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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 2914 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 2945 vshaderTxt.append( | 2946 vshaderTxt.append( |
| 2946 "// Copy Program VS\n" | 2947 "// Copy Program VS\n" |
| 2947 "void main() {" | 2948 "void main() {" |
| 2948 " v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;" | 2949 " v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;" |
| 2949 " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;" | 2950 " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;" |
| 2950 " gl_Position.zw = vec2(0, 1);" | 2951 " gl_Position.zw = vec2(0, 1);" |
| 2951 "}" | 2952 "}" |
| 2952 ); | 2953 ); |
| 2953 | 2954 |
| 2954 SkString fshaderTxt(version); | 2955 SkString fshaderTxt(version); |
| 2955 GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, this-
>glStandard(), | 2956 GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, |
| 2956 &fshaderTxt); | 2957 *this->glCaps().glslCaps(), |
| 2958 &fshaderTxt); |
| 2957 vTexCoord.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); | 2959 vTexCoord.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); |
| 2958 vTexCoord.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); | 2960 vTexCoord.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); |
| 2959 fshaderTxt.append(";"); | 2961 fshaderTxt.append(";"); |
| 2960 uTexture.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); | 2962 uTexture.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); |
| 2961 fshaderTxt.append(";"); | 2963 fshaderTxt.append(";"); |
| 2962 const char* fsOutName; | 2964 const char* fsOutName; |
| 2963 if (this->glCaps().glslCaps()->mustDeclareFragmentShaderOutput()) { | 2965 if (this->glCaps().glslCaps()->mustDeclareFragmentShaderOutput()) { |
| 2964 oFragColor.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); | 2966 oFragColor.appendDecl(this->glCaps().glslCaps(), &fshaderTxt); |
| 2965 fshaderTxt.append(";"); | 2967 fshaderTxt.append(";"); |
| 2966 fsOutName = oFragColor.c_str(); | 2968 fsOutName = oFragColor.c_str(); |
| (...skipping 328 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 3295 this->setVertexArrayID(gpu, 0); | 3297 this->setVertexArrayID(gpu, 0); |
| 3296 } | 3298 } |
| 3297 int attrCount = gpu->glCaps().maxVertexAttributes(); | 3299 int attrCount = gpu->glCaps().maxVertexAttributes(); |
| 3298 if (fDefaultVertexArrayAttribState.count() != attrCount) { | 3300 if (fDefaultVertexArrayAttribState.count() != attrCount) { |
| 3299 fDefaultVertexArrayAttribState.resize(attrCount); | 3301 fDefaultVertexArrayAttribState.resize(attrCount); |
| 3300 } | 3302 } |
| 3301 attribState = &fDefaultVertexArrayAttribState; | 3303 attribState = &fDefaultVertexArrayAttribState; |
| 3302 } | 3304 } |
| 3303 return attribState; | 3305 return attribState; |
| 3304 } | 3306 } |
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