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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 |
11 #include "GrGLFragmentShaderBuilder.h" | |
12 #include "GrGLGeometryShaderBuilder.h" | |
13 #include "GrGLVertexShaderBuilder.h" | |
14 #include "gl/GrGLProgramDataManager.h" | 11 #include "gl/GrGLProgramDataManager.h" |
| 12 #include "glsl/GrGLSLProgramBuilder.h" |
15 #include "glsl/GrGLSLProgramDataManager.h" | 13 #include "glsl/GrGLSLProgramDataManager.h" |
16 #include "glsl/GrGLSLTextureSampler.h" | 14 #include "glsl/GrGLSLTextureSampler.h" |
17 #include "../GrGLPrimitiveProcessor.h" | 15 #include "../GrGLPrimitiveProcessor.h" |
18 #include "../GrGLXferProcessor.h" | 16 #include "../GrGLXferProcessor.h" |
19 #include "../../GrPipeline.h" | 17 #include "../../GrPipeline.h" |
20 | 18 |
21 class GrFragmentProcessor; | 19 class GrFragmentProcessor; |
22 class GrGLContextInfo; | 20 class GrGLContextInfo; |
| 21 class GrGLShaderBuilder; |
23 class GrGLSLCaps; | 22 class GrGLSLCaps; |
24 | 23 |
25 // Enough precision to represent 1 / 2048 accurately in printf | 24 // Enough precision to represent 1 / 2048 accurately in printf |
26 #define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11 | 25 #define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11 |
27 | 26 |
28 /* | |
29 * This is the base class for a series of interfaces. This base class *MUST* re
main abstract with | |
30 * NO data members because it is used in multiple interface inheritance. | |
31 * Heirarchy: | |
32 * GrGLUniformBuilder | |
33 * / \ | |
34 * GrGLFPBuilder GrGLGPBuilder | |
35 * \ / | |
36 * GrGLProgramBuilder(internal use only) | |
37 */ | |
38 class GrGLUniformBuilder { | |
39 public: | |
40 enum ShaderVisibility { | |
41 kVertex_Visibility = 1 << kVertex_GrShaderType, | |
42 kGeometry_Visibility = 1 << kGeometry_GrShaderType, | |
43 kFragment_Visibility = 1 << kFragment_GrShaderType, | |
44 }; | |
45 | |
46 virtual ~GrGLUniformBuilder() {} | |
47 | |
48 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; | |
49 typedef GrGLSLProgramDataManager::SeparableVaryingHandle SeparableVaryingHan
dle; | |
50 | |
51 /** Add a uniform variable to the current program, that has visibility in on
e or more shaders. | |
52 visibility is a bitfield of ShaderVisibility values indicating from whic
h shaders the | |
53 uniform should be accessible. At least one bit must be set. Geometry sha
der uniforms are not | |
54 supported at this time. The actual uniform name will be mangled. If outN
ame is not nullptr then | |
55 it will refer to the final uniform name after return. Use the addUniform
Array variant to add | |
56 an array of uniforms. */ | |
57 UniformHandle addUniform(uint32_t visibility, | |
58 GrSLType type, | |
59 GrSLPrecision precision, | |
60 const char* name, | |
61 const char** outName = nullptr) { | |
62 return this->addUniformArray(visibility, type, precision, name, 0, outNa
me); | |
63 } | |
64 | |
65 virtual UniformHandle addUniformArray( | |
66 uint32_t visibility, | |
67 GrSLType type, | |
68 GrSLPrecision precision, | |
69 const char* name, | |
70 int arrayCount, | |
71 const char** outName = nullptr) { | |
72 return this->internalAddUniformArray(visibility, type, precision, name,
true, arrayCount, | |
73 outName); | |
74 } | |
75 | |
76 | |
77 virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0
; | |
78 | |
79 /** | |
80 * Shortcut for getUniformVariable(u).c_str() | |
81 */ | |
82 virtual const char* getUniformCStr(UniformHandle u) const = 0; | |
83 | |
84 virtual const GrGLContextInfo& ctxInfo() const = 0; | |
85 | |
86 virtual const GrGLSLCaps* glslCaps() const = 0; | |
87 | |
88 virtual GrGLGpu* gpu() const = 0; | |
89 | |
90 /* | |
91 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE | |
92 */ | |
93 private: | |
94 virtual UniformHandle internalAddUniformArray( | |
95 uint32_t visibility, | |
96 GrSLType type, | |
97 GrSLPrecision precision, | |
98 const char* name, | |
99 bool mangleName, | |
100 int arrayCount, | |
101 const char** outName) = 0; | |
102 }; | |
103 | |
104 // TODO move this into GrGLGPBuilder and move them both out of this file | |
105 class GrGLVarying { | |
106 public: | |
107 bool vsVarying() const { return kVertToFrag_Varying == fVarying || | |
108 kVertToGeo_Varying == fVarying; } | |
109 bool fsVarying() const { return kVertToFrag_Varying == fVarying || | |
110 kGeoToFrag_Varying == fVarying; } | |
111 const char* vsOut() const { return fVsOut; } | |
112 const char* gsIn() const { return fGsIn; } | |
113 const char* gsOut() const { return fGsOut; } | |
114 const char* fsIn() const { return fFsIn; } | |
115 GrSLType type() const { return fType; } | |
116 | |
117 protected: | |
118 enum Varying { | |
119 kVertToFrag_Varying, | |
120 kVertToGeo_Varying, | |
121 kGeoToFrag_Varying, | |
122 }; | |
123 | |
124 GrGLVarying(GrSLType type, Varying varying) | |
125 : fVarying(varying), fType(type), fVsOut(nullptr), fGsIn(nullptr), fGsOu
t(nullptr), | |
126 fFsIn(nullptr) {} | |
127 | |
128 Varying fVarying; | |
129 | |
130 private: | |
131 GrSLType fType; | |
132 const char* fVsOut; | |
133 const char* fGsIn; | |
134 const char* fGsOut; | |
135 const char* fFsIn; | |
136 | |
137 friend class GrGLVertexBuilder; | |
138 friend class GrGLGeometryBuilder; | |
139 friend class GrGLXferBuilder; | |
140 friend class GrGLFragmentShaderBuilder; | |
141 }; | |
142 | |
143 struct GrGLVertToFrag : public GrGLVarying { | |
144 GrGLVertToFrag(GrSLType type) | |
145 : GrGLVarying(type, kVertToFrag_Varying) {} | |
146 }; | |
147 | |
148 struct GrGLVertToGeo : public GrGLVarying { | |
149 GrGLVertToGeo(GrSLType type) | |
150 : GrGLVarying(type, kVertToGeo_Varying) {} | |
151 }; | |
152 | |
153 struct GrGLGeoToFrag : public GrGLVarying { | |
154 GrGLGeoToFrag(GrSLType type) | |
155 : GrGLVarying(type, kGeoToFrag_Varying) {} | |
156 }; | |
157 | |
158 /* a specialization of the above for GPs. Lets the user add uniforms, varyings,
and VS / FS code */ | |
159 class GrGLGPBuilder : public virtual GrGLUniformBuilder { | |
160 public: | |
161 /* | |
162 * addVarying allows fine grained control for setting up varyings between st
ages. If you just | |
163 * need to take an attribute and pass it through to an output value in a fra
gment shader, use | |
164 * addPassThroughAttribute. | |
165 * TODO convert most uses of addVarying to addPassThroughAttribute | |
166 */ | |
167 virtual void addVarying(const char* name, | |
168 GrGLVarying*, | |
169 GrSLPrecision precision = kDefault_GrSLPrecision) =
0; | |
170 | |
171 /* | |
172 * This call can be used by GP to pass an attribute through all shaders dire
ctly to 'output' in | |
173 * the fragment shader. Though this call effects both the vertex shader and
fragment shader, | |
174 * it expects 'output' to be defined in the fragment shader before this call
is made. | |
175 * TODO it might be nicer behavior to have a flag to declare output inside t
his call | |
176 */ | |
177 virtual void addPassThroughAttribute(const GrGeometryProcessor::Attribute*, | |
178 const char* output) = 0; | |
179 | |
180 /* | |
181 * Creates a fragment shader varying that can be referred to. | |
182 * Comparable to GrGLUniformBuilder::addUniform(). | |
183 */ | |
184 virtual SeparableVaryingHandle addSeparableVarying( | |
185 const char* name, GrGLVertToFrag*, GrSLPrecision fsPrecision = kDefault_
GrSLPrecision) = 0; | |
186 | |
187 // TODO rename getFragmentBuilder | |
188 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0; | |
189 virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0; | |
190 | |
191 /* | |
192 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE | |
193 */ | |
194 }; | |
195 | |
196 /* a specializations for FPs. Lets the user add uniforms and FS code */ | |
197 class GrGLFPBuilder : public virtual GrGLUniformBuilder { | |
198 public: | |
199 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0; | |
200 | |
201 /* | |
202 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE | |
203 */ | |
204 }; | |
205 | |
206 /* a specializations for XPs. Lets the user add uniforms and FS code */ | |
207 class GrGLXPBuilder : public virtual GrGLUniformBuilder { | |
208 public: | |
209 virtual GrGLXPFragmentBuilder* getFragmentShaderBuilder() = 0; | |
210 | |
211 /* | |
212 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE | |
213 */ | |
214 }; | |
215 | |
216 /** | 27 /** |
217 * The below struct represent processors installed in programs. | 28 * The below struct represent processors installed in programs. |
218 */ | 29 */ |
219 template <class Proc> | 30 template <class Proc> |
220 struct GrGLInstalledProc { | 31 struct GrGLInstalledProc { |
221 SkDEBUGCODE(int fSamplersIdx;) | 32 SkDEBUGCODE(int fSamplersIdx;) |
222 SkAutoTDelete<Proc> fGLProc; | 33 SkAutoTDelete<Proc> fGLProc; |
223 }; | 34 }; |
224 | 35 |
225 typedef GrGLInstalledProc<GrGLPrimitiveProcessor> GrGLInstalledGeoProc; | 36 typedef GrGLInstalledProc<GrGLPrimitiveProcessor> GrGLInstalledGeoProc; |
226 typedef GrGLInstalledProc<GrGLXferProcessor> GrGLInstalledXferProc; | 37 typedef GrGLInstalledProc<GrGLXferProcessor> GrGLInstalledXferProc; |
227 typedef GrGLInstalledProc<GrGLFragmentProcessor> GrGLInstalledFragProc; | 38 typedef GrGLInstalledProc<GrGLFragmentProcessor> GrGLInstalledFragProc; |
228 | 39 |
229 struct GrGLInstalledFragProcs : public SkRefCnt { | 40 struct GrGLInstalledFragProcs : public SkRefCnt { |
230 virtual ~GrGLInstalledFragProcs(); | 41 virtual ~GrGLInstalledFragProcs(); |
231 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs; | 42 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs; |
232 }; | 43 }; |
233 | 44 |
234 /* | 45 /* |
235 * Please note - no diamond problems because of virtual inheritance. Also, both
base classes | 46 * Please note - no diamond problems because of virtual inheritance. Also, both
base classes |
236 * are pure virtual with no data members. This is the base class for program bu
ilding. | 47 * are pure virtual with no data members. This is the base class for program bu
ilding. |
237 * Subclasses are nearly identical but each has their own way of emitting transf
orms. State for | 48 * Subclasses are nearly identical but each has their own way of emitting transf
orms. State for |
238 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e
tc, lives in those | 49 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e
tc, lives in those |
239 * respective builders | 50 * respective builders |
240 */ | 51 */ |
241 class GrGLProgramBuilder : public GrGLGPBuilder, | 52 class GrGLProgramBuilder : public GrGLSLProgramBuilder { |
242 public GrGLFPBuilder, | |
243 public GrGLXPBuilder { | |
244 public: | 53 public: |
245 typedef GrGpu::DrawArgs DrawArgs; | |
246 /** Generates a shader program. | 54 /** Generates a shader program. |
247 * | 55 * |
248 * The program implements what is specified in the stages given as input. | 56 * The program implements what is specified in the stages given as input. |
249 * After successful generation, the builder result objects are available | 57 * After successful generation, the builder result objects are available |
250 * to be used. | 58 * to be used. |
251 * @return true if generation was successful. | 59 * @return true if generation was successful. |
252 */ | 60 */ |
253 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*); | 61 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*); |
254 | 62 |
255 const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override { | 63 const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override { |
256 return fUniforms[u.toIndex()].fVariable; | 64 return fUniforms[u.toIndex()].fVariable; |
257 } | 65 } |
258 | 66 |
259 const char* getUniformCStr(UniformHandle u) const override { | 67 const char* getUniformCStr(UniformHandle u) const override { |
260 return this->getUniformVariable(u).c_str(); | 68 return this->getUniformVariable(u).c_str(); |
261 } | 69 } |
262 | 70 |
263 const GrGLContextInfo& ctxInfo() const override; | |
264 | |
265 const GrGLSLCaps* glslCaps() const override; | 71 const GrGLSLCaps* glslCaps() const override; |
266 | 72 |
267 GrGLGpu* gpu() const override { return fGpu; } | 73 GrGLGpu* gpu() const { return fGpu; } |
268 | |
269 GrGLXPFragmentBuilder* getFragmentShaderBuilder() override { return &fFS; } | |
270 GrGLVertexBuilder* getVertexShaderBuilder() override { return &fVS; } | |
271 | 74 |
272 void addVarying( | 75 void addVarying( |
273 const char* name, | 76 const char* name, |
274 GrGLVarying*, | 77 GrGLSLVarying*, |
275 GrSLPrecision precision = kDefault_GrSLPrecision) override; | 78 GrSLPrecision precision = kDefault_GrSLPrecision) override; |
276 | 79 |
277 void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*, | 80 void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*, |
278 const char* output) override; | 81 const char* output) override; |
279 | 82 |
280 SeparableVaryingHandle addSeparableVarying( | 83 SeparableVaryingHandle addSeparableVarying( |
281 const char* name, | 84 const char* name, |
282 GrGLVertToFrag*, | 85 GrGLSLVertToFrag*, |
283 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override; | 86 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override; |
284 | 87 |
285 // Handles for program uniforms (other than per-effect uniforms) | 88 private: |
286 struct BuiltinUniformHandles { | |
287 UniformHandle fRTAdjustmentUni; | |
288 | |
289 // We use the render target height to provide a y-down frag coord when s
pecifying | |
290 // origin_upper_left is not supported. | |
291 UniformHandle fRTHeightUni; | |
292 }; | |
293 | |
294 protected: | |
295 typedef GrGLProgramDataManager::UniformInfo UniformInfo; | 89 typedef GrGLProgramDataManager::UniformInfo UniformInfo; |
296 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; | 90 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; |
297 typedef GrGLProgramDataManager::SeparableVaryingInfo SeparableVaryingInfo; | 91 typedef GrGLProgramDataManager::SeparableVaryingInfo SeparableVaryingInfo; |
298 typedef GrGLProgramDataManager::SeparableVaryingInfoArray SeparableVaryingIn
foArray; | 92 typedef GrGLProgramDataManager::SeparableVaryingInfoArray SeparableVaryingIn
foArray; |
299 | 93 |
300 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&); | 94 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&); |
301 | 95 |
302 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrim
itiveProcessor; } | |
303 const GrPipeline& pipeline() const { return *fArgs.fPipeline; } | |
304 const GrProgramDesc& desc() const { return *fArgs.fDesc; } | |
305 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(
); } | |
306 | |
307 UniformHandle internalAddUniformArray(uint32_t visibility, | 96 UniformHandle internalAddUniformArray(uint32_t visibility, |
308 GrSLType type, | 97 GrSLType type, |
309 GrSLPrecision precision, | 98 GrSLPrecision precision, |
310 const char* name, | 99 const char* name, |
311 bool mangleName, | 100 bool mangleName, |
312 int arrayCount, | 101 int arrayCount, |
313 const char** outName) override; | 102 const char** outName) override; |
314 | 103 |
315 // Used to add a uniform for frag position without mangling the name of the
uniform inside of a | |
316 // stage. | |
317 UniformHandle addFragPosUniform(uint32_t visibility, | |
318 GrSLType type, | |
319 GrSLPrecision precision, | |
320 const char* name, | |
321 const char** outName) { | |
322 return this->internalAddUniformArray(visibility, type, precision, name,
false, 0, outName); | |
323 } | |
324 | |
325 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix | |
326 // char (unless the prefix is '\0'). It also will mangle the name to be stag
e-specific unless | |
327 // explicitly asked not to. | |
328 void nameVariable(SkString* out, char prefix, const char* name, bool mangle
= true); | |
329 // Generates a possibly mangled name for a stage variable and writes it to t
he fragment shader. | 104 // Generates a possibly mangled name for a stage variable and writes it to t
he fragment shader. |
330 // If GrGLSLExpr4 has a valid name then it will use that instead | 105 // If GrGLSLExpr4 has a valid name then it will use that instead |
331 void nameExpression(GrGLSLExpr4*, const char* baseName); | 106 void nameExpression(GrGLSLExpr4*, const char* baseName); |
332 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage
); | 107 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage
); |
333 void emitAndInstallFragProcs(int procOffset, int numProcs, GrGLSLExpr4* inOu
t); | 108 void emitAndInstallFragProcs(int procOffset, int numProcs, GrGLSLExpr4* inOu
t); |
334 void emitAndInstallProc(const GrFragmentProcessor&, | 109 void emitAndInstallProc(const GrFragmentProcessor&, |
335 int index, | 110 int index, |
336 const GrGLSLExpr4& input, | 111 const GrGLSLExpr4& input, |
337 GrGLSLExpr4* output); | 112 GrGLSLExpr4* output); |
338 | 113 |
(...skipping 19 matching lines...) Expand all Loading... |
358 template <class Proc> | 133 template <class Proc> |
359 void emitSamplers(const GrProcessor&, | 134 void emitSamplers(const GrProcessor&, |
360 GrGLSLTextureSampler::TextureSamplerArray* outSamplers, | 135 GrGLSLTextureSampler::TextureSamplerArray* outSamplers, |
361 GrGLInstalledProc<Proc>*); | 136 GrGLInstalledProc<Proc>*); |
362 | 137 |
363 bool compileAndAttachShaders(GrGLShaderBuilder& shader, | 138 bool compileAndAttachShaders(GrGLShaderBuilder& shader, |
364 GrGLuint programId, | 139 GrGLuint programId, |
365 GrGLenum type, | 140 GrGLenum type, |
366 SkTDArray<GrGLuint>* shaderIds); | 141 SkTDArray<GrGLuint>* shaderIds); |
367 GrGLProgram* finalize(); | 142 GrGLProgram* finalize(); |
368 virtual void bindProgramResourceLocations(GrGLuint programID); | 143 void bindProgramResourceLocations(GrGLuint programID); |
369 bool checkLinkStatus(GrGLuint programID); | 144 bool checkLinkStatus(GrGLuint programID); |
370 virtual void resolveProgramResourceLocations(GrGLuint programID); | 145 void resolveProgramResourceLocations(GrGLuint programID); |
371 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); | 146 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); |
372 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); | 147 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); |
373 | 148 |
374 // Subclasses create different programs | 149 // Subclasses create different programs |
375 virtual GrGLProgram* createProgram(GrGLuint programID); | 150 GrGLProgram* createProgram(GrGLuint programID); |
376 | 151 |
377 void appendUniformDecls(ShaderVisibility, SkString*) const; | 152 void onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const
override; |
378 | 153 |
379 // reset is called by program creator between each processor's emit code. I
t increments the | 154 // reset is called by program creator between each processor's emit code. I
t increments the |
380 // stage offset for variable name mangling, and also ensures verfication var
iables in the | 155 // stage offset for variable name mangling, and also ensures verfication var
iables in the |
381 // fragment shader are cleared. | 156 // fragment shader are cleared. |
382 void reset() { | 157 void reset() { |
383 this->addStage(); | 158 this->addStage(); |
384 fFS.reset(); | 159 fFS.reset(); |
385 } | 160 } |
386 void addStage() { fStageIndex++; } | 161 void addStage() { fStageIndex++; } |
387 | 162 |
388 class AutoStageAdvance { | 163 class AutoStageAdvance { |
389 public: | 164 public: |
390 AutoStageAdvance(GrGLProgramBuilder* pb) | 165 AutoStageAdvance(GrGLProgramBuilder* pb) |
391 : fPB(pb) { | 166 : fPB(pb) { |
392 fPB->reset(); | 167 fPB->reset(); |
393 // Each output to the fragment processor gets its own code section | 168 // Each output to the fragment processor gets its own code section |
394 fPB->fFS.nextStage(); | 169 fPB->fFS.nextStage(); |
395 } | 170 } |
396 ~AutoStageAdvance() {} | 171 ~AutoStageAdvance() {} |
397 private: | 172 private: |
398 GrGLProgramBuilder* fPB; | 173 GrGLProgramBuilder* fPB; |
399 }; | 174 }; |
400 int stageIndex() const { return fStageIndex; } | |
401 | |
402 const char* rtAdjustment() const { return "rtAdjustment"; } | |
403 | |
404 // number of each input/output type in a single allocation block, used by ma
ny builders | |
405 static const int kVarsPerBlock; | |
406 | |
407 BuiltinUniformHandles fUniformHandles; | |
408 GrGLVertexBuilder fVS; | |
409 GrGLGeometryBuilder fGS; | |
410 GrGLFragmentShaderBuilder fFS; | |
411 int fStageIndex; | |
412 | 175 |
413 GrGLInstalledGeoProc* fGeometryProcessor; | 176 GrGLInstalledGeoProc* fGeometryProcessor; |
414 GrGLInstalledXferProc* fXferProcessor; | 177 GrGLInstalledXferProc* fXferProcessor; |
415 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors; | 178 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors; |
416 | 179 |
417 const DrawArgs& fArgs; | |
418 GrGLGpu* fGpu; | 180 GrGLGpu* fGpu; |
419 UniformInfoArray fUniforms; | 181 UniformInfoArray fUniforms; |
420 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms; | 182 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms; |
421 GrGLPrimitiveProcessor::TransformsOut fOutCoords; | 183 GrGLPrimitiveProcessor::TransformsOut fOutCoords; |
422 SkTArray<UniformHandle> fSamplerUniforms; | 184 SkTArray<UniformHandle> fSamplerUniforms; |
423 SeparableVaryingInfoArray fSeparableVaryingInfos; | 185 SeparableVaryingInfoArray fSeparableVaryingInfos; |
424 | 186 |
425 friend class GrGLShaderBuilder; | 187 friend class GrGLShaderBuilder; |
426 friend class GrGLVertexBuilder; | 188 friend class GrGLVertexBuilder; |
427 friend class GrGLFragmentShaderBuilder; | 189 friend class GrGLFragmentShaderBuilder; |
428 friend class GrGLGeometryBuilder; | 190 friend class GrGLGeometryBuilder; |
| 191 |
| 192 typedef GrGLSLProgramBuilder INHERITED; |
429 }; | 193 }; |
430 #endif | 194 #endif |
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