| OLD | NEW |
| 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 #include "GrGLProgramBuilder.h" | 8 #include "GrGLProgramBuilder.h" |
| 9 | 9 |
| 10 #include "GrAutoLocaleSetter.h" | 10 #include "GrAutoLocaleSetter.h" |
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| 126 int count, | 126 int count, |
| 127 const char** out
Name) { | 127 const char** out
Name) { |
| 128 SkASSERT(name && strlen(name)); | 128 SkASSERT(name && strlen(name)); |
| 129 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); | 129 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); |
| 130 SkASSERT(0 == (~kVisibilityMask & visibility)); | 130 SkASSERT(0 == (~kVisibilityMask & visibility)); |
| 131 SkASSERT(0 != visibility); | 131 SkASSERT(0 != visibility); |
| 132 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); | 132 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); |
| 133 | 133 |
| 134 UniformInfo& uni = fUniforms.push_back(); | 134 UniformInfo& uni = fUniforms.push_back(); |
| 135 uni.fVariable.setType(type); | 135 uni.fVariable.setType(type); |
| 136 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); | 136 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); |
| 137 // TODO this is a bit hacky, lets think of a better way. Basically we need
to be able to use | 137 // TODO this is a bit hacky, lets think of a better way. Basically we need
to be able to use |
| 138 // the uniform view matrix name in the GP, and the GP is immutable so it has
to tell the PB | 138 // the uniform view matrix name in the GP, and the GP is immutable so it has
to tell the PB |
| 139 // exactly what name it wants to use for the uniform view matrix. If we pre
fix anythings, then | 139 // exactly what name it wants to use for the uniform view matrix. If we pre
fix anythings, then |
| 140 // the names will mismatch. I think the correct solution is to have all GPs
which need the | 140 // the names will mismatch. I think the correct solution is to have all GPs
which need the |
| 141 // uniform view matrix, they should upload the view matrix in their setData
along with regular | 141 // uniform view matrix, they should upload the view matrix in their setData
along with regular |
| 142 // uniforms. | 142 // uniforms. |
| 143 char prefix = 'u'; | 143 char prefix = 'u'; |
| 144 if ('u' == name[0]) { | 144 if ('u' == name[0]) { |
| 145 prefix = '\0'; | 145 prefix = '\0'; |
| 146 } | 146 } |
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| 518 } | 518 } |
| 519 | 519 |
| 520 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 520 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
| 521 | 521 |
| 522 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { | 522 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { |
| 523 int numProcs = fProcs.count(); | 523 int numProcs = fProcs.count(); |
| 524 for (int i = 0; i < numProcs; ++i) { | 524 for (int i = 0; i < numProcs; ++i) { |
| 525 delete fProcs[i]; | 525 delete fProcs[i]; |
| 526 } | 526 } |
| 527 } | 527 } |
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