| Index: src/gpu/gl/GrGLShaderBuilder.h | 
| diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h | 
| deleted file mode 100644 | 
| index 2a14a1f6251912fb05aee2dab36637034e71170a..0000000000000000000000000000000000000000 | 
| --- a/src/gpu/gl/GrGLShaderBuilder.h | 
| +++ /dev/null | 
| @@ -1,517 +0,0 @@ | 
| -/* | 
| - * Copyright 2012 Google Inc. | 
| - * | 
| - * Use of this source code is governed by a BSD-style license that can be | 
| - * found in the LICENSE file. | 
| - */ | 
| - | 
| -#ifndef GrGLShaderBuilder_DEFINED | 
| -#define GrGLShaderBuilder_DEFINED | 
| - | 
| -#include "GrAllocator.h" | 
| -#include "GrBackendEffectFactory.h" | 
| -#include "GrColor.h" | 
| -#include "GrEffect.h" | 
| -#include "SkTypes.h" | 
| -#include "gl/GrGLProgramDesc.h" | 
| -#include "gl/GrGLProgramEffects.h" | 
| -#include "gl/GrGLSL.h" | 
| -#include "gl/GrGLProgramDataManager.h" | 
| - | 
| -#include <stdarg.h> | 
| - | 
| -class GrGLContextInfo; | 
| -class GrEffectStage; | 
| -class GrGLProgramDesc; | 
| - | 
| -/** | 
| -  Contains all the incremental state of a shader as it is being built,as well as helpers to | 
| -  manipulate that state. | 
| -*/ | 
| -class GrGLShaderBuilder { | 
| -public: | 
| -    typedef GrTAllocator<GrGLShaderVar> VarArray; | 
| -    typedef GrGLProgramEffects::TextureSampler TextureSampler; | 
| -    typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; | 
| - | 
| -    enum ShaderVisibility { | 
| -        kVertex_Visibility   = 0x1, | 
| -        kGeometry_Visibility = 0x2, | 
| -        kFragment_Visibility = 0x4, | 
| -    }; | 
| - | 
| -    typedef GrGLProgramDataManager::UniformHandle UniformHandle; | 
| - | 
| -    // Handles for program uniforms (other than per-effect uniforms) | 
| -    struct BuiltinUniformHandles { | 
| -        UniformHandle       fViewMatrixUni; | 
| -        UniformHandle       fRTAdjustmentUni; | 
| -        UniformHandle       fColorUni; | 
| -        UniformHandle       fCoverageUni; | 
| - | 
| -        // We use the render target height to provide a y-down frag coord when specifying | 
| -        // origin_upper_left is not supported. | 
| -        UniformHandle       fRTHeightUni; | 
| - | 
| -        // Uniforms for computing texture coords to do the dst-copy lookup | 
| -        UniformHandle       fDstCopyTopLeftUni; | 
| -        UniformHandle       fDstCopyScaleUni; | 
| -        UniformHandle       fDstCopySamplerUni; | 
| -    }; | 
| - | 
| -    struct UniformInfo { | 
| -        GrGLShaderVar fVariable; | 
| -        uint32_t      fVisibility; | 
| -        GrGLint       fLocation; | 
| -    }; | 
| - | 
| -    // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory | 
| -    // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their | 
| -    // name strings. Otherwise, we'd have to hand out copies. | 
| -    typedef GrTAllocator<UniformInfo> UniformInfoArray; | 
| - | 
| -    /** Generates a shader program. | 
| -     * | 
| -     * The program implements what is specified in the stages given as input. | 
| -     * After successful generation, the builder result objects are available | 
| -     * to be used. | 
| -     * @return true if generation was successful. | 
| -     */ | 
| -    bool genProgram(const GrEffectStage* inColorStages[], | 
| -                    const GrEffectStage* inCoverageStages[]); | 
| - | 
| -    // Below are the results of the shader generation. | 
| - | 
| -    GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return fColorEffects.get(); } | 
| -    GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); return fCoverageEffects.get(); } | 
| -    const BuiltinUniformHandles& getBuiltinUniformHandles() const { | 
| -        SkASSERT(fProgramID); | 
| -        return fUniformHandles; | 
| -    } | 
| -    GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } | 
| -    bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader; } | 
| -    int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; } | 
| -    const UniformInfoArray& getUniformInfos() const { return fUniforms; } | 
| - | 
| -    virtual ~GrGLShaderBuilder() {} | 
| - | 
| -    /** | 
| -     * Use of these features may require a GLSL extension to be enabled. Shaders may not compile | 
| -     * if code is added that uses one of these features without calling enableFeature() | 
| -     */ | 
| -    enum GLSLFeature { | 
| -        kStandardDerivatives_GLSLFeature = 0, | 
| - | 
| -        kLastGLSLFeature = kStandardDerivatives_GLSLFeature | 
| -    }; | 
| - | 
| -    /** | 
| -     * If the feature is supported then true is returned and any necessary #extension declarations | 
| -     * are added to the shaders. If the feature is not supported then false will be returned. | 
| -     */ | 
| -    bool enableFeature(GLSLFeature); | 
| - | 
| -    /** | 
| -     * Called by GrGLEffects to add code the fragment shader. | 
| -     */ | 
| -    void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | 
| -        va_list args; | 
| -        va_start(args, format); | 
| -        fFSCode.appendVAList(format, args); | 
| -        va_end(args); | 
| -    } | 
| - | 
| -    void fsCodeAppend(const char* str) { fFSCode.append(str); } | 
| - | 
| -    /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or | 
| -        Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle | 
| -        order of the result depends on the GrTextureAccess associated with the TextureSampler. */ | 
| -    void appendTextureLookup(SkString* out, | 
| -                             const TextureSampler&, | 
| -                             const char* coordName, | 
| -                             GrSLType coordType = kVec2f_GrSLType) const; | 
| - | 
| -    /** Version of above that appends the result to the fragment shader code instead.*/ | 
| -    void fsAppendTextureLookup(const TextureSampler&, | 
| -                               const char* coordName, | 
| -                               GrSLType coordType = kVec2f_GrSLType); | 
| - | 
| - | 
| -    /** Does the work of appendTextureLookup and modulates the result by modulation. The result is | 
| -        always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or | 
| -        float. If modulation is "" or NULL it this function acts as though appendTextureLookup were | 
| -        called. */ | 
| -    void fsAppendTextureLookupAndModulate(const char* modulation, | 
| -                                          const TextureSampler&, | 
| -                                          const char* coordName, | 
| -                                          GrSLType coordType = kVec2f_GrSLType); | 
| - | 
| -    /** Emits a helper function outside of main() in the fragment shader. */ | 
| -    void fsEmitFunction(GrSLType returnType, | 
| -                        const char* name, | 
| -                        int argCnt, | 
| -                        const GrGLShaderVar* args, | 
| -                        const char* body, | 
| -                        SkString* outName); | 
| - | 
| -    typedef uint8_t DstReadKey; | 
| -    typedef uint8_t FragPosKey; | 
| - | 
| -    /**  Returns a key for adding code to read the copy-of-dst color in service of effects that | 
| -         require reading the dst. It must not return 0 because 0 indicates that there is no dst | 
| -         copy read at all (in which case this function should not be called). */ | 
| -    static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); | 
| - | 
| -    /** Returns a key for reading the fragment location. This should only be called if there is an | 
| -        effect that will requires the fragment position. If the fragment position is not required, | 
| -        the key is 0. */ | 
| -    static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); | 
| - | 
| -    /** If texture swizzling is available using tex parameters then it is preferred over mangling | 
| -        the generated shader code. This potentially allows greater reuse of cached shaders. */ | 
| -    static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); | 
| - | 
| -    /** Add a uniform variable to the current program, that has visibility in one or more shaders. | 
| -        visibility is a bitfield of ShaderVisibility values indicating from which shaders the | 
| -        uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not | 
| -        supported at this time. The actual uniform name will be mangled. If outName is not NULL then | 
| -        it will refer to the final uniform name after return. Use the addUniformArray variant to add | 
| -        an array of uniforms. */ | 
| -    GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, | 
| -                                                     GrSLType type, | 
| -                                                     const char* name, | 
| -                                                     const char** outName = NULL) { | 
| -        return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); | 
| -    } | 
| -    GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility, | 
| -                                                          GrSLType type, | 
| -                                                          const char* name, | 
| -                                                          int arrayCount, | 
| -                                                          const char** outName = NULL); | 
| - | 
| -    const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandle u) const { | 
| -        return fUniforms[u.toShaderBuilderIndex()].fVariable; | 
| -    } | 
| - | 
| -    /** | 
| -     * Shortcut for getUniformVariable(u).c_str() | 
| -     */ | 
| -    const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { | 
| -        return this->getUniformVariable(u).c_str(); | 
| -    } | 
| - | 
| -    /** | 
| -     * This returns a variable name to access the 2D, perspective correct version of the coords in | 
| -     * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a | 
| -     * perspective divide into the fragment shader (xy / z) to convert them to 2D. | 
| -     */ | 
| -    SkString ensureFSCoords2D(const TransformedCoordsArray&, int index); | 
| - | 
| -    /** Returns a variable name that represents the position of the fragment in the FS. The position | 
| -        is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ | 
| -    const char* fragmentPosition(); | 
| - | 
| -    /** Returns the variable name that holds the color of the destination pixel. This may be NULL if | 
| -        no effect advertised that it will read the destination. */ | 
| -    const char* dstColor(); | 
| - | 
| -    const GrGLContextInfo& ctxInfo() const; | 
| - | 
| -    /** | 
| -     * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder | 
| -     * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that | 
| -     * our shaders print pretty without effect writers tracking indentation. | 
| -     */ | 
| -    class FSBlock { | 
| -    public: | 
| -        FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { | 
| -            SkASSERT(NULL != builder); | 
| -            fBuilder->fsCodeAppend("\t{\n"); | 
| -        } | 
| - | 
| -        ~FSBlock() { | 
| -            fBuilder->fsCodeAppend("\t}\n"); | 
| -        } | 
| -    private: | 
| -        GrGLShaderBuilder* fBuilder; | 
| -    }; | 
| - | 
| -protected: | 
| -    GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 
| - | 
| -    GrGpuGL* gpu() const { return fGpu; } | 
| - | 
| -    const GrGLProgramDesc& desc() const { return fDesc; } | 
| - | 
| -    /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */ | 
| -    GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); } | 
| - | 
| -    // Helper for emitEffects(). | 
| -    void createAndEmitEffects(GrGLProgramEffectsBuilder*, | 
| -                              const GrEffectStage* effectStages[], | 
| -                              int effectCnt, | 
| -                              const GrGLProgramDesc::EffectKeyProvider&, | 
| -                              GrGLSLExpr4* inOutFSColor); | 
| - | 
| -    // Generates a name for a variable. The generated string will be name prefixed by the prefix | 
| -    // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're | 
| -    // generating stage code. | 
| -    void nameVariable(SkString* out, char prefix, const char* name); | 
| - | 
| -    virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const; | 
| - | 
| -    virtual void bindProgramLocations(GrGLuint programId); | 
| -    void resolveProgramLocations(GrGLuint programId); | 
| - | 
| -    void appendDecls(const VarArray&, SkString*) const; | 
| -    void appendUniformDecls(ShaderVisibility, SkString*) const; | 
| - | 
| -    SkAutoTUnref<GrGLProgramEffects> fColorEffects; | 
| -    SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; | 
| -    BuiltinUniformHandles            fUniformHandles; | 
| -    bool                             fHasVertexShader; | 
| -    int                              fTexCoordSetCnt; | 
| -    GrGLuint                         fProgramID; | 
| -private: | 
| -    class CodeStage : SkNoncopyable { | 
| -    public: | 
| -        CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} | 
| - | 
| -        bool inStageCode() const { | 
| -            this->validate(); | 
| -            return NULL != fEffectStage; | 
| -        } | 
| - | 
| -        const GrEffectStage* effectStage() const { | 
| -            this->validate(); | 
| -            return fEffectStage; | 
| -        } | 
| - | 
| -        int stageIndex() const { | 
| -            this->validate(); | 
| -            return fCurrentIndex; | 
| -        } | 
| - | 
| -        class AutoStageRestore : SkNoncopyable { | 
| -        public: | 
| -            AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) { | 
| -                SkASSERT(NULL != codeStage); | 
| -                fSavedIndex = codeStage->fCurrentIndex; | 
| -                fSavedEffectStage = codeStage->fEffectStage; | 
| - | 
| -                if (NULL == newStage) { | 
| -                    codeStage->fCurrentIndex = -1; | 
| -                } else { | 
| -                    codeStage->fCurrentIndex = codeStage->fNextIndex++; | 
| -                } | 
| -                codeStage->fEffectStage = newStage; | 
| - | 
| -                fCodeStage = codeStage; | 
| -            } | 
| -            ~AutoStageRestore() { | 
| -                fCodeStage->fCurrentIndex = fSavedIndex; | 
| -                fCodeStage->fEffectStage = fSavedEffectStage; | 
| -            } | 
| -        private: | 
| -            CodeStage*              fCodeStage; | 
| -            int                     fSavedIndex; | 
| -            const GrEffectStage*    fSavedEffectStage; | 
| -        }; | 
| -    private: | 
| -        void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); } | 
| -        int                     fNextIndex; | 
| -        int                     fCurrentIndex; | 
| -        const GrEffectStage*    fEffectStage; | 
| -    } fCodeStage; | 
| - | 
| -    /** | 
| -     * The base class will emit the fragment code that precedes the per-effect code and then call | 
| -     * this function. The subclass can use it to insert additional fragment code that should | 
| -     * execute before the effects' code and/or emit other shaders (e.g. geometry, vertex). | 
| -     * | 
| -     * The subclass can modify the initial color or coverage | 
| -     */ | 
| -    virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) = 0; | 
| - | 
| -    /** | 
| -    * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for | 
| -    * deleting it when finished. effectStages contains the effects to add. The effect key provider | 
| -    * is used to communicate the key each effect created in its GenKey function. inOutFSColor | 
| -    * specifies the input color to the first stage and is updated to be the output color of the | 
| -    * last stage. The handles to texture samplers for effectStage[i] are added to | 
| -    * effectSamplerHandles[i]. | 
| -    */ | 
| -    virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], | 
| -                                                     int effectCnt, | 
| -                                                     const GrGLProgramDesc::EffectKeyProvider&, | 
| -                                                     GrGLSLExpr4* inOutFSColor) = 0; | 
| - | 
| -    /** | 
| -     * Similar to emitCodeBeforeEffects() but called after per-effect code is emitted. | 
| -     */ | 
| -    virtual void emitCodeAfterEffects() = 0; | 
| - | 
| -    /** Enables using the secondary color output and returns the name of the var in which it is | 
| -        to be stored */ | 
| -    const char* enableSecondaryOutput(); | 
| -    /** Gets the name of the primary color output. */ | 
| -    const char* getColorOutputName() const; | 
| - | 
| -    /** | 
| -     * Compiles all the shaders, links them into a program, and writes the program id to the output | 
| -     * struct. | 
| -     **/ | 
| -    bool finish(); | 
| - | 
| -    /** | 
| -     * Features that should only be enabled by GrGLShaderBuilder itself. | 
| -     */ | 
| -    enum GLSLPrivateFeature { | 
| -        kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, | 
| -        kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature | 
| -    }; | 
| -    bool enablePrivateFeature(GLSLPrivateFeature); | 
| - | 
| -    // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and | 
| -    // track the enables separately for each shader. | 
| -    void addFSFeature(uint32_t featureBit, const char* extensionName); | 
| - | 
| -    // Interpretation of DstReadKey when generating code | 
| -    enum { | 
| -        kNoDstRead_DstReadKey           = 0, | 
| -        kYesDstRead_DstReadKeyBit       = 0x1, // Set if we do a dst-copy-read. | 
| -        kUseAlphaConfig_DstReadKeyBit   = 0x2, // Set if dst-copy config is alpha only. | 
| -        kTopLeftOrigin_DstReadKeyBit    = 0x4, // Set if dst-copy origin is top-left. | 
| -    }; | 
| - | 
| -    enum { | 
| -        kNoFragPosRead_FragPosKey           = 0,  // The fragment positition will not be needed. | 
| -        kTopLeftFragPosRead_FragPosKey      = 0x1,// Read frag pos relative to top-left. | 
| -        kBottomLeftFragPosRead_FragPosKey   = 0x2,// Read frag pos relative to bottom-left. | 
| -    }; | 
| - | 
| -    const GrGLProgramDesc&                  fDesc; | 
| -    GrGpuGL*                                fGpu; | 
| -    uint32_t                                fFSFeaturesAddedMask; | 
| -    SkString                                fFSFunctions; | 
| -    SkString                                fFSExtensions; | 
| -    VarArray                                fFSInputs; | 
| -    VarArray                                fFSOutputs; | 
| -    UniformInfoArray                        fUniforms; | 
| - | 
| -    SkString                                fFSCode; | 
| - | 
| -    bool                                    fSetupFragPosition; | 
| -    bool                                    fTopLeftFragPosRead; | 
| - | 
| -    bool                                    fHasCustomColorOutput; | 
| -    bool                                    fHasSecondaryOutput; | 
| -}; | 
| - | 
| -//////////////////////////////////////////////////////////////////////////////// | 
| - | 
| -class GrGLFullShaderBuilder : public GrGLShaderBuilder { | 
| -public: | 
| -    GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 
| - | 
| -    /** | 
| -     * Called by GrGLEffects to add code to one of the shaders. | 
| -     */ | 
| -    void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | 
| -        va_list args; | 
| -        va_start(args, format); | 
| -        fVSCode.appendVAList(format, args); | 
| -        va_end(args); | 
| -    } | 
| - | 
| -    void vsCodeAppend(const char* str) { fVSCode.append(str); } | 
| - | 
| -   /** Add a vertex attribute to the current program that is passed in from the vertex data. | 
| -       Returns false if the attribute was already there, true otherwise. */ | 
| -    bool addAttribute(GrSLType type, const char* name); | 
| - | 
| -   /** Add a varying variable to the current program to pass values between vertex and fragment | 
| -        shaders. If the last two parameters are non-NULL, they are filled in with the name | 
| -        generated. */ | 
| -    void addVarying(GrSLType type, | 
| -                    const char* name, | 
| -                    const char** vsOutName = NULL, | 
| -                    const char** fsInName = NULL); | 
| - | 
| -    /** Returns a vertex attribute that represents the vertex position in the VS. This is the | 
| -        pre-matrix position and is commonly used by effects to compute texture coords via a matrix. | 
| -      */ | 
| -    const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } | 
| - | 
| -    /** Returns a vertex attribute that represents the local coords in the VS. This may be the same | 
| -        as positionAttribute() or it may not be. It depends upon whether the rendering code | 
| -        specified explicit local coords or not in the GrDrawState. */ | 
| -    const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } | 
| - | 
| -    /** | 
| -     * Are explicit local coordinates provided as input to the vertex shader. | 
| -     */ | 
| -    bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } | 
| - | 
| -    bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name); | 
| -    const SkString* getEffectAttributeName(int attributeIndex) const; | 
| - | 
| -private: | 
| -    virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE; | 
| - | 
| -    virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], | 
| -                                                     int effectCnt, | 
| -                                                     const GrGLProgramDesc::EffectKeyProvider&, | 
| -                                                     GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; | 
| - | 
| -    virtual void emitCodeAfterEffects() SK_OVERRIDE; | 
| - | 
| -    virtual bool compileAndAttachShaders(GrGLuint programId, | 
| -                                         SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE; | 
| - | 
| -    virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; | 
| - | 
| -    VarArray                            fVSAttrs; | 
| -    VarArray                            fVSOutputs; | 
| -    VarArray                            fGSInputs; | 
| -    VarArray                            fGSOutputs; | 
| - | 
| -    SkString                            fVSCode; | 
| - | 
| -    struct AttributePair { | 
| -        void set(int index, const SkString& name) { | 
| -            fIndex = index; fName = name; | 
| -        } | 
| -        int      fIndex; | 
| -        SkString fName; | 
| -    }; | 
| -    SkSTArray<10, AttributePair, true>  fEffectAttributes; | 
| - | 
| -    GrGLShaderVar*                      fPositionVar; | 
| -    GrGLShaderVar*                      fLocalCoordsVar; | 
| - | 
| -    typedef GrGLShaderBuilder INHERITED; | 
| -}; | 
| - | 
| -//////////////////////////////////////////////////////////////////////////////// | 
| - | 
| -class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { | 
| -public: | 
| -    GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 
| - | 
| -    int addTexCoordSets(int count); | 
| - | 
| -private: | 
| -    virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE {} | 
| - | 
| -    virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], | 
| -                                                     int effectCnt, | 
| -                                                     const GrGLProgramDesc::EffectKeyProvider&, | 
| -                                                     GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; | 
| - | 
| -    virtual void emitCodeAfterEffects() SK_OVERRIDE {} | 
| - | 
| -    typedef GrGLShaderBuilder INHERITED; | 
| -}; | 
| - | 
| -#endif | 
|  |