OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 GrGLProgramBuilder_DEFINED | 8 #ifndef GrGLProgramBuilder_DEFINED |
9 #define GrGLProgramBuilder_DEFINED | 9 #define GrGLProgramBuilder_DEFINED |
10 | 10 |
11 #include "GrGLFragmentShaderBuilder.h" | 11 #include "GrGLFragmentShaderBuilder.h" |
12 #include "GrGLGeometryShaderBuilder.h" | 12 #include "GrGLGeometryShaderBuilder.h" |
13 #include "GrGLVertexShaderBuilder.h" | 13 #include "GrGLVertexShaderBuilder.h" |
14 #include "../GrGLProgramDataManager.h" | 14 #include "../GrGLProgramDataManager.h" |
15 #include "../GrGLUniformHandle.h" | 15 #include "../GrGLUniformHandle.h" |
16 | 16 |
17 class GrGLInstalledProcessors; | |
18 | |
19 /* | 17 /* |
20 * This is the base class for a series of interfaces. This base class *MUST* re
main abstract with | 18 * This is the base class for a series of interfaces. This base class *MUST* re
main abstract with |
21 * NO data members because it is used in multiple interface inheritance. | 19 * NO data members because it is used in multiple interface inheritance. |
22 * Heirarchy: | 20 * Heirarchy: |
23 * GrGLUniformBuilder | 21 * GrGLUniformBuilder |
24 * / \ | 22 * / \ |
25 * GrGLFPBuilder GrGLGPBuilder | 23 * GrGLFPBuilder GrGLGPBuilder |
26 * \ / | 24 * \ / |
27 * GrGLProgramBuilder(internal use only) | 25 * GrGLProgramBuilder(internal use only) |
28 */ | 26 */ |
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91 /* a specializations for FPs. Lets the user add uniforms and FS code */ | 89 /* a specializations for FPs. Lets the user add uniforms and FS code */ |
92 class GrGLFPBuilder : public virtual GrGLUniformBuilder { | 90 class GrGLFPBuilder : public virtual GrGLUniformBuilder { |
93 public: | 91 public: |
94 virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() = 0; | 92 virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() = 0; |
95 | 93 |
96 /* | 94 /* |
97 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE | 95 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE |
98 */ | 96 */ |
99 }; | 97 }; |
100 | 98 |
| 99 class GrGLInstalledProc; |
| 100 class GrGLInstalledGeoProc; |
| 101 class GrGLInstalledFragProc; |
| 102 class GrGLInstalledFragProcs; |
| 103 |
101 /* | 104 /* |
102 * Please note - no diamond problems because of virtual inheritance. Also, both
base classes | 105 * Please note - no diamond problems because of virtual inheritance. Also, both
base classes |
103 * are pure virtual with no data members. This is the base class for program bu
ilding. | 106 * are pure virtual with no data members. This is the base class for program bu
ilding. |
104 * Subclasses are nearly identical but each has their own way of emitting transf
orms. State for | 107 * Subclasses are nearly identical but each has their own way of emitting transf
orms. State for |
105 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e
tc, lives in those | 108 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e
tc, lives in those |
106 * respective builders | 109 * respective builders |
107 */ | 110 */ |
108 class GrGLProgramBuilder : public GrGLGPBuilder, | 111 class GrGLProgramBuilder : public GrGLGPBuilder, |
109 public GrGLFPBuilder { | 112 public GrGLFPBuilder { |
110 public: | 113 public: |
111 /** Generates a shader program. | 114 /** Generates a shader program. |
112 * | 115 * |
113 * The program implements what is specified in the stages given as input. | 116 * The program implements what is specified in the stages given as input. |
114 * After successful generation, the builder result objects are available | 117 * After successful generation, the builder result objects are available |
115 * to be used. | 118 * to be used. |
116 * @return true if generation was successful. | 119 * @return true if generation was successful. |
117 */ | 120 */ |
118 static GrGLProgram* CreateProgram(const GrOptDrawState&, | 121 static GrGLProgram* CreateProgram(const GrOptDrawState&, |
119 const GrGLProgramDesc&, | 122 const GrGLProgramDesc&, |
120 GrGpu::DrawType, | 123 GrGpu::DrawType, |
121 const GrGeometryStage* inGeometryProcessor
, | |
122 const GrFragmentStage* inColorStages[], | |
123 const GrFragmentStage* inCoverageStages[], | |
124 GrGpuGL* gpu); | 124 GrGpuGL* gpu); |
125 | 125 |
126 virtual UniformHandle addUniform(uint32_t visibility, | 126 virtual UniformHandle addUniform(uint32_t visibility, |
127 GrSLType type, | 127 GrSLType type, |
128 const char* name, | 128 const char* name, |
129 const char** outName = NULL) SK_OVERRIDE { | 129 const char** outName = NULL) SK_OVERRIDE { |
130 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNon
Array, outName); | 130 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNon
Array, outName); |
131 } | 131 } |
132 virtual UniformHandle addUniformArray(uint32_t visibility, | 132 virtual UniformHandle addUniformArray(uint32_t visibility, |
133 GrSLType type, | 133 GrSLType type, |
134 const char* name, | 134 const char* name, |
135 int arrayCount, | 135 int arrayCount, |
136 const char** outName = NULL) SK_OVERRI
DE; | 136 const char** outName = NULL) SK_OVERRI
DE; |
137 | 137 |
138 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OV
ERRIDE { | 138 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OV
ERRIDE { |
139 return fUniforms[u.toShaderBuilderIndex()].fVariable; | 139 return fUniforms[u.toShaderBuilderIndex()].fVariable; |
140 } | 140 } |
141 | 141 |
142 virtual const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE { | 142 virtual const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE { |
143 return this->getUniformVariable(u).c_str(); | 143 return this->getUniformVariable(u).c_str(); |
144 } | 144 } |
145 | 145 |
146 virtual const GrGLContextInfo& ctxInfo() const SK_OVERRIDE; | 146 virtual const GrGLContextInfo& ctxInfo() const SK_OVERRIDE; |
147 | 147 |
148 virtual GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; } | 148 virtual GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; } |
149 | 149 |
150 virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { retu
rn &fFS; } | 150 virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { retu
rn &fFS; } |
151 virtual GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fV
S; } | 151 virtual GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fV
S; } |
152 | 152 |
153 virtual void addVarying(GrSLType type, | 153 virtual void addVarying( |
154 const char* name, | 154 GrSLType type, |
155 const char** vsOutName = NULL, | 155 const char* name, |
156 const char** fsInName = NULL, | 156 const char** vsOutName = NULL, |
157 GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::
kDefault_Precision); | 157 const char** fsInName = NULL, |
| 158 GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::kDefault_Precisi
on) SK_OVERRIDE; |
158 | 159 |
159 // Handles for program uniforms (other than per-effect uniforms) | 160 // Handles for program uniforms (other than per-effect uniforms) |
160 struct BuiltinUniformHandles { | 161 struct BuiltinUniformHandles { |
161 UniformHandle fViewMatrixUni; | 162 UniformHandle fViewMatrixUni; |
162 UniformHandle fRTAdjustmentUni; | 163 UniformHandle fRTAdjustmentUni; |
163 UniformHandle fColorUni; | 164 UniformHandle fColorUni; |
164 UniformHandle fCoverageUni; | 165 UniformHandle fCoverageUni; |
165 | 166 |
166 // We use the render target height to provide a y-down frag coord when s
pecifying | 167 // We use the render target height to provide a y-down frag coord when s
pecifying |
167 // origin_upper_left is not supported. | 168 // origin_upper_left is not supported. |
168 UniformHandle fRTHeightUni; | 169 UniformHandle fRTHeightUni; |
169 | 170 |
170 // Uniforms for computing texture coords to do the dst-copy lookup | 171 // Uniforms for computing texture coords to do the dst-copy lookup |
171 UniformHandle fDstCopyTopLeftUni; | 172 UniformHandle fDstCopyTopLeftUni; |
172 UniformHandle fDstCopyScaleUni; | 173 UniformHandle fDstCopyScaleUni; |
173 UniformHandle fDstCopySamplerUni; | 174 UniformHandle fDstCopySamplerUni; |
174 }; | 175 }; |
175 | 176 |
176 protected: | 177 protected: |
| 178 typedef GrGLProgramDesc::EffectKeyProvider EffectKeyProvider; |
| 179 typedef GrGLProgramDataManager::UniformInfo UniformInfo; |
| 180 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; |
| 181 |
177 static GrGLProgramBuilder* CreateProgramBuilder(const GrGLProgramDesc&, | 182 static GrGLProgramBuilder* CreateProgramBuilder(const GrGLProgramDesc&, |
178 const GrOptDrawState&, | 183 const GrOptDrawState&, |
179 GrGpu::DrawType, | 184 GrGpu::DrawType, |
180 bool hasGeometryProcessor, | 185 bool hasGeometryProcessor, |
181 GrGpuGL*); | 186 GrGpuGL*); |
182 | 187 |
183 GrGLProgramBuilder(GrGpuGL*, const GrOptDrawState&, const GrGLProgramDesc&); | 188 GrGLProgramBuilder(GrGpuGL*, const GrOptDrawState&, const GrGLProgramDesc&); |
184 | 189 |
185 const GrOptDrawState& optState() const { return fOptState; } | 190 const GrOptDrawState& optState() const { return fOptState; } |
186 const GrGLProgramDesc& desc() const { return fDesc; } | 191 const GrGLProgramDesc& desc() const { return fDesc; } |
187 const GrGLProgramDesc::KeyHeader& header() const { return fDesc.getHeader();
} | 192 const GrGLProgramDesc::KeyHeader& header() const { return fDesc.getHeader();
} |
188 | 193 |
189 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix | 194 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix |
190 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp
ecific if we're | 195 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp
ecific if we're |
191 // generating stage code. | 196 // generating stage code. |
192 void nameVariable(SkString* out, char prefix, const char* name); | 197 void nameVariable(SkString* out, char prefix, const char* name); |
193 void setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* inputColor, GrGLSLExp
r4* inputCoverage); | 198 void setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* inputColor, GrGLSLExp
r4* inputCoverage); |
194 void createAndEmitProcessors(const GrGeometryStage* geometryProcessor, | 199 void createAndEmitProcessors(const GrOptDrawState& optState, |
195 const GrFragmentStage* colorStages[], | |
196 const GrFragmentStage* coverageStages[], | |
197 GrGLSLExpr4* inputColor, | 200 GrGLSLExpr4* inputColor, |
198 GrGLSLExpr4* inputCoverage); | 201 GrGLSLExpr4* inputCoverage); |
199 template <class ProcessorStage> | 202 void emitFragmentProcessors(int procOffset, int numProcs, GrGLSLExpr4* inOut
); |
200 void createAndEmitProcessors(const ProcessorStage*[], | 203 template <class Proc> |
201 int effectCnt, | 204 void emit(const Proc&, |
202 const GrGLProgramDesc::EffectKeyProvider&, | 205 int index, |
203 GrGLSLExpr4* fsInOutColor, | 206 const EffectKeyProvider, |
204 GrGLInstalledProcessors*); | 207 const GrGLSLExpr4& input, |
| 208 GrGLSLExpr4* output); |
| 209 |
| 210 // these emit functions help to keep the createAndEmitProcessors template ge
neral |
| 211 void emit(const GrFragmentStage&, |
| 212 const GrProcessorKey&, |
| 213 const char* outColor, |
| 214 const char* inColor); |
| 215 void emit(const GrGeometryProcessor&, |
| 216 const GrProcessorKey&, |
| 217 const char* outColor, |
| 218 const char* inColor); |
205 void verify(const GrGeometryProcessor&); | 219 void verify(const GrGeometryProcessor&); |
206 void verify(const GrFragmentProcessor&); | 220 void verify(const GrFragmentProcessor&); |
207 void emitSamplers(const GrProcessor&, | 221 void emitSamplers(const GrProcessor&, |
208 GrGLProcessor::TextureSamplerArray* outSamplers, | 222 GrGLProcessor::TextureSamplerArray* outSamplers, |
209 GrGLInstalledProcessors*); | 223 GrGLInstalledProc*); |
210 | 224 |
211 // each specific program builder has a distinct transform and must override
this function | 225 // each specific program builder has a distinct transform and must override
this function |
212 virtual void emitTransforms(const GrProcessorStage&, | 226 virtual void emitTransforms(const GrFragmentStage&, |
213 GrGLProcessor::TransformedCoordsArray* outCoords
, | 227 GrGLProcessor::TransformedCoordsArray* outCoords
, |
214 GrGLInstalledProcessors*); | 228 GrGLInstalledFragProc*); |
215 GrGLProgram* finalize(); | 229 GrGLProgram* finalize(); |
216 void bindUniformLocations(GrGLuint programID); | 230 void bindUniformLocations(GrGLuint programID); |
217 bool checkLinkStatus(GrGLuint programID); | 231 bool checkLinkStatus(GrGLuint programID); |
218 void resolveUniformLocations(GrGLuint programID); | 232 void resolveUniformLocations(GrGLuint programID); |
219 | |
220 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); | 233 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs
); |
221 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); | 234 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); |
222 | 235 |
223 // Subclasses create different programs | 236 // Subclasses create different programs |
224 virtual GrGLProgram* createProgram(GrGLuint programID); | 237 virtual GrGLProgram* createProgram(GrGLuint programID); |
225 | 238 |
226 void appendUniformDecls(ShaderVisibility, SkString*) const; | 239 void appendUniformDecls(ShaderVisibility, SkString*) const; |
227 | 240 |
228 // reset is called by program creator between each processor's emit code. I
t increments the | 241 // reset is called by program creator between each processor's emit code. I
t increments the |
229 // stage offset for variable name mangling, and also ensures verfication var
iables in the | 242 // stage offset for variable name mangling, and also ensures verfication var
iables in the |
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249 public: | 262 public: |
250 AutoStageAdvance(GrGLProgramBuilder* pb) : fPB(pb) { fPB->reset(); } | 263 AutoStageAdvance(GrGLProgramBuilder* pb) : fPB(pb) { fPB->reset(); } |
251 ~AutoStageAdvance() { fPB->exitStage(); } | 264 ~AutoStageAdvance() { fPB->exitStage(); } |
252 private: | 265 private: |
253 GrGLProgramBuilder* fPB; | 266 GrGLProgramBuilder* fPB; |
254 }; | 267 }; |
255 void exitStage() { fOutOfStage = true; } | 268 void exitStage() { fOutOfStage = true; } |
256 void enterStage() { fOutOfStage = false; } | 269 void enterStage() { fOutOfStage = false; } |
257 int stageIndex() const { return fStageIndex; } | 270 int stageIndex() const { return fStageIndex; } |
258 | 271 |
259 typedef GrGLProgramDesc::EffectKeyProvider EffectKeyProvider; | |
260 typedef GrGLProgramDataManager::UniformInfo UniformInfo; | |
261 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray; | |
262 | |
263 // number of each input/output type in a single allocation block, used by ma
ny builders | 272 // number of each input/output type in a single allocation block, used by ma
ny builders |
264 static const int kVarsPerBlock; | 273 static const int kVarsPerBlock; |
265 | 274 |
266 BuiltinUniformHandles fUniformHandles; | 275 BuiltinUniformHandles fUniformHandles; |
267 GrGLVertexBuilder fVS; | 276 GrGLVertexBuilder fVS; |
268 GrGLGeometryBuilder fGS; | 277 GrGLGeometryBuilder fGS; |
269 GrGLFragmentShaderBuilder fFS; | 278 GrGLFragmentShaderBuilder fFS; |
270 bool fOutOfStage; | 279 bool fOutOfStage; |
271 int fStageIndex; | 280 int fStageIndex; |
272 | 281 |
273 SkAutoTUnref<GrGLInstalledProcessors> fGeometryProcessor; | 282 GrGLInstalledGeoProc* fGeometryProcessor; |
274 SkAutoTUnref<GrGLInstalledProcessors> fColorEffects; | 283 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors; |
275 SkAutoTUnref<GrGLInstalledProcessors> fCoverageEffects; | |
276 | 284 |
277 const GrOptDrawState& fOptState; | 285 const GrOptDrawState& fOptState; |
278 const GrGLProgramDesc& fDesc; | 286 const GrGLProgramDesc& fDesc; |
279 GrGpuGL* fGpu; | 287 GrGpuGL* fGpu; |
280 UniformInfoArray fUniforms; | 288 UniformInfoArray fUniforms; |
281 | 289 |
282 friend class GrGLShaderBuilder; | 290 friend class GrGLShaderBuilder; |
283 friend class GrGLVertexBuilder; | 291 friend class GrGLVertexBuilder; |
284 friend class GrGLFragmentShaderBuilder; | 292 friend class GrGLFragmentShaderBuilder; |
285 friend class GrGLGeometryBuilder; | 293 friend class GrGLGeometryBuilder; |
286 }; | 294 }; |
287 | 295 |
288 /** | 296 /** |
289 * This class encapsulates an array of GrGLProcessors and their supporting data
(coord transforms | 297 * The below structs represent processors installed in programs. All processors
can have texture |
290 * and textures). It is built by GrGLProgramBuilder, then used to manage the nec
essary GL | 298 * samplers, but only frag processors have coord transforms, hence the need for
different structs |
291 * state and shader uniforms in GLPrograms. Its just Plain old data, and as suc
h is entirely public | |
292 * | |
293 * TODO We really don't need this class to have an array of processors. It make
s sense for it | |
294 * to just have one, also break out the transforms | |
295 */ | 299 */ |
296 class GrGLInstalledProcessors : public SkRefCnt { | 300 struct GrGLInstalledProc { |
297 public: | 301 typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
298 GrGLInstalledProcessors(int reserveCount, bool hasExplicitLocalCoords = fals
e) | |
299 : fGLProcessors(reserveCount) | |
300 , fSamplers(reserveCount) | |
301 , fTransforms(reserveCount) | |
302 , fHasExplicitLocalCoords(hasExplicitLocalCoords) { | |
303 } | |
304 | 302 |
305 virtual ~GrGLInstalledProcessors(); | 303 struct Sampler { |
| 304 SkDEBUGCODE(Sampler() : fTextureUnit(-1) {}) |
| 305 UniformHandle fUniform; |
| 306 int fTextureUnit; |
| 307 }; |
| 308 SkSTArray<4, Sampler, true> fSamplers; |
| 309 }; |
306 | 310 |
307 typedef GrGLProgramDataManager::UniformHandle UniformHandle; | 311 struct GrGLInstalledGeoProc : public GrGLInstalledProc { |
| 312 GrGLGeometryProcessor* fGLProc; |
| 313 }; |
308 | 314 |
309 struct Sampler { | 315 struct GrGLInstalledFragProc : public GrGLInstalledProc { |
310 SkDEBUGCODE(Sampler() : fTextureUnit(-1) {}) | 316 GrGLInstalledFragProc(bool useLocalCoords) : fGLProc(NULL), fUseLocalCoords(
useLocalCoords) {} |
311 UniformHandle fUniform; | |
312 int fTextureUnit; | |
313 }; | |
314 | |
315 class ShaderVarHandle { | 317 class ShaderVarHandle { |
316 public: | 318 public: |
317 bool isValid() const { return fHandle > -1; } | 319 bool isValid() const { return fHandle > -1; } |
318 ShaderVarHandle() : fHandle(-1) {} | 320 ShaderVarHandle() : fHandle(-1) {} |
319 ShaderVarHandle(int value) : fHandle(value) { SkASSERT(this->isValid());
} | 321 ShaderVarHandle(int value) : fHandle(value) { SkASSERT(this->isValid());
} |
320 int handle() const { SkASSERT(this->isValid()); return fHandle; } | 322 int handle() const { SkASSERT(this->isValid()); return fHandle; } |
321 UniformHandle convertToUniformHandle() { | 323 UniformHandle convertToUniformHandle() { |
322 SkASSERT(this->isValid()); | 324 SkASSERT(this->isValid()); |
323 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex
(fHandle); | 325 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex
(fHandle); |
324 } | 326 } |
325 | 327 |
326 private: | 328 private: |
327 int fHandle; | 329 int fHandle; |
328 }; | 330 }; |
329 | 331 |
330 struct Transform { | 332 struct Transform { |
331 Transform() : fType(kVoid_GrSLType) { fCurrentValue = SkMatrix::InvalidM
atrix(); } | 333 Transform() : fType(kVoid_GrSLType) { fCurrentValue = SkMatrix::InvalidM
atrix(); } |
332 ShaderVarHandle fHandle; | 334 ShaderVarHandle fHandle; |
333 SkMatrix fCurrentValue; | 335 SkMatrix fCurrentValue; |
334 GrSLType fType; | 336 GrSLType fType; |
335 }; | 337 }; |
336 | 338 |
337 void addEffect(GrGLProcessor* effect) { fGLProcessors.push_back(effect); } | 339 GrGLFragmentProcessor* fGLProc; |
338 SkTArray<Sampler, true>& addSamplers() { return fSamplers.push_back(); } | 340 SkSTArray<2, Transform, true> fTransforms; |
339 SkTArray<Transform, true>& addTransforms() { return fTransforms.push_back();
} | 341 bool fUseLocalCoords; |
| 342 }; |
340 | 343 |
341 SkTArray<GrGLProcessor*> fGLProcessors; | 344 struct GrGLInstalledFragProcs : public SkRefCnt { |
342 SkTArray<SkSTArray<4, Sampler, true> > fSamplers; | 345 ~GrGLInstalledFragProcs(); |
343 SkTArray<SkSTArray<2, Transform, true> > fTransforms; | 346 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs; |
344 bool fHasExplicitLocalCoords; | |
345 | |
346 friend class GrGLShaderBuilder; | |
347 friend class GrGLVertexShaderBuilder; | |
348 friend class GrGLFragmentShaderBuilder; | |
349 friend class GrGLGeometryShaderBuilder; | |
350 }; | 347 }; |
351 | 348 |
352 #endif | 349 #endif |
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