| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 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 GrGLShaderVar_DEFINED | 8 #ifndef GrGLShaderVar_DEFINED |
| 9 #define GrGLShaderVar_DEFINED | 9 #define GrGLShaderVar_DEFINED |
| 10 | 10 |
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| 297 | 297 |
| 298 void appendArrayAccess(const char* indexName, SkString* out) const { | 298 void appendArrayAccess(const char* indexName, SkString* out) const { |
| 299 out->appendf("%s[%s]%s", | 299 out->appendf("%s[%s]%s", |
| 300 this->getName().c_str(), | 300 this->getName().c_str(), |
| 301 indexName, | 301 indexName, |
| 302 fUseUniformFloatArrays ? "" : ".x"); | 302 fUseUniformFloatArrays ? "" : ".x"); |
| 303 } | 303 } |
| 304 | 304 |
| 305 static const char* PrecisionString(Precision p, GrGLBinding binding) { | 305 static const char* PrecisionString(Precision p, GrGLBinding binding) { |
| 306 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. | 306 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. |
| 307 if (kES2_GrGLBinding == binding) { | 307 if (kES_GrGLBinding == binding) { |
| 308 switch (p) { | 308 switch (p) { |
| 309 case kLow_Precision: | 309 case kLow_Precision: |
| 310 return "lowp "; | 310 return "lowp "; |
| 311 case kMedium_Precision: | 311 case kMedium_Precision: |
| 312 return "mediump "; | 312 return "mediump "; |
| 313 case kHigh_Precision: | 313 case kHigh_Precision: |
| 314 return "highp "; | 314 return "highp "; |
| 315 case kDefault_Precision: | 315 case kDefault_Precision: |
| 316 return ""; | 316 return ""; |
| 317 default: | 317 default: |
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| 351 SkString fName; | 351 SkString fName; |
| 352 int fCount; | 352 int fCount; |
| 353 Precision fPrecision; | 353 Precision fPrecision; |
| 354 Origin fOrigin; | 354 Origin fOrigin; |
| 355 /// Work around driver bugs on some hardware that don't correctly | 355 /// Work around driver bugs on some hardware that don't correctly |
| 356 /// support uniform float [] | 356 /// support uniform float [] |
| 357 bool fUseUniformFloatArrays; | 357 bool fUseUniformFloatArrays; |
| 358 }; | 358 }; |
| 359 | 359 |
| 360 #endif | 360 #endif |
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