Chromium Code Reviews| Index: src/gpu/gl/builders/GrGLProgramBuilder.h |
| diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h |
| index 09f7eba511ce8c6877ecc7de0b2a2daecc34d864..d1af63fc4ee3fa5369274480fee71bf7232bed81 100644 |
| --- a/src/gpu/gl/builders/GrGLProgramBuilder.h |
| +++ b/src/gpu/gl/builders/GrGLProgramBuilder.h |
| @@ -40,6 +40,7 @@ public: |
| }; |
| typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
| + typedef GrGLProgramDataManager::VaryingHandle VaryingHandle; |
| // Handles for program uniforms (other than per-effect uniforms) |
| struct BuiltinUniformHandles { |
| @@ -69,6 +70,13 @@ public: |
| // name strings. Otherwise, we'd have to hand out copies. |
| typedef GrTAllocator<UniformInfo> UniformInfoArray; |
| + struct SeparableVaryingInfo { |
| + GrGLShaderVar fVariable; |
| + GrGLint fLocation; |
| + }; |
| + |
| + typedef GrTAllocator<SeparableVaryingInfo> SeparableVaryingInfoArray; |
| + |
| /** Generates a shader program. |
| * |
| * The program implements what is specified in the stages given as input. |
| @@ -91,6 +99,9 @@ public: |
| bool hasVertexShader() const { SkASSERT(fProgramID); return !fFragOnly; } |
| int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; } |
| const UniformInfoArray& getUniformInfos() const { return fUniforms; } |
| + const SeparableVaryingInfoArray& getSeparableVaryingInfos() const { |
| + return fSeparableVaryingInfos; |
| + } |
| virtual ~GrGLProgramBuilder() {} |
| @@ -126,13 +137,12 @@ public: |
| const GrGLContextInfo& ctxInfo() const; |
| GrGLFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS; } |
| + GrGpuGL* gpu() const { return fGpu; } |
| protected: |
| typedef GrTAllocator<GrGLShaderVar> VarArray; |
| GrGLProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| - GrGpuGL* gpu() const { return fGpu; } |
| - |
| const GrGLProgramDesc& desc() const { return fDesc; } |
| // Helper for emitEffects(). |
| @@ -162,6 +172,7 @@ protected: |
| int fTexCoordSetCnt; |
| GrGLuint fProgramID; |
| GrGLFragmentShaderBuilder fFS; |
| + SeparableVaryingInfoArray fSeparableVaryingInfos; |
| private: |
| class CodeStage : SkNoncopyable { |
| public: |
| @@ -271,6 +282,17 @@ public: |
| const char** vsOutName = NULL, |
| const char** fsInName = NULL); |
| + /** Add a separable varying input variable to the current program. |
| + * A separable varying (fragment shader input) is a varying that can be used also when vertex |
| + * shaders are not used. With a vertex shader, the operation is same as with other |
| + * varyings. Without a vertex shader, such as with NV_path_rendering, GL APIs are used to |
| + * populate the variable. The APIs can refer to the variable through the returned handle. |
| + */ |
| + VaryingHandle addSeparableVarying(GrSLType type, |
| + const char* name, |
| + const char** vsOutName, |
| + const char** fsInName); |
| + |
|
joshua.litt
2014/08/25 17:00:05
Since this only requires a fragment shader, does i
Chris Dalton
2014/08/25 18:04:50
It actually does require a vertex shader. Not for
|
| GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; } |
| private: |