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Side by Side Diff: src/gpu/gl/GrGLFragmentProcessor.h

Issue 1316123003: Style Change: SkNEW->new; SkDELETE->delete (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: 2015-08-26 (Wednesday) 15:59:00 EDT Created 5 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 GrGLFragmentProcessor_DEFINED 8 #ifndef GrGLFragmentProcessor_DEFINED
9 #define GrGLFragmentProcessor_DEFINED 9 #define GrGLFragmentProcessor_DEFINED
10 10
11 #include "GrGLProgramDataManager.h" 11 #include "GrGLProgramDataManager.h"
12 #include "GrGLProcessor.h" 12 #include "GrGLProcessor.h"
13 #include "GrTextureAccess.h" 13 #include "GrTextureAccess.h"
14 14
15 class GrGLFPBuilder; 15 class GrGLFPBuilder;
16 16
17 class GrGLFragmentProcessor { 17 class GrGLFragmentProcessor {
18 public: 18 public:
19 GrGLFragmentProcessor() {} 19 GrGLFragmentProcessor() {}
20 20
21 virtual ~GrGLFragmentProcessor() { 21 virtual ~GrGLFragmentProcessor() {
22 for (int i = 0; i < fChildProcessors.count(); ++i) { 22 for (int i = 0; i < fChildProcessors.count(); ++i) {
23 SkDELETE(fChildProcessors[i]); 23 delete fChildProcessors[i];
24 } 24 }
25 } 25 }
26 26
27 typedef GrGLProgramDataManager::UniformHandle UniformHandle; 27 typedef GrGLProgramDataManager::UniformHandle UniformHandle;
28 typedef GrGLProcessor::TransformedCoordsArray TransformedCoordsArray; 28 typedef GrGLProcessor::TransformedCoordsArray TransformedCoordsArray;
29 typedef GrGLProcessor::TextureSamplerArray TextureSamplerArray; 29 typedef GrGLProcessor::TextureSamplerArray TextureSamplerArray;
30 30
31 /** Called when the program stage should insert its code into the shaders. T he code in each 31 /** Called when the program stage should insert its code into the shaders. T he code in each
32 shader will be in its own block ({}) and so locally scoped names will no t collide across 32 shader will be in its own block ({}) and so locally scoped names will no t collide across
33 stages. 33 stages.
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92 virtual void onSetData(const GrGLProgramDataManager&, const GrProcessor&) {} 92 virtual void onSetData(const GrGLProgramDataManager&, const GrProcessor&) {}
93 93
94 private: 94 private:
95 SkTArray<GrGLFragmentProcessor*, true> fChildProcessors; 95 SkTArray<GrGLFragmentProcessor*, true> fChildProcessors;
96 96
97 friend class GrFragmentProcessor; 97 friend class GrFragmentProcessor;
98 typedef GrGLProcessor INHERITED; 98 typedef GrGLProcessor INHERITED;
99 }; 99 };
100 100
101 #endif 101 #endif
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