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authorGravatar joshualitt <joshualitt@chromium.org>2014-10-07 12:16:35 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2014-10-07 12:16:36 -0700
commitfe1233c3f12f81bb675718516bbb32f72af726ec (patch)
treeb39450a8713c745152561c4497ef65ce7349364a /src/gpu/gl/GrGLProgramDesc.cpp
parent9323b8b8e16df4adcd63ee8496a6382e8df535c9 (diff)
Cleanup of shader building system
this is a huge refactor and cleanup of the gl shader building system in Skia. The entire shader building pipeline is now part of GrGLProgramCreator, which takes a gp, and some fps, and creates a program. I added some subclasses of GrGLProgram to handle the eccentricities of Nvpr/Nvpres. Outside of the builders folder and GrGLPrograms, this change is basically just a rename solo gp BUG=skia: Review URL: https://codereview.chromium.org/611653002
Diffstat (limited to 'src/gpu/gl/GrGLProgramDesc.cpp')
-rw-r--r--src/gpu/gl/GrGLProgramDesc.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/gpu/gl/GrGLProgramDesc.cpp b/src/gpu/gl/GrGLProgramDesc.cpp
index 19a26c9b08..ec09527182 100644
--- a/src/gpu/gl/GrGLProgramDesc.cpp
+++ b/src/gpu/gl/GrGLProgramDesc.cpp
@@ -5,7 +5,7 @@
* found in the LICENSE file.
*/
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "gl/builders/GrGLFragmentShaderBuilder.h"
#include "GrGLProgramDesc.h"
#include "GrBackendProcessorFactory.h"
#include "GrProcessor.h"
@@ -178,7 +178,7 @@ bool GrGLProgramDesc::GetGeometryProcessorKey(const GrGeometryStage& stage,
if (NULL == key) {
return false;
}
- uint32_t attribKey = gen_attrib_key(stage.getGeometryProcessor());
+ uint32_t attribKey = gen_attrib_key(stage.getProcessor());
// Currently we allow 16 bits for each of the above portions of the meta-key. Fail if they
// don't fit.
@@ -348,15 +348,16 @@ bool GrGLProgramDesc::Build(const GrOptDrawState& optState,
dstCopyTexture = dstCopy->texture();
}
header->fDstReadKey = GrGLFragmentShaderBuilder::KeyForDstRead(dstCopyTexture,
- gpu->glCaps());
+ gpu->glCaps());
SkASSERT(0 != header->fDstReadKey);
} else {
header->fDstReadKey = 0;
}
if (optState.readsFragPosition()) {
- header->fFragPosKey = GrGLFragmentShaderBuilder::KeyForFragmentPosition(
- optState.getRenderTarget(), gpu->glCaps());
+ header->fFragPosKey =
+ GrGLFragmentShaderBuilder::KeyForFragmentPosition(optState.getRenderTarget(),
+ gpu->glCaps());
} else {
header->fFragPosKey = 0;
}