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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 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 "GrGLShaderStringBuilder.h" 8 #include "GrGLShaderStringBuilder.h"
9 #include "../GrGLGpu.h" 9 #include "gl/GrGLGpu.h"
10 #include "gl/GrGLSLPrettyPrint.h" 10 #include "gl/GrGLSLPrettyPrint.h"
11 #include "SkRTConf.h" 11 #include "SkRTConf.h"
12 #include "SkTraceEvent.h" 12 #include "SkTraceEvent.h"
13 13
14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) 14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
16 16
17 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false, 17 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
18 "Print the source code for all shaders generated."); 18 "Print the source code for all shaders generated.");
19 19
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78 } 78 }
79 79
80 // Attach the shader, but defer deletion until after we have linked the prog ram. 80 // Attach the shader, but defer deletion until after we have linked the prog ram.
81 // This works around a bug in the Android emulator's GLES2 wrapper which 81 // This works around a bug in the Android emulator's GLES2 wrapper which
82 // will immediately delete the shader object and free its memory even though it's 82 // will immediately delete the shader object and free its memory even though it's
83 // attached to a program, which then causes glLinkProgram to fail. 83 // attached to a program, which then causes glLinkProgram to fail.
84 GR_GL_CALL(gli, AttachShader(programId, shaderId)); 84 GR_GL_CALL(gli, AttachShader(programId, shaderId));
85 85
86 return shaderId; 86 return shaderId;
87 } 87 }
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