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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 GrGLFragmentShaderBuilder_DEFINED | 8 #ifndef GrGLFragmentShaderBuilder_DEFINED |
| 9 #define GrGLFragmentShaderBuilder_DEFINED | 9 #define GrGLFragmentShaderBuilder_DEFINED |
| 10 | 10 |
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| 93 virtual const char* fragmentPosition() SK_OVERRIDE; | 93 virtual const char* fragmentPosition() SK_OVERRIDE; |
| 94 virtual const char* dstColor() SK_OVERRIDE; | 94 virtual const char* dstColor() SK_OVERRIDE; |
| 95 | 95 |
| 96 private: | 96 private: |
| 97 // Private public interface, used by GrGLProgramBuilder to build a fragment
shader | 97 // Private public interface, used by GrGLProgramBuilder to build a fragment
shader |
| 98 void emitCodeToReadDstTexture(); | 98 void emitCodeToReadDstTexture(); |
| 99 void enableCustomOutput(); | 99 void enableCustomOutput(); |
| 100 void enableSecondaryOutput(); | 100 void enableSecondaryOutput(); |
| 101 const char* getPrimaryColorOutputName() const; | 101 const char* getPrimaryColorOutputName() const; |
| 102 const char* getSecondaryColorOutputName() const; | 102 const char* getSecondaryColorOutputName() const; |
| 103 void enableSecondaryOutput(const GrGLSLExpr4& inputColor, const GrGLSLExpr4&
inputCoverage); | |
| 104 void combineColorAndCoverage(const GrGLSLExpr4& inputColor, const GrGLSLExpr
4& inputCoverage); | |
| 105 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; | 103 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; |
| 106 void bindFragmentShaderLocations(GrGLuint programID); | 104 void bindFragmentShaderLocations(GrGLuint programID); |
| 107 | 105 |
| 108 // As GLProcessors emit code, there are some conditions we need to verify.
We use the below | 106 // As GLProcessors emit code, there are some conditions we need to verify.
We use the below |
| 109 // state to track this. The reset call is called per processor emitted. | 107 // state to track this. The reset call is called per processor emitted. |
| 110 bool hasReadDstColor() const { return fHasReadDstColor; } | 108 bool hasReadDstColor() const { return fHasReadDstColor; } |
| 111 bool hasReadFragmentPosition() const { return fHasReadFragmentPosition; } | 109 bool hasReadFragmentPosition() const { return fHasReadFragmentPosition; } |
| 112 void reset() { | 110 void reset() { |
| 113 fHasReadDstColor = false; | 111 fHasReadDstColor = false; |
| 114 fHasReadFragmentPosition = false; | 112 fHasReadFragmentPosition = false; |
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| 155 bool fHasReadDstColor; | 153 bool fHasReadDstColor; |
| 156 bool fHasReadFragmentPosition; | 154 bool fHasReadFragmentPosition; |
| 157 | 155 |
| 158 friend class GrGLNvprProgramBuilder; | 156 friend class GrGLNvprProgramBuilder; |
| 159 friend class GrGLProgramBuilder; | 157 friend class GrGLProgramBuilder; |
| 160 | 158 |
| 161 typedef GrGLFPFragmentBuilder INHERITED; | 159 typedef GrGLFPFragmentBuilder INHERITED; |
| 162 }; | 160 }; |
| 163 | 161 |
| 164 #endif | 162 #endif |
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