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

Issue 815643005: Move program descriptor and primitive processor off of optstate (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: bug fix 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 "GrGLVertexShaderBuilder.h" 8 #include "GrGLVertexShaderBuilder.h"
9 #include "GrGLProgramBuilder.h" 9 #include "GrGLProgramBuilder.h"
10 #include "GrGLShaderStringBuilder.h" 10 #include "GrGLShaderStringBuilder.h"
(...skipping 46 matching lines...) Expand 10 before | Expand all | Expand 10 after
57 posVar.c_str(), fRtAdjustName, fRtAdjustName, 57 posVar.c_str(), fRtAdjustName, fRtAdjustName,
58 posVar.c_str(), fRtAdjustName, fRtAdjustName); 58 posVar.c_str(), fRtAdjustName, fRtAdjustName);
59 } 59 }
60 60
61 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here. 61 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here.
62 // If we ever need to set variable pointsize, then we can reinvestigate 62 // If we ever need to set variable pointsize, then we can reinvestigate
63 this->codeAppend("gl_PointSize = 1.0;"); 63 this->codeAppend("gl_PointSize = 1.0;");
64 } 64 }
65 65
66 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 66 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
67 const GrPrimitiveProcessor* primProc = fProgramBuilder->fOptState.getPrimiti veProcessor(); 67 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor() ;
68 68
69 int vaCount = primProc->numAttribs(); 69 int vaCount = primProc.numAttribs();
70 for (int i = 0; i < vaCount; i++) { 70 for (int i = 0; i < vaCount; i++) {
71 GL_CALL(BindAttribLocation(programID, i, primProc->getAttrib(i).fName)); 71 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
72 } 72 }
73 return; 73 return;
74 } 74 }
75 75
76 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, 76 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
77 SkTDArray<GrGLuint>* shaderIds) const { 77 SkTDArray<GrGLuint>* shaderIds) const {
78 GrGLGpu* gpu = fProgramBuilder->gpu(); 78 GrGLGpu* gpu = fProgramBuilder->gpu();
79 const GrGLContext& glCtx = gpu->glContext(); 79 const GrGLContext& glCtx = gpu->glContext();
80 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); 80 const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
81 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); 81 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
(...skipping 18 matching lines...) Expand all
100 for (int i = 0; i < fInputs.count(); ++i) { 100 for (int i = 0; i < fInputs.count(); ++i) {
101 const GrGLShaderVar& attr = fInputs[i]; 101 const GrGLShaderVar& attr = fInputs[i];
102 // if attribute already added, don't add it again 102 // if attribute already added, don't add it again
103 if (attr.getName().equals(var.getName())) { 103 if (attr.getName().equals(var.getName())) {
104 return false; 104 return false;
105 } 105 }
106 } 106 }
107 fInputs.push_back(var); 107 fInputs.push_back(var);
108 return true; 108 return true;
109 } 109 }
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