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Side by Side Diff: src/gpu/gl/builders/GrGLProgramBuilder.cpp

Issue 1110553003: Remove legacy NVPR support (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Address comments Created 5 years, 8 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrGLProgramBuilder.h" 8 #include "GrGLProgramBuilder.h"
9 9
10 #include "gl/GrGLGeometryProcessor.h" 10 #include "gl/GrGLGeometryProcessor.h"
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388 // verify we can get a program id 388 // verify we can get a program id
389 GrGLuint programID; 389 GrGLuint programID;
390 GL_CALL_RET(programID, CreateProgram()); 390 GL_CALL_RET(programID, CreateProgram());
391 if (0 == programID) { 391 if (0 == programID) {
392 return NULL; 392 return NULL;
393 } 393 }
394 394
395 // compile shaders and bind attributes / uniforms 395 // compile shaders and bind attributes / uniforms
396 SkTDArray<GrGLuint> shadersToDelete; 396 SkTDArray<GrGLuint> shadersToDelete;
397 397
398 // Legacy nvpr will not compile with a vertex shader, but newer nvpr require s a dummy vertex 398 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) {
399 // shader 399 this->cleanupProgram(programID, shadersToDelete);
400 return NULL;
401 }
402
403 // NVPR actually requires a vertex shader to compile
400 bool useNvpr = primitiveProcessor().isPathRendering(); 404 bool useNvpr = primitiveProcessor().isPathRendering();
401 if (!(useNvpr && fGpu->glCaps().nvprSupport() == GrGLCaps::kLegacy_NvprSuppo rt)) { 405 if (!useNvpr) {
402 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { 406 fVS.bindVertexAttributes(programID);
403 this->cleanupProgram(programID, shadersToDelete);
404 return NULL;
405 }
406
407 // Non fixed function NVPR actually requires a vertex shader to compile
408 if (!useNvpr) {
409 fVS.bindVertexAttributes(programID);
410 }
411 } 407 }
412 408
413 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { 409 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) {
414 this->cleanupProgram(programID, shadersToDelete); 410 this->cleanupProgram(programID, shadersToDelete);
415 return NULL; 411 return NULL;
416 } 412 }
417 413
418 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; 414 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
419 if (usingBindUniform) { 415 if (usingBindUniform) {
420 this->bindUniformLocations(programID); 416 this->bindUniformLocations(programID);
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496 } 492 }
497 493
498 //////////////////////////////////////////////////////////////////////////////// /////////////////// 494 //////////////////////////////////////////////////////////////////////////////// ///////////////////
499 495
500 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { 496 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() {
501 int numProcs = fProcs.count(); 497 int numProcs = fProcs.count();
502 for (int e = 0; e < numProcs; ++e) { 498 for (int e = 0; e < numProcs; ++e) {
503 SkDELETE(fProcs[e]); 499 SkDELETE(fProcs[e]);
504 } 500 }
505 } 501 }
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