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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 #ifndef GrGLProgramBuilder_DEFINED | 8 #ifndef GrGLProgramBuilder_DEFINED |
9 #define GrGLProgramBuilder_DEFINED | 9 #define GrGLProgramBuilder_DEFINED |
10 | 10 |
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321 | 321 |
322 void verify(const GrPrimitiveProcessor&); | 322 void verify(const GrPrimitiveProcessor&); |
323 void verify(const GrXferProcessor&); | 323 void verify(const GrXferProcessor&); |
324 void verify(const GrFragmentProcessor&); | 324 void verify(const GrFragmentProcessor&); |
325 template <class Proc> | 325 template <class Proc> |
326 void emitSamplers(const GrProcessor&, | 326 void emitSamplers(const GrProcessor&, |
327 GrGLProcessor::TextureSamplerArray* outSamplers, | 327 GrGLProcessor::TextureSamplerArray* outSamplers, |
328 GrGLInstalledProc<Proc>*); | 328 GrGLInstalledProc<Proc>*); |
329 | 329 |
330 GrGLProgram* finalize(); | 330 GrGLProgram* finalize(); |
331 virtual void bindProgramResourceLocations(GrGLuint programID); | 331 void bindProgramResourceLocations(GrGLuint programID); |
332 bool checkLinkStatus(GrGLuint programID); | 332 bool checkLinkStatus(GrGLuint programID); |
333 virtual void resolveProgramResourceLocations(GrGLuint programID); | 333 virtual void resolveProgramResourceLocations(GrGLuint programID); |
334 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); | 334 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); |
335 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); | 335 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); |
336 | 336 |
337 // Subclasses create different programs | 337 // Subclasses create different programs |
338 virtual GrGLProgram* createProgram(GrGLuint programID); | 338 virtual GrGLProgram* createProgram(GrGLuint programID); |
339 | 339 |
340 void appendUniformDecls(ShaderVisibility, SkString*) const; | 340 void appendUniformDecls(ShaderVisibility, SkString*) const; |
341 | 341 |
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397 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms; | 397 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms; |
398 GrGLPrimitiveProcessor::TransformsOut fOutCoords; | 398 GrGLPrimitiveProcessor::TransformsOut fOutCoords; |
399 SkTArray<UniformHandle> fSamplerUniforms; | 399 SkTArray<UniformHandle> fSamplerUniforms; |
400 | 400 |
401 friend class GrGLShaderBuilder; | 401 friend class GrGLShaderBuilder; |
402 friend class GrGLVertexBuilder; | 402 friend class GrGLVertexBuilder; |
403 friend class GrGLFragmentShaderBuilder; | 403 friend class GrGLFragmentShaderBuilder; |
404 friend class GrGLGeometryBuilder; | 404 friend class GrGLGeometryBuilder; |
405 }; | 405 }; |
406 #endif | 406 #endif |
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