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Side by Side Diff: src/gpu/gl/GrGLGpu.cpp

Issue 1403373012: Make appending default precision be controled by GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 1 month ago
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1 /* 1 /*
2 * Copyright 2011 Google Inc. 2 * Copyright 2011 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 8
9 #include "GrGLGpu.h" 9 #include "GrGLGpu.h"
10 #include "GrGLGLSL.h" 10 #include "GrGLGLSL.h"
11 #include "GrGLStencilAttachment.h" 11 #include "GrGLStencilAttachment.h"
12 #include "GrGLTextureRenderTarget.h" 12 #include "GrGLTextureRenderTarget.h"
13 #include "GrGpuResourcePriv.h" 13 #include "GrGpuResourcePriv.h"
14 #include "GrPipeline.h" 14 #include "GrPipeline.h"
15 #include "GrRenderTargetPriv.h" 15 #include "GrRenderTargetPriv.h"
16 #include "GrSurfacePriv.h" 16 #include "GrSurfacePriv.h"
17 #include "GrTexturePriv.h" 17 #include "GrTexturePriv.h"
18 #include "GrTypes.h" 18 #include "GrTypes.h"
19 #include "GrVertices.h" 19 #include "GrVertices.h"
20 #include "builders/GrGLShaderStringBuilder.h" 20 #include "builders/GrGLShaderStringBuilder.h"
21 #include "glsl/GrGLSL.h"
21 #include "glsl/GrGLSLCaps.h" 22 #include "glsl/GrGLSLCaps.h"
22 #include "SkStrokeRec.h" 23 #include "SkStrokeRec.h"
23 #include "SkTemplates.h" 24 #include "SkTemplates.h"
24 25
25 #define GL_CALL(X) GR_GL_CALL(this->glInterface(), X) 26 #define GL_CALL(X) GR_GL_CALL(this->glInterface(), X)
26 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(this->glInterface(), RET, X) 27 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(this->glInterface(), RET, X)
27 28
28 #define SKIP_CACHE_CHECK true 29 #define SKIP_CACHE_CHECK true
29 30
30 #if GR_GL_CHECK_ALLOC_WITH_GET_ERROR 31 #if GR_GL_CHECK_ALLOC_WITH_GET_ERROR
(...skipping 2801 matching lines...) Expand 10 before | Expand all | Expand 10 after
2832 vshaderTxt.append( 2833 vshaderTxt.append(
2833 "// Copy Program VS\n" 2834 "// Copy Program VS\n"
2834 "void main() {" 2835 "void main() {"
2835 " v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;" 2836 " v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;"
2836 " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;" 2837 " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;"
2837 " gl_Position.zw = vec2(0, 1);" 2838 " gl_Position.zw = vec2(0, 1);"
2838 "}" 2839 "}"
2839 ); 2840 );
2840 2841
2841 SkString fshaderTxt(version); 2842 SkString fshaderTxt(version);
2842 GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, this- >glStandard(), 2843 GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
2843 &fshaderTxt); 2844 *this->glCaps().glslCaps(),
2845 &fshaderTxt);
2844 vTexCoord.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); 2846 vTexCoord.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
2845 vTexCoord.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); 2847 vTexCoord.appendDecl(this->glCaps().glslCaps(), &fshaderTxt);
2846 fshaderTxt.append(";"); 2848 fshaderTxt.append(";");
2847 uTexture.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); 2849 uTexture.appendDecl(this->glCaps().glslCaps(), &fshaderTxt);
2848 fshaderTxt.append(";"); 2850 fshaderTxt.append(";");
2849 const char* fsOutName; 2851 const char* fsOutName;
2850 if (this->glCaps().glslCaps()->mustDeclareFragmentShaderOutput()) { 2852 if (this->glCaps().glslCaps()->mustDeclareFragmentShaderOutput()) {
2851 oFragColor.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); 2853 oFragColor.appendDecl(this->glCaps().glslCaps(), &fshaderTxt);
2852 fshaderTxt.append(";"); 2854 fshaderTxt.append(";");
2853 fsOutName = oFragColor.c_str(); 2855 fsOutName = oFragColor.c_str();
(...skipping 328 matching lines...) Expand 10 before | Expand all | Expand 10 after
3182 this->setVertexArrayID(gpu, 0); 3184 this->setVertexArrayID(gpu, 0);
3183 } 3185 }
3184 int attrCount = gpu->glCaps().maxVertexAttributes(); 3186 int attrCount = gpu->glCaps().maxVertexAttributes();
3185 if (fDefaultVertexArrayAttribState.count() != attrCount) { 3187 if (fDefaultVertexArrayAttribState.count() != attrCount) {
3186 fDefaultVertexArrayAttribState.resize(attrCount); 3188 fDefaultVertexArrayAttribState.resize(attrCount);
3187 } 3189 }
3188 attribState = &fDefaultVertexArrayAttribState; 3190 attribState = &fDefaultVertexArrayAttribState;
3189 } 3191 }
3190 return attribState; 3192 return attribState;
3191 } 3193 }
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