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authorGravatar egdaniel <egdaniel@google.com>2015-11-11 06:27:20 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-11-11 06:27:20 -0800
commit8dcdedc4a087ea46ce1e2458d335d60918e56310 (patch)
tree40ef4cd4b187fceb923c4de5d7311b7684d7d6e8 /src/gpu/gl/builders/GrGLVertexShaderBuilder.h
parent49115b57cb9d260ddd49a6905ee87af63b3ab066 (diff)
Make GrGLSLProgramBuilder base class for GrGLProgramBuilder.
This CL still keeps the weird diamond shape we have for all our ProgramBuilders. However, the GrGLSL base class will allow us to pull multiple other parts of our program setup away from GL which will eventually allow us to break up the diamond. As part of this all ShaderBuilder subclass have been made gl independent, however I will move them to GLSL files/class names in a follow on CL. BUG=skia: Review URL: https://codereview.chromium.org/1416423003
Diffstat (limited to 'src/gpu/gl/builders/GrGLVertexShaderBuilder.h')
-rw-r--r--src/gpu/gl/builders/GrGLVertexShaderBuilder.h12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.h b/src/gpu/gl/builders/GrGLVertexShaderBuilder.h
index 81aebd41b8..4662c403e5 100644
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.h
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.h
@@ -9,14 +9,13 @@
#define GrGLVertexShader_DEFINED
#include "GrGLShaderBuilder.h"
-#include "gl/GrGLTypes.h"
#include "GrGeometryProcessor.h"
-class GrGLVarying;
+class GrGLSLVarying;
class GrGLVertexBuilder : public GrGLShaderBuilder {
public:
- GrGLVertexBuilder(GrGLProgramBuilder* program);
+ GrGLVertexBuilder(GrGLSLProgramBuilder* program);
void transformToNormalizedDeviceSpace(const GrShaderVar& posVar);
void emitAttributes(const GrGeometryProcessor& gp);
@@ -33,12 +32,7 @@ private:
/*
* Internal call for GrGLProgramBuilder.addVarying
*/
- void addVarying(const char* name, GrSLPrecision, GrGLVarying*);
-
- /*
- * private helpers for compilation by GrGLProgramBuilder
- */
- void bindVertexAttributes(GrGLuint programID);
+ void addVarying(const char* name, GrSLPrecision, GrGLSLVarying*);
// an internal call which checks for uniquness of a var before adding it to the list of inputs
bool addAttribute(const GrShaderVar& var);