diff options
author | Brian Salomon <bsalomon@google.com> | 2018-07-31 13:53:11 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2018-07-31 18:16:11 +0000 |
commit | e782f8472f61a5a553c57fef788ad4405844887b (patch) | |
tree | c987b012c7b7db78ce0764a46c9281c23409eb07 /src/gpu/glsl/GrGLSLFragmentProcessor.h | |
parent | 990ec990a66aab06bfa18aa16a5e3960a4b34118 (diff) |
Remove GrResourceIOProcessor.
Fold its functionality into GrPrimitiveProcessor and GrFragmentProcessor.
Make each have its own TextureSampler nested class. Currently the only
difference is that fragment processors lose the ability to inject their
samplers into the vertex shader. However, this facilitates refactoring
GrPrimitiveProcessor's TextureSampler class such that the textures are
specified separately from the TextureSampler.
Bug: skia:
Change-Id: I1e590187e7a6ae79ee3147155d397fcdcf5e4619
Reviewed-on: https://skia-review.googlesource.com/142814
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'src/gpu/glsl/GrGLSLFragmentProcessor.h')
-rw-r--r-- | src/gpu/glsl/GrGLSLFragmentProcessor.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/gpu/glsl/GrGLSLFragmentProcessor.h b/src/gpu/glsl/GrGLSLFragmentProcessor.h index 8f903755ea..591146e925 100644 --- a/src/gpu/glsl/GrGLSLFragmentProcessor.h +++ b/src/gpu/glsl/GrGLSLFragmentProcessor.h @@ -38,7 +38,7 @@ private: * the GrFragmentProcessor that generated the GLSLFP. For example, this is used to provide a * variable holding transformed coords for each GrCoordTransform owned by the FP. */ - template <typename T, typename FPBASE, int (FPBASE::*COUNT)() const> + template <typename T, int (GrFragmentProcessor::*COUNT)() const> class BuilderInputProvider { public: BuilderInputProvider(const GrFragmentProcessor* fp, const T* ts) : fFP(fp) , fTs(ts) {} @@ -67,10 +67,10 @@ private: }; public: - using TransformedCoordVars = BuilderInputProvider<GrShaderVar, GrFragmentProcessor, - &GrFragmentProcessor::numCoordTransforms>; - using TextureSamplers = BuilderInputProvider<SamplerHandle, GrResourceIOProcessor, - &GrResourceIOProcessor::numTextureSamplers>; + using TransformedCoordVars = + BuilderInputProvider<GrShaderVar, &GrFragmentProcessor::numCoordTransforms>; + using TextureSamplers = + BuilderInputProvider<SamplerHandle, &GrFragmentProcessor::numTextureSamplers>; /** Called when the program stage should insert its code into the shaders. The code in each shader will be in its own block ({}) and so locally scoped names will not collide across |