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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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90 | 90 |
91 // true public interface, defined explicitly in the abstract interfaces abov
e | 91 // true public interface, defined explicitly in the abstract interfaces abov
e |
92 bool enableFeature(GLSLFeature) SK_OVERRIDE; | 92 bool enableFeature(GLSLFeature) SK_OVERRIDE; |
93 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArra
y& coords, | 93 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArra
y& coords, |
94 int index) SK_OVERRIDE; | 94 int index) SK_OVERRIDE; |
95 const char* fragmentPosition() SK_OVERRIDE; | 95 const char* fragmentPosition() SK_OVERRIDE; |
96 const char* dstColor() SK_OVERRIDE; | 96 const char* dstColor() SK_OVERRIDE; |
97 | 97 |
98 private: | 98 private: |
99 // Private public interface, used by GrGLProgramBuilder to build a fragment
shader | 99 // Private public interface, used by GrGLProgramBuilder to build a fragment
shader |
100 void emitCodeToReadDstTexture(); | |
101 void enableCustomOutput(); | 100 void enableCustomOutput(); |
102 void enableSecondaryOutput(); | 101 void enableSecondaryOutput(); |
103 const char* getPrimaryColorOutputName() const; | 102 const char* getPrimaryColorOutputName() const; |
104 const char* getSecondaryColorOutputName() const; | 103 const char* getSecondaryColorOutputName() const; |
105 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; | 104 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; |
106 void bindFragmentShaderLocations(GrGLuint programID); | 105 void bindFragmentShaderLocations(GrGLuint programID); |
107 | 106 |
108 // As GLProcessors emit code, there are some conditions we need to verify.
We use the below | 107 // 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. | 108 // state to track this. The reset call is called per processor emitted. |
110 bool hasReadDstColor() const { return fHasReadDstColor; } | 109 bool hasReadDstColor() const { return fHasReadDstColor; } |
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154 // the program creator | 153 // the program creator |
155 bool fHasReadDstColor; | 154 bool fHasReadDstColor; |
156 bool fHasReadFragmentPosition; | 155 bool fHasReadFragmentPosition; |
157 | 156 |
158 friend class GrGLProgramBuilder; | 157 friend class GrGLProgramBuilder; |
159 | 158 |
160 typedef GrGLFPFragmentBuilder INHERITED; | 159 typedef GrGLFPFragmentBuilder INHERITED; |
161 }; | 160 }; |
162 | 161 |
163 #endif | 162 #endif |
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