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

Issue 820783005: More changes to bring together path / geo procs (Closed) Base URL: https://skia.googlesource.com/skia.git@lc1
Patch Set: dm 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 #ifndef GrGLProgramBuilder_DEFINED 8 #ifndef GrGLProgramBuilder_DEFINED
9 #define GrGLProgramBuilder_DEFINED 9 #define GrGLProgramBuilder_DEFINED
10 10
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144 virtual void addVarying(const char* name, 144 virtual void addVarying(const char* name,
145 GrGLVarying*, 145 GrGLVarying*,
146 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0; 146 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
147 147
148 /* 148 /*
149 * This call can be used by GP to pass an attribute through all shaders dire ctly to 'output' in 149 * This call can be used by GP to pass an attribute through all shaders dire ctly to 'output' in
150 * the fragment shader. Though this call effects both the vertex shader and fragment shader, 150 * the fragment shader. Though this call effects both the vertex shader and fragment shader,
151 * it expects 'output' to be defined in the fragment shader before this call is made. 151 * it expects 'output' to be defined in the fragment shader before this call is made.
152 * TODO it might be nicer behavior to have a flag to declare output inside t his call 152 * TODO it might be nicer behavior to have a flag to declare output inside t his call
153 */ 153 */
154 virtual void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute* , 154 virtual void addPassThroughAttribute(const GrGeometryProcessor::Attribute*,
155 const char* output) = 0; 155 const char* output) = 0;
156 156
157 // TODO rename getFragmentBuilder 157 // TODO rename getFragmentBuilder
158 virtual GrGLGPFragmentBuilder* getFragmentShaderBuilder() = 0; 158 virtual GrGLGPFragmentBuilder* getFragmentShaderBuilder() = 0;
159 virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0; 159 virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0;
160 160
161 /* 161 /*
162 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE 162 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
163 */ 163 */
164 }; 164 };
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248 GrGLGpu* gpu() const SK_OVERRIDE { return fGpu; } 248 GrGLGpu* gpu() const SK_OVERRIDE { return fGpu; }
249 249
250 GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS; } 250 GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS; }
251 GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; } 251 GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; }
252 252
253 void addVarying( 253 void addVarying(
254 const char* name, 254 const char* name,
255 GrGLVarying*, 255 GrGLVarying*,
256 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) SK_OVERRIDE; 256 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) SK_OVERRIDE;
257 257
258 void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute*, 258 void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*,
259 const char* output) SK_OVERRIDE; 259 const char* output) SK_OVERRIDE;
260 260
261 261
262 // Handles for program uniforms (other than per-effect uniforms) 262 // Handles for program uniforms (other than per-effect uniforms)
263 struct BuiltinUniformHandles { 263 struct BuiltinUniformHandles {
264 UniformHandle fRTAdjustmentUni; 264 UniformHandle fRTAdjustmentUni;
265 265
266 // We use the render target height to provide a y-down frag coord when s pecifying 266 // We use the render target height to provide a y-down frag coord when s pecifying
267 // origin_upper_left is not supported. 267 // origin_upper_left is not supported.
268 UniformHandle fRTHeightUni; 268 UniformHandle fRTHeightUni;
269 269
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389 UniformInfoArray fUniforms; 389 UniformInfoArray fUniforms;
390 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms; 390 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms;
391 GrGLPrimitiveProcessor::TransformsOut fOutCoords; 391 GrGLPrimitiveProcessor::TransformsOut fOutCoords;
392 392
393 friend class GrGLShaderBuilder; 393 friend class GrGLShaderBuilder;
394 friend class GrGLVertexBuilder; 394 friend class GrGLVertexBuilder;
395 friend class GrGLFragmentShaderBuilder; 395 friend class GrGLFragmentShaderBuilder;
396 friend class GrGLGeometryBuilder; 396 friend class GrGLGeometryBuilder;
397 }; 397 };
398 #endif 398 #endif
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