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authorGravatar Brian Salomon <bsalomon@google.com>2018-07-31 13:53:11 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-31 18:16:11 +0000
commite782f8472f61a5a553c57fef788ad4405844887b (patch)
treec987b012c7b7db78ce0764a46c9281c23409eb07 /src/gpu/glsl/GrGLSLFragmentProcessor.h
parent990ec990a66aab06bfa18aa16a5e3960a4b34118 (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.h10
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