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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 |
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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 GrGLFragmentShaderBuilder* getFragmentShaderBuilder() SK_OVERRIDE {
return &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(GrSLType type, |
154 const char* name, | 154 const char* name, |
155 const char** vsOutName = NULL, | 155 const char** vsOutName = NULL, |
156 const char** fsInName = NULL, | 156 const char** fsInName = NULL, |
157 GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::
kDefault_Precision); | 157 GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::
kDefault_Precision); |
158 | 158 |
159 // Handles for program uniforms (other than per-effect uniforms) | 159 // Handles for program uniforms (other than per-effect uniforms) |
160 struct BuiltinUniformHandles { | 160 struct BuiltinUniformHandles { |
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343 SkTArray<SkSTArray<2, Transform, true> > fTransforms; | 343 SkTArray<SkSTArray<2, Transform, true> > fTransforms; |
344 bool fHasExplicitLocalCoords; | 344 bool fHasExplicitLocalCoords; |
345 | 345 |
346 friend class GrGLShaderBuilder; | 346 friend class GrGLShaderBuilder; |
347 friend class GrGLVertexShaderBuilder; | 347 friend class GrGLVertexShaderBuilder; |
348 friend class GrGLFragmentShaderBuilder; | 348 friend class GrGLFragmentShaderBuilder; |
349 friend class GrGLGeometryShaderBuilder; | 349 friend class GrGLGeometryShaderBuilder; |
350 }; | 350 }; |
351 | 351 |
352 #endif | 352 #endif |
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