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1 /* | 1 /* |
2 * Copyright 2013 Google Inc. | 2 * Copyright 2013 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 GrGLProgramDesc_DEFINED | 8 #ifndef GrGLProgramDesc_DEFINED |
9 #define GrGLProgramDesc_DEFINED | 9 #define GrGLProgramDesc_DEFINED |
10 | 10 |
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144 } | 144 } |
145 | 145 |
146 struct KeyHeader { | 146 struct KeyHeader { |
147 GrGLShaderBuilder::DstReadKey fDstReadKey; // set by GrGLShaderBuil
der if there | 147 GrGLShaderBuilder::DstReadKey fDstReadKey; // set by GrGLShaderBuil
der if there |
148 // are effects that must
read the dst. | 148 // are effects that must
read the dst. |
149 // Otherwise, 0. | 149 // Otherwise, 0. |
150 GrGLShaderBuilder::FragPosKey fFragPosKey; // set by GrGLShaderBuil
der if there are | 150 GrGLShaderBuilder::FragPosKey fFragPosKey; // set by GrGLShaderBuil
der if there are |
151 // effects that read the
fragment position. | 151 // effects that read the
fragment position. |
152 // Otherwise, 0. | 152 // Otherwise, 0. |
153 | 153 |
154 // should the FS discard if the coverage is zero (to avoid stencil manip
ulation) | |
155 SkBool8 fDiscardIfZeroCoverage; | |
156 | |
157 ColorInput fColorInput : 8; | 154 ColorInput fColorInput : 8; |
158 ColorInput fCoverageInput : 8; | 155 ColorInput fCoverageInput : 8; |
159 CoverageOutput fCoverageOutput : 8; | 156 CoverageOutput fCoverageOutput : 8; |
160 | 157 |
161 SkBool8 fHasVertexCode; | 158 SkBool8 fHasVertexCode; |
162 SkBool8 fEmitsPointSize; | 159 SkBool8 fEmitsPointSize; |
163 | 160 |
164 // To enable experimental geometry shader code (not for use in | 161 // To enable experimental geometry shader code (not for use in |
165 // production) | 162 // production) |
166 #if GR_GL_EXPERIMENTAL_GS | 163 #if GR_GL_EXPERIMENTAL_GS |
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218 | 215 |
219 // GrGLProgram and GrGLShaderBuilder read the private fields to generate cod
e. TODO: Move all | 216 // GrGLProgram and GrGLShaderBuilder read the private fields to generate cod
e. TODO: Move all |
220 // code generation to GrGLShaderBuilder (and maybe add getters rather than f
riending). | 217 // code generation to GrGLShaderBuilder (and maybe add getters rather than f
riending). |
221 friend class GrGLProgram; | 218 friend class GrGLProgram; |
222 friend class GrGLShaderBuilder; | 219 friend class GrGLShaderBuilder; |
223 friend class GrGLFullShaderBuilder; | 220 friend class GrGLFullShaderBuilder; |
224 friend class GrGLFragmentOnlyShaderBuilder; | 221 friend class GrGLFragmentOnlyShaderBuilder; |
225 }; | 222 }; |
226 | 223 |
227 #endif | 224 #endif |
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