessor.h b/src/gpu/GrPrimitiveProcessor.h
index e5c8517..e8bb449 100644
--- a/src/gpu/GrPrimitiveProcessor.h
+++ b/src/gpu/GrPrimitiveProcessor.h
@@ -151,12 +151,6 @@
// we put these calls on the base class to prevent having to cast
virtual bool willUseGeoShader() const = 0;
- /*
- * This is a safeguard to prevent GrPrimitiveProcessor's from going beyond platform specific
- * attribute limits. This number can almost certainly be raised if required.
- */
- static const int kMaxVertexAttribs = 8;
-
struct Attribute {
Attribute()
: fName(nullptr)
@@ -174,11 +168,8 @@
GrSLPrecision fPrecision;
};
- int numAttribs() const { return fNumAttribs; }
- const Attribute& getAttrib(int index) const {
- SkASSERT(index < fNumAttribs);
- return fAttribs[index];
- }
+ int numAttribs() const { return fAttribs.count(); }
+ const Attribute& getAttrib(int index) const { return fAttribs[index]; }
// Returns the vertex stride of the GP. A common use case is to request geometry from a
// drawtarget based off of the stride, and to populate this memory using an implicit array of
@@ -227,12 +218,10 @@
virtual const char* getDestColorOverride() const { return nullptr; }
protected:
- GrPrimitiveProcessor()
- : fNumAttribs(0)
- , fVertexStride(0) {}
+ GrPrimitiveProcessor() : fVertexStride(0) {}
- Attribute fAttribs[kMaxVertexAttribs];
- int fNumAttribs;
+ enum { kPreallocAttribCnt = 8 };
+ SkSTArray<kPreallocAttribCnt, Attribute> fAttribs;
size_t fVertexStride;
private: