| Index: src/gpu/gl/builders/GrGLProgramBuilder.h
|
| diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| index 7288b94af06261d84ba343777ac8b004c43926de..1798e604db121bda747bace1d4923b89beb1e28c 100644
|
| --- a/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| +++ b/src/gpu/gl/builders/GrGLProgramBuilder.h
|
| @@ -45,15 +45,21 @@ public:
|
| supported at this time. The actual uniform name will be mangled. If outName is not NULL then
|
| it will refer to the final uniform name after return. Use the addUniformArray variant to add
|
| an array of uniforms. */
|
| - virtual UniformHandle addUniform(uint32_t visibility,
|
| - GrSLType type,
|
| - const char* name,
|
| - const char** outName = NULL) = 0;
|
| - virtual UniformHandle addUniformArray(uint32_t visibility,
|
| - GrSLType type,
|
| - const char* name,
|
| - int arrayCount,
|
| - const char** outName = NULL) = 0;
|
| + UniformHandle addUniform(uint32_t visibility,
|
| + GrSLType type,
|
| + GrSLPrecision precision,
|
| + const char* name,
|
| + const char** outName = NULL) {
|
| + return this->addUniformArray(visibility, type, precision, name, 0, outName);
|
| + }
|
| +
|
| + virtual UniformHandle addUniformArray(
|
| + uint32_t visibility,
|
| + GrSLType type,
|
| + GrSLPrecision precision,
|
| + const char* name,
|
| + int arrayCount,
|
| + const char** outName = NULL) = 0;
|
|
|
| virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0;
|
|
|
| @@ -188,39 +194,34 @@ public:
|
| */
|
| static GrGLProgram* CreateProgram(const GrOptDrawState&, GrGpuGL*);
|
|
|
| - virtual UniformHandle addUniform(uint32_t visibility,
|
| - GrSLType type,
|
| - const char* name,
|
| - const char** outName = NULL) SK_OVERRIDE {
|
| - return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
|
| - }
|
| - virtual UniformHandle addUniformArray(uint32_t visibility,
|
| - GrSLType type,
|
| - const char* name,
|
| - int arrayCount,
|
| - const char** outName = NULL) SK_OVERRIDE;
|
| + UniformHandle addUniformArray(uint32_t visibility,
|
| + GrSLType type,
|
| + GrSLPrecision precision,
|
| + const char* name,
|
| + int arrayCount,
|
| + const char** outName) SK_OVERRIDE;
|
|
|
| - virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OVERRIDE {
|
| + const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OVERRIDE {
|
| return fUniforms[u.toShaderBuilderIndex()].fVariable;
|
| }
|
|
|
| - virtual const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE {
|
| + const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE {
|
| return this->getUniformVariable(u).c_str();
|
| }
|
|
|
| - virtual const GrGLContextInfo& ctxInfo() const SK_OVERRIDE;
|
| + const GrGLContextInfo& ctxInfo() const SK_OVERRIDE;
|
|
|
| - virtual GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; }
|
| + GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; }
|
|
|
| - virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS; }
|
| - virtual GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; }
|
| + GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS; }
|
| + GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; }
|
|
|
| - virtual void addVarying(
|
| + void addVarying(
|
| const char* name,
|
| GrGLVarying*,
|
| GrSLPrecision fsPrecision = kDefault_GrSLPrecision) SK_OVERRIDE;
|
|
|
| - virtual void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute*,
|
| + void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute*,
|
| const char* output) SK_OVERRIDE;
|
|
|
|
|
|
|