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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.h

Issue 675193002: Revert of Added varying struct (Closed) Base URL: https://skia.googlesource.com/skia.git@gp_emit_struct
Patch Set: Created 6 years, 2 months ago
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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 GrGLVertexShader_DEFINED 8 #ifndef GrGLVertexShader_DEFINED
9 #define GrGLVertexShader_DEFINED 9 #define GrGLVertexShader_DEFINED
10 10
11 #include "GrGLShaderBuilder.h" 11 #include "GrGLShaderBuilder.h"
12 12
13 class GrGLVarying; 13 class GrGLProgramBuilder;
14 14
15 // TODO we only actually ever need to return a GrGLShaderBuilder for this guy, n one of the below
16 // functions need to be part of VertexShaderBuilder's public interface
15 class GrGLVertexBuilder : public GrGLShaderBuilder { 17 class GrGLVertexBuilder : public GrGLShaderBuilder {
16 public: 18 public:
17 GrGLVertexBuilder(GrGLProgramBuilder* program); 19 GrGLVertexBuilder(GrGLProgramBuilder* program);
18 20
19 /** 21 /**
20 * Are explicit local coordinates provided as input to the vertex shader. 22 * Are explicit local coordinates provided as input to the vertex shader.
21 */ 23 */
22 bool hasLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } 24 bool hasLocalCoords() const { return (fLocalCoordsVar != fPositionVar); }
23 25
24 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same 26 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same
25 as positionAttribute() or it may not be. It depends upon whether the ren dering code 27 as positionAttribute() or it may not be. It depends upon whether the ren dering code
26 specified explicit local coords or not in the GrDrawState. */ 28 specified explicit local coords or not in the GrDrawState. */
27 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } 29 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
28 30
29 /** Returns a vertex attribute that represents the vertex position in the VS . This is the 31 /** Returns a vertex attribute that represents the vertex position in the VS . This is the
30 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix. 32 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix.
31 */ 33 */
32 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } 34 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
33 35
34 private:
35 /* 36 /*
36 * Internal call for GrGLProgramBuilder.addVarying 37 * Internal call for GrGLProgramBuilder.addVarying
37 */ 38 */
38 void addVarying(const char* name, GrGLVarying*); 39 SkString* addVarying(GrSLType type, const char* name, const char** vsOutName );
39 40
40 /* 41 /*
41 * private helpers for compilation by GrGLProgramBuilder 42 * private helpers for compilation by GrGLProgramBuilder
42 */ 43 */
43 void setupLocalCoords(); 44 void setupLocalCoords();
44 void transformGLToSkiaCoords(); 45 void transformGLToSkiaCoords();
45 void setupBuiltinVertexAttribute(const char* inName, GrGLSLExpr4* out); 46 void setupBuiltinVertexAttribute(const char* inName, GrGLSLExpr4* out);
46 void emitAttributes(const GrGeometryProcessor& gp); 47 void emitAttributes(const GrGeometryProcessor& gp);
47 void transformSkiaToGLCoords(); 48 void transformSkiaToGLCoords();
48 void bindVertexAttributes(GrGLuint programID); 49 void bindVertexAttributes(GrGLuint programID);
49 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader Ids) const; 50 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader Ids) const;
50 51
52 private:
51 // an internal call which checks for uniquness of a var before adding it to the list of inputs 53 // an internal call which checks for uniquness of a var before adding it to the list of inputs
52 bool addAttribute(const GrShaderVar& var); 54 bool addAttribute(const GrShaderVar& var);
53 struct AttributePair { 55 struct AttributePair {
54 void set(int index, const SkString& name) { 56 void set(int index, const SkString& name) {
55 fIndex = index; fName = name; 57 fIndex = index; fName = name;
56 } 58 }
57 int fIndex; 59 int fIndex;
58 SkString fName; 60 SkString fName;
59 }; 61 };
60 62
61 GrGLShaderVar* fPositionVar; 63 GrGLShaderVar* fPositionVar;
62 GrGLShaderVar* fLocalCoordsVar; 64 GrGLShaderVar* fLocalCoordsVar;
63 int fEffectAttribOffset; 65 int fEffectAttribOffset;
64 66
65 friend class GrGLProgramBuilder;
66
67 typedef GrGLShaderBuilder INHERITED; 67 typedef GrGLShaderBuilder INHERITED;
68 }; 68 };
69 69
70 #endif 70 #endif
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