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

Issue 2249973003: Add alternative ambient shadow method to Android shadow sample (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Nits (again) Created 4 years, 4 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/GrGLSLProgramBuilder.h" 8 #include "glsl/GrGLSLProgramBuilder.h"
9 9
10 #include "GrPipeline.h" 10 #include "GrPipeline.h"
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85 // Program builders have a bit of state we need to clear with each effect 85 // Program builders have a bit of state we need to clear with each effect
86 AutoStageAdvance adv(this); 86 AutoStageAdvance adv(this);
87 this->nameExpression(outputColor, "outputColor"); 87 this->nameExpression(outputColor, "outputColor");
88 this->nameExpression(outputCoverage, "outputCoverage"); 88 this->nameExpression(outputCoverage, "outputCoverage");
89 89
90 const char* distanceVectorName = nullptr; 90 const char* distanceVectorName = nullptr;
91 if (this->fPipeline.usesDistanceVectorField() && proc.implementsDistanceVect or()) { 91 if (this->fPipeline.usesDistanceVectorField() && proc.implementsDistanceVect or()) {
92 distanceVectorName = fFS.distanceVectorName(); 92 distanceVectorName = fFS.distanceVectorName();
93 fFS.codeAppend( "// Normalized vector to the closest geometric edge (in device space)\n"); 93 fFS.codeAppend( "// Normalized vector to the closest geometric edge (in device space)\n");
94 fFS.codeAppend( "// Distance to the edge encoded in the z-component\n"); 94 fFS.codeAppend( "// Distance to the edge encoded in the z-component\n");
95 fFS.codeAppendf("vec3 %s;", distanceVectorName); 95 fFS.codeAppendf("vec4 %s;", distanceVectorName);
96 } 96 }
97 97
98 // Enclose custom code in a block to avoid namespace conflicts 98 // Enclose custom code in a block to avoid namespace conflicts
99 SkString openBrace; 99 SkString openBrace;
100 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); 100 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
101 fFS.codeAppend(openBrace.c_str()); 101 fFS.codeAppend(openBrace.c_str());
102 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); 102 fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
103 103
104 SkASSERT(!fGeometryProcessor); 104 SkASSERT(!fGeometryProcessor);
105 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); 105 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps());
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412 delete fFragmentProcessors[i]; 412 delete fFragmentProcessors[i];
413 } 413 }
414 } 414 }
415 415
416 void GrGLSLProgramBuilder::finalizeShaders() { 416 void GrGLSLProgramBuilder::finalizeShaders() {
417 this->varyingHandler()->finalize(); 417 this->varyingHandler()->finalize();
418 fVS.finalize(kVertex_GrShaderFlag); 418 fVS.finalize(kVertex_GrShaderFlag);
419 fFS.finalize(kFragment_GrShaderFlag); 419 fFS.finalize(kFragment_GrShaderFlag);
420 420
421 } 421 }
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