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Side by Side Diff: src/gpu/gl/builders/GrGLProgramBuilder.h

Issue 1428543003: Create GLSL base class for ProgramDataManager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: add space Created 5 years, 1 month ago
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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" 11 #include "GrGLFragmentShaderBuilder.h"
12 #include "GrGLGeometryShaderBuilder.h" 12 #include "GrGLGeometryShaderBuilder.h"
13 #include "GrGLVertexShaderBuilder.h" 13 #include "GrGLVertexShaderBuilder.h"
14 #include "../GrGLProgramDataManager.h" 14 #include "glsl/GrGLSLProgramDataManager.h"
15 #include "../GrGLPrimitiveProcessor.h" 15 #include "../GrGLPrimitiveProcessor.h"
16 #include "../GrGLXferProcessor.h" 16 #include "../GrGLXferProcessor.h"
17 #include "../../GrPipeline.h" 17 #include "../../GrPipeline.h"
18 18
19 class GrFragmentProcessor; 19 class GrFragmentProcessor;
20 class GrGLSLCaps; 20 class GrGLSLCaps;
21 21
22 // Enough precision to represent 1 / 2048 accurately in printf 22 // Enough precision to represent 1 / 2048 accurately in printf
23 #define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11 23 #define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
24 24
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35 class GrGLUniformBuilder { 35 class GrGLUniformBuilder {
36 public: 36 public:
37 enum ShaderVisibility { 37 enum ShaderVisibility {
38 kVertex_Visibility = 1 << kVertex_GrShaderType, 38 kVertex_Visibility = 1 << kVertex_GrShaderType,
39 kGeometry_Visibility = 1 << kGeometry_GrShaderType, 39 kGeometry_Visibility = 1 << kGeometry_GrShaderType,
40 kFragment_Visibility = 1 << kFragment_GrShaderType, 40 kFragment_Visibility = 1 << kFragment_GrShaderType,
41 }; 41 };
42 42
43 virtual ~GrGLUniformBuilder() {} 43 virtual ~GrGLUniformBuilder() {}
44 44
45 typedef GrGLProgramDataManager::UniformHandle UniformHandle; 45 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
46 typedef GrGLProgramDataManager::SeparableVaryingHandle SeparableVaryingHandl e; 46 typedef GrGLProgramDataManager::SeparableVaryingHandle SeparableVaryingHandl e;
47 47
48 /** Add a uniform variable to the current program, that has visibility in on e or more shaders. 48 /** Add a uniform variable to the current program, that has visibility in on e or more shaders.
49 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the 49 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the
50 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not 50 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not
51 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr then 51 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr then
52 it will refer to the final uniform name after return. Use the addUniform Array variant to add 52 it will refer to the final uniform name after return. Use the addUniform Array variant to add
53 an array of uniforms. */ 53 an array of uniforms. */
54 UniformHandle addUniform(uint32_t visibility, 54 UniformHandle addUniform(uint32_t visibility,
55 GrSLType type, 55 GrSLType type,
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404 GrGLPrimitiveProcessor::TransformsOut fOutCoords; 404 GrGLPrimitiveProcessor::TransformsOut fOutCoords;
405 SkTArray<UniformHandle> fSamplerUniforms; 405 SkTArray<UniformHandle> fSamplerUniforms;
406 SeparableVaryingInfoArray fSeparableVaryingInfos; 406 SeparableVaryingInfoArray fSeparableVaryingInfos;
407 407
408 friend class GrGLShaderBuilder; 408 friend class GrGLShaderBuilder;
409 friend class GrGLVertexBuilder; 409 friend class GrGLVertexBuilder;
410 friend class GrGLFragmentShaderBuilder; 410 friend class GrGLFragmentShaderBuilder;
411 friend class GrGLGeometryBuilder; 411 friend class GrGLGeometryBuilder;
412 }; 412 };
413 #endif 413 #endif
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