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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 #include "GrGLVertexShaderBuilder.h" | 8 #include "GrGLVertexShaderBuilder.h" |
9 #include "GrGLProgramBuilder.h" | 9 #include "GrGLProgramBuilder.h" |
10 #include "../GrGLGLSL.h" | 10 #include "../GrGLGLSL.h" |
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80 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { | 80 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { |
81 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor()
; | 81 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor()
; |
82 | 82 |
83 int vaCount = primProc.numAttribs(); | 83 int vaCount = primProc.numAttribs(); |
84 for (int i = 0; i < vaCount; i++) { | 84 for (int i = 0; i < vaCount; i++) { |
85 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); | 85 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); |
86 } | 86 } |
87 return; | 87 return; |
88 } | 88 } |
89 | 89 |
90 bool | |
91 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuin
t>* shaderIds) { | |
92 this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString(); | |
93 this->compileAndAppendLayoutQualifiers(); | |
94 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&this->uniforms()); | |
95 this->appendDecls(fInputs, &this->inputs()); | |
96 this->appendDecls(fOutputs, &this->outputs()); | |
97 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); | |
98 } | |
99 | |
100 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { | 90 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { |
101 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 91 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
102 for (int i = 0; i < fInputs.count(); ++i) { | 92 for (int i = 0; i < fInputs.count(); ++i) { |
103 const GrGLSLShaderVar& attr = fInputs[i]; | 93 const GrGLSLShaderVar& attr = fInputs[i]; |
104 // if attribute already added, don't add it again | 94 // if attribute already added, don't add it again |
105 if (attr.getName().equals(var.getName())) { | 95 if (attr.getName().equals(var.getName())) { |
106 return false; | 96 return false; |
107 } | 97 } |
108 } | 98 } |
109 fInputs.push_back(var); | 99 fInputs.push_back(var); |
110 return true; | 100 return true; |
111 } | 101 } |
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