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Side by Side Diff: src/gpu/gl/GrGLGeometryProcessor.h

Issue 920933002: fix for uniform view matrix being uploaded but not used (Closed) Base URL: https://skia.googlesource.com/skia.git@gp_cleanup_1
Patch Set: Created 5 years, 10 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 GrGLGeometryProcessor_DEFINED 8 #ifndef GrGLGeometryProcessor_DEFINED
9 #define GrGLGeometryProcessor_DEFINED 9 #define GrGLGeometryProcessor_DEFINED
10 10
11 #include "GrGLPrimitiveProcessor.h" 11 #include "GrGLPrimitiveProcessor.h"
12 12
13 class GrGLVertexBuilder; 13 class GrGLGPBuilder;
14 14
15 /** 15 /**
16 * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, the n it must inherit 16 * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, the n it must inherit
17 * from this class. Since paths don't have vertices, this class is only meant to be used internally 17 * from this class. Since paths don't have vertices, this class is only meant to be used internally
18 * by skia, for special cases. 18 * by skia, for special cases.
19 */ 19 */
20 class GrGLGeometryProcessor : public GrGLPrimitiveProcessor { 20 class GrGLGeometryProcessor : public GrGLPrimitiveProcessor {
21 public: 21 public:
22 /* Any general emit code goes in the base class emitCode. Subclasses overri de onEmitCode */ 22 /* Any general emit code goes in the base class emitCode. Subclasses overri de onEmitCode */
23 void emitCode(EmitArgs&) SK_OVERRIDE; 23 void emitCode(EmitArgs&) SK_OVERRIDE;
(...skipping 20 matching lines...) Expand all
44 const TransformsIn&, 44 const TransformsIn&,
45 TransformsOut*); 45 TransformsOut*);
46 46
47 struct GrGPArgs { 47 struct GrGPArgs {
48 // The variable used by a GP to store its position. It can be 48 // The variable used by a GP to store its position. It can be
49 // either a vec2 or a vec3 depending on the presence of perspective. 49 // either a vec2 or a vec3 depending on the presence of perspective.
50 GrShaderVar fPositionVar; 50 GrShaderVar fPositionVar;
51 }; 51 };
52 52
53 // Create the correct type of position variable given the CTM 53 // Create the correct type of position variable given the CTM
54 static void SetupPosition(GrGLVertexBuilder* vsBuilder, 54 void setupPosition(GrGLGPBuilder* pb,
55 GrGPArgs* gpArgs, 55 GrGPArgs* gpArgs,
56 const char* posName, 56 const char* posName,
57 const SkMatrix& mat, 57 const SkMatrix& mat);
58 const char* matName);
59 58
60 static uint32_t ComputePosKey(const SkMatrix& mat) { 59 static uint32_t ComputePosKey(const SkMatrix& mat) {
61 if (mat.isIdentity()) { 60 if (mat.isIdentity()) {
62 return 0x0; 61 return 0x0;
63 } else if (!mat.hasPerspective()) { 62 } else if (!mat.hasPerspective()) {
64 return 0x01; 63 return 0x01;
65 } else { 64 } else {
66 return 0x02; 65 return 0x02;
67 } 66 }
68 } 67 }
69 68
70 private: 69 private:
71 virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0; 70 virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0;
72 71
73 typedef GrGLPrimitiveProcessor INHERITED; 72 typedef GrGLPrimitiveProcessor INHERITED;
74 }; 73 };
75 74
76 #endif 75 #endif
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