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Unified Diff: src/gpu/GrAARectRenderer.cpp

Issue 635533005: Revert of Cleanup of shader building system (Closed) Base URL: https://skia.googlesource.com/skia.git@solo_gp
Patch Set: Created 6 years, 2 months ago
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Index: src/gpu/GrAARectRenderer.cpp
diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp
index 88b0306a53fb9fcca3c1a2115c962c4f24d0ebeb..0b895d1d335f76c48041853332a7ed5b206b23f1 100644
--- a/src/gpu/GrAARectRenderer.cpp
+++ b/src/gpu/GrAARectRenderer.cpp
@@ -7,7 +7,7 @@
#include "GrAARectRenderer.h"
#include "GrGpu.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "gl/builders/GrGLFullProgramBuilder.h"
#include "gl/GrGLProcessor.h"
#include "gl/GrGLGeometryProcessor.h"
#include "GrTBackendProcessorFactory.h"
@@ -41,7 +41,7 @@
GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&)
: INHERITED (factory) {}
- virtual void emitCode(GrGLGPBuilder* builder,
+ virtual void emitCode(GrGLFullProgramBuilder* builder,
const GrGeometryProcessor& geometryProcessor,
const GrProcessorKey& key,
const char* outputColor,
@@ -55,10 +55,10 @@
builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectName);
const GrShaderVar& inRect = geometryProcessor.cast<GrAlignedRectEffect>().inRect();
- GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder();
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str());
- GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// TODO: compute all these offsets, spans, and scales in the VS
fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
@@ -167,7 +167,7 @@
GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&)
: INHERITED (factory) {}
- virtual void emitCode(GrGLGPBuilder* builder,
+ virtual void emitCode(GrGLFullProgramBuilder* builder,
const GrGeometryProcessor& geometryProcessor,
const GrProcessorKey& key,
const char* outputColor,
@@ -181,7 +181,7 @@
&vsRectEdgeName, &fsRectEdgeName);
const GrRectEffect& rectEffect = geometryProcessor.cast<GrRectEffect>();
- GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder();
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRectEdge().c_str());
// setup the varying for width/2+.5 and height/2+.5
@@ -192,7 +192,7 @@
vsWidthHeightName,
rectEffect.inWidthHeight().c_str());
- GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// TODO: compute all these offsets, spans, and scales in the VS
fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
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