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Side by Side Diff: src/gpu/glsl/GrGLSLVarying.cpp

Issue 1682703003: Add some backend flexibility for shader declarations in ProgramBuilding. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix dtor Created 4 years, 10 months ago
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1 /* 1 /*
2 * Copyright 2015 Google Inc. 2 * Copyright 2015 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 "glsl/GrGLSLVarying.h" 8 #include "glsl/GrGLSLVarying.h"
9 9
10 #include "glsl/GrGLSLProgramBuilder.h" 10 #include "glsl/GrGLSLProgramBuilder.h"
(...skipping 87 matching lines...) Expand 10 before | Expand all | Expand 10 after
98 for (int j = 0; j < fVertexInputs.count(); ++j) { 98 for (int j = 0; j < fVertexInputs.count(); ++j) {
99 const GrGLSLShaderVar& attr = fVertexInputs[j]; 99 const GrGLSLShaderVar& attr = fVertexInputs[j];
100 // if attribute already added, don't add it again 100 // if attribute already added, don't add it again
101 if (attr.getName().equals(var.getName())) { 101 if (attr.getName().equals(var.getName())) {
102 return; 102 return;
103 } 103 }
104 } 104 }
105 fVertexInputs.push_back(var); 105 fVertexInputs.push_back(var);
106 } 106 }
107 107
108 void GrGLSLVaryingHandler::finalize() {
109 this->onFinalize();
110 }
111
108 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons t { 112 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons t {
109 for (int i = 0; i < vars.count(); ++i) { 113 for (int i = 0; i < vars.count(); ++i) {
110 vars[i].appendDecl(fProgramBuilder->glslCaps(), out); 114 vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
111 out->append(";"); 115 out->append(";");
112 } 116 }
113 } 117 }
114 118
115 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const { 119 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const {
116 this->appendDecls(fVertexInputs, inputDecls); 120 this->appendDecls(fVertexInputs, inputDecls);
117 this->appendDecls(fVertexOutputs, outputDecls); 121 this->appendDecls(fVertexOutputs, outputDecls);
118 } 122 }
119 123
120 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const { 124 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const {
121 this->appendDecls(fGeomInputs, inputDecls); 125 this->appendDecls(fGeomInputs, inputDecls);
122 this->appendDecls(fGeomOutputs, outputDecls); 126 this->appendDecls(fGeomOutputs, outputDecls);
123 } 127 }
124 128
125 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const { 129 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const {
126 // We should not have any outputs in the fragment shader when using version 1.10 130 // We should not have any outputs in the fragment shader when using version 1.10
127 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || 131 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
128 fFragOutputs.empty()); 132 fFragOutputs.empty());
129 this->appendDecls(fFragInputs, inputDecls); 133 this->appendDecls(fFragInputs, inputDecls);
130 this->appendDecls(fFragOutputs, outputDecls); 134 this->appendDecls(fFragOutputs, outputDecls);
131 } 135 }
132 136
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