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1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 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 GrGLShaderBuilder_DEFINED | 8 #ifndef GrGLShaderBuilder_DEFINED |
9 #define GrGLShaderBuilder_DEFINED | 9 #define GrGLShaderBuilder_DEFINED |
10 | 10 |
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139 | 139 |
140 const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) c
onst; | 140 const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) c
onst; |
141 | 141 |
142 /** | 142 /** |
143 * Shortcut for getUniformVariable(u).c_str() | 143 * Shortcut for getUniformVariable(u).c_str() |
144 */ | 144 */ |
145 const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { | 145 const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { |
146 return this->getUniformVariable(u).c_str(); | 146 return this->getUniformVariable(u).c_str(); |
147 } | 147 } |
148 | 148 |
149 /** Add a varying variable to the current program to pass values between ver
tex and fragment | 149 /** Add a vertex attribute to the current program that is passed in from the
vertex data */ |
| 150 void addAttribute(GrSLType type, const char* name); |
| 151 |
| 152 /** Add a varying variable to the current program to pass values between vert
ex and fragment |
150 shaders. If the last two parameters are non-NULL, they are filled in wit
h the name | 153 shaders. If the last two parameters are non-NULL, they are filled in wit
h the name |
151 generated. */ | 154 generated. */ |
152 void addVarying(GrSLType type, | 155 void addVarying(GrSLType type, |
153 const char* name, | 156 const char* name, |
154 const char** vsOutName = NULL, | 157 const char** vsOutName = NULL, |
155 const char** fsInName = NULL); | 158 const char** fsInName = NULL); |
156 | 159 |
157 /** Returns a variable name that represents the position of the fragment in
the FS. The position | 160 /** Returns a variable name that represents the position of the fragment in
the FS. The position |
158 is in device space (e.g. 0,0 is the top left and pixel centers are at ha
lf-integers). */ | 161 is in device space (e.g. 0,0 is the top left and pixel centers are at ha
lf-integers). */ |
159 const char* fragmentPosition(); | 162 const char* fragmentPosition(); |
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225 SkString fFSFunctions; | 228 SkString fFSFunctions; |
226 SkString fFSHeader; | 229 SkString fFSHeader; |
227 | 230 |
228 bool fSetupFragPosition; | 231 bool fSetupFragPosition; |
229 GrGLUniformManager::UniformHandle fRTHeightUniform; | 232 GrGLUniformManager::UniformHandle fRTHeightUniform; |
230 | 233 |
231 GrGLShaderVar* fPositionVar; | 234 GrGLShaderVar* fPositionVar; |
232 }; | 235 }; |
233 | 236 |
234 #endif | 237 #endif |
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