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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLSL.h"
#include "GrGLEffect.h"
#include "GrDrawEffect.h"
GrGLEffect::GrGLEffect(const GrBackendEffectFactory& factory)
: fFactory(factory) {
}
GrGLEffect::~GrGLEffect() {
}
///////////////////////////////////////////////////////////////////////////////
void GrGLEffect::setData(const GrGLUniformManager&, const GrDrawEffect&) {
}
GrGLEffect::EffectKey GrGLEffect::GenTextureKey(const GrDrawEffect& drawEffect,
const GrGLCaps& caps) {
EffectKey key = 0;
int numTextures = (*drawEffect.effect())->numTextures();
for (int index = 0; index < numTextures; ++index) {
const GrTextureAccess& access = (*drawEffect.effect())->textureAccess(index);
EffectKey value = GrGLShaderBuilder::KeyForTextureAccess(access, caps) << index;
GrAssert(0 == (value & key)); // keys for each access ought not to overlap
key |= value;
}
return key;
}
GrGLEffect::EffectKey GrGLEffect::GenAttribKey(const GrDrawEffect& drawEffect) {
EffectKey key = 0;
int numAttributes = drawEffect.getVertexAttribIndexCount();
GrAssert(numAttributes <= 2);
const int* attributeIndices = drawEffect.getVertexAttribIndices();
for (int index = 0; index < numAttributes; ++index) {
EffectKey value = attributeIndices[index] << 3*index;
GrAssert(0 == (value & key)); // keys for each attribute ought not to overlap
key |= value;
}
return key;
}
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