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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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| 312 int arrayCount, | 312 int arrayCount, |
| 313 const char** outName) override; | 313 const char** outName) override; |
| 314 | 314 |
| 315 // Used to add a uniform for frag position without mangling the name of the
uniform inside of a | 315 // Used to add a uniform for frag position without mangling the name of the
uniform inside of a |
| 316 // stage. | 316 // stage. |
| 317 UniformHandle addFragPosUniform(uint32_t visibility, | 317 UniformHandle addFragPosUniform(uint32_t visibility, |
| 318 GrSLType type, | 318 GrSLType type, |
| 319 GrSLPrecision precision, | 319 GrSLPrecision precision, |
| 320 const char* name, | 320 const char* name, |
| 321 const char** outName) { | 321 const char** outName) { |
| 322 SkDebugf("in my frag pos thing\n"); | |
| 323 return this->internalAddUniformArray(visibility, type, precision, name,
false, 0, outName); | 322 return this->internalAddUniformArray(visibility, type, precision, name,
false, 0, outName); |
| 324 } | 323 } |
| 325 | 324 |
| 326 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix | 325 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix |
| 327 // char (unless the prefix is '\0'). It also will mangle the name to be stag
e-specific unless | 326 // char (unless the prefix is '\0'). It also will mangle the name to be stag
e-specific unless |
| 328 // explicitly asked not to. | 327 // explicitly asked not to. |
| 329 void nameVariable(SkString* out, char prefix, const char* name, bool mangle
= true); | 328 void nameVariable(SkString* out, char prefix, const char* name, bool mangle
= true); |
| 330 // Generates a possibly mangled name for a stage variable and writes it to t
he fragment shader. | 329 // Generates a possibly mangled name for a stage variable and writes it to t
he fragment shader. |
| 331 // If GrGLSLExpr4 has a valid name then it will use that instead | 330 // If GrGLSLExpr4 has a valid name then it will use that instead |
| 332 void nameExpression(GrGLSLExpr4*, const char* baseName); | 331 void nameExpression(GrGLSLExpr4*, const char* baseName); |
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| 422 GrGLPrimitiveProcessor::TransformsOut fOutCoords; | 421 GrGLPrimitiveProcessor::TransformsOut fOutCoords; |
| 423 SkTArray<UniformHandle> fSamplerUniforms; | 422 SkTArray<UniformHandle> fSamplerUniforms; |
| 424 SeparableVaryingInfoArray fSeparableVaryingInfos; | 423 SeparableVaryingInfoArray fSeparableVaryingInfos; |
| 425 | 424 |
| 426 friend class GrGLShaderBuilder; | 425 friend class GrGLShaderBuilder; |
| 427 friend class GrGLVertexBuilder; | 426 friend class GrGLVertexBuilder; |
| 428 friend class GrGLFragmentShaderBuilder; | 427 friend class GrGLFragmentShaderBuilder; |
| 429 friend class GrGLGeometryBuilder; | 428 friend class GrGLGeometryBuilder; |
| 430 }; | 429 }; |
| 431 #endif | 430 #endif |
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