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Side by Side Diff: src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp

Issue 807143006: fix for FB fetch on nexus 10 ES3.0 (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 11 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 #include "GrGLFragmentShaderBuilder.h" 8 #include "GrGLFragmentShaderBuilder.h"
9 #include "GrGLShaderStringBuilder.h" 9 #include "GrGLShaderStringBuilder.h"
10 #include "GrGLProgramBuilder.h" 10 #include "GrGLProgramBuilder.h"
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164 } 164 }
165 165
166 const char* GrGLFragmentShaderBuilder::dstColor() { 166 const char* GrGLFragmentShaderBuilder::dstColor() {
167 fHasReadDstColor = true; 167 fHasReadDstColor = true;
168 168
169 GrGLGpu* gpu = fProgramBuilder->gpu(); 169 GrGLGpu* gpu = fProgramBuilder->gpu();
170 if (gpu->glCaps().fbFetchSupport()) { 170 if (gpu->glCaps().fbFetchSupport()) {
171 this->addFeature(1 << (GrGLFragmentShaderBuilder::kLastGLSLPrivateFeatur e + 1), 171 this->addFeature(1 << (GrGLFragmentShaderBuilder::kLastGLSLPrivateFeatur e + 1),
172 gpu->glCaps().fbFetchExtensionString()); 172 gpu->glCaps().fbFetchExtensionString());
173 173
174 // On ES 3.0 we have to declare this, and use the custom color output na me 174 // Some versions of this extension string require declaring custom color output on ES 3.0+
175 const char* fbFetchColorName = gpu->glCaps().fbFetchColorName(); 175 const char* fbFetchColorName = gpu->glCaps().fbFetchColorName();
176 if (gpu->glslGeneration() >= k330_GrGLSLGeneration) { 176 if (gpu->glCaps().fbFetchNeedsCustomOutput()) {
177 this->enableCustomOutput(); 177 this->enableCustomOutput();
178 fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOu t_TypeModifier); 178 fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOu t_TypeModifier);
179 fbFetchColorName = declared_color_output_name(); 179 fbFetchColorName = declared_color_output_name();
180 } 180 }
181 return fbFetchColorName; 181 return fbFetchColorName;
182 } else if (fProgramBuilder->fUniformHandles.fDstCopySamplerUni.isValid()) { 182 } else if (fProgramBuilder->fUniformHandles.fDstCopySamplerUni.isValid()) {
183 return kDstCopyColorName; 183 return kDstCopyColorName;
184 } else { 184 } else {
185 return ""; 185 return "";
186 } 186 }
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297 } 297 }
298 } 298 }
299 299
300 void GrGLFragmentShaderBuilder::addVarying(GrGLVarying* v, GrSLPrecision fsPrec) { 300 void GrGLFragmentShaderBuilder::addVarying(GrGLVarying* v, GrSLPrecision fsPrec) {
301 v->fFsIn = v->fVsOut; 301 v->fFsIn = v->fVsOut;
302 if (v->fGsOut) { 302 if (v->fGsOut) {
303 v->fFsIn = v->fGsOut; 303 v->fFsIn = v->fGsOut;
304 } 304 }
305 fInputs.push_back().set(v->fType, GrGLShaderVar::kVaryingIn_TypeModifier, v- >fFsIn, fsPrec); 305 fInputs.push_back().set(v->fType, GrGLShaderVar::kVaryingIn_TypeModifier, v- >fFsIn, fsPrec);
306 } 306 }
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