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

Issue 1202293002: Move GLSL-specific routines/classes to separate glsl directory (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Rename GrGLGLSL.{cpp,h} Created 5 years, 5 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 "GrGLVertexShaderBuilder.h" 8 #include "GrGLVertexShaderBuilder.h"
9 #include "GrGLProgramBuilder.h" 9 #include "GrGLProgramBuilder.h"
10 #include "../GrGLGLSL.h"
10 #include "../GrGLGpu.h" 11 #include "../GrGLGpu.h"
11 12
12 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) 13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X)
13 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) 14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X)
14 15
15 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) 16 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program)
16 : INHERITED(program) 17 : INHERITED(program)
17 , fRtAdjustName(NULL) { 18 , fRtAdjustName(NULL) {
18 } 19 }
19 20
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78 79
79 int vaCount = primProc.numAttribs(); 80 int vaCount = primProc.numAttribs();
80 for (int i = 0; i < vaCount; i++) { 81 for (int i = 0; i < vaCount; i++) {
81 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); 82 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
82 } 83 }
83 return; 84 return;
84 } 85 }
85 86
86 bool 87 bool
87 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuin t>* shaderIds) { 88 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuin t>* shaderIds) {
88 this->versionDecl() = GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo()); 89 this->versionDecl() = GrGLGetGLSLVersionDecl(fProgramBuilder->ctxInfo());
89 this->compileAndAppendLayoutQualifiers(); 90 this->compileAndAppendLayoutQualifiers();
90 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms()); 91 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms());
91 this->appendDecls(fInputs, &this->inputs()); 92 this->appendDecls(fInputs, &this->inputs());
92 this->appendDecls(fOutputs, &this->outputs()); 93 this->appendDecls(fOutputs, &this->outputs());
93 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); 94 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds);
94 } 95 }
95 96
96 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { 97 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) {
97 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); 98 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
98 for (int i = 0; i < fInputs.count(); ++i) { 99 for (int i = 0; i < fInputs.count(); ++i) {
99 const GrGLShaderVar& attr = fInputs[i]; 100 const GrGLShaderVar& attr = fInputs[i];
100 // if attribute already added, don't add it again 101 // if attribute already added, don't add it again
101 if (attr.getName().equals(var.getName())) { 102 if (attr.getName().equals(var.getName())) {
102 return false; 103 return false;
103 } 104 }
104 } 105 }
105 fInputs.push_back(var); 106 fInputs.push_back(var);
106 return true; 107 return true;
107 } 108 }
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