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Diffstat (limited to 'src/gpu/gl/GrGLProgram.cpp')
-rw-r--r--src/gpu/gl/GrGLProgram.cpp29
1 files changed, 6 insertions, 23 deletions
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index dfe5277fb9..934c4fc796 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -964,30 +964,16 @@ GrGLProgramStage* GrGLProgram::GenStageCode(const GrCustomStage* stage,
int numTextures = stage->numTextures();
SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
- // temporary until we force custom stages to provide their own texture access
- SkSTArray<8, bool, true> deleteTextureAccess;
-
textureSamplers.push_back_n(numTextures);
- deleteTextureAccess.push_back_n(numTextures);
-
for (int i = 0; i < numTextures; ++i) {
// Right now we don't require a texture access for every texture. This will change soon.
const GrTextureAccess* access = stage->textureAccess(i);
- GrAssert(NULL != stage->texture(i));
- if (NULL == access) {
- SkString swizzle;
- if (desc.fInConfigFlags & StageDesc::kSmearAlpha_InConfigFlag) {
- swizzle.printf("aaaa");
- } else {
- swizzle.printf("rgba");
- }
- access = SkNEW_ARGS(GrTextureAccess, (stage->texture(i), swizzle));
- deleteTextureAccess[i] = true;
- } else {
+ if (NULL != access) {
GrAssert(access->getTexture() == stage->texture(i));
- deleteTextureAccess[i] = false;
+ textureSamplers[i].init(builder, access);
+ } else {
+ textureSamplers[i].init(builder, stage->texture(i));
}
- textureSamplers[i].init(builder, access);
uniforms->fSamplerUniforms.push_back(textureSamplers[i].fSamplerUniform);
}
@@ -1005,15 +991,12 @@ GrGLProgramStage* GrGLProgram::GenStageCode(const GrCustomStage* stage,
glStage->emitVS(builder, varyingVSName);
builder->fVSCode.appendf("\t}\n");
+ builder->computeSwizzle(desc.fInConfigFlags);
+
// Enclose custom code in a block to avoid namespace conflicts
builder->fFSCode.appendf("\t{ // %s \n", glStage->name());
glStage->emitFS(builder, fsOutColor, fsInColor, textureSamplers);
builder->fFSCode.appendf("\t}\n");
- for (int i = 0; i < numTextures; ++i) {
- if (deleteTextureAccess[i]) {
- SkDELETE(textureSamplers[i].textureAccess());
- }
- }
return glStage;
}