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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLNvprProgramBuilder_DEFINED
#define GrGLNvprProgramBuilder_DEFINED
#include "GrGLProgramBuilder.h"
class GrGLNvprProgramBuilder : public GrGLProgramBuilder {
public:
GrGLNvprProgramBuilder(GrGpuGL*, const GrOptDrawState&);
/*
* The separable varying info must be passed to GrGLProgram so this must
* be part of the public interface
*/
struct SeparableVaryingInfo {
GrGLShaderVar fVariable;
GrGLint fLocation;
};
typedef GrTAllocator<SeparableVaryingInfo> SeparableVaryingInfoArray;
virtual GrGLProgram* createProgram(GrGLuint programID);
private:
virtual void emitTransforms(const GrFragmentStage&,
GrGLProcessor::TransformedCoordsArray* outCoords,
GrGLInstalledFragProc*) SK_OVERRIDE;
typedef GrGLInstalledFragProc::ShaderVarHandle ShaderVarHandle;
/**
* Add a separable varying input variable to the current program.
* A separable varying (fragment shader input) is a varying that can be used also when vertex
* shaders are not used. With a vertex shader, the operation is same as with other
* varyings. Without a vertex shader, such as with NV_path_rendering, GL APIs are used to
* populate the variable. The APIs can refer to the variable through the returned handle.
*/
ShaderVarHandle addSeparableVarying(const char* name, GrGLVarying* v);
void resolveSeparableVaryings(GrGLuint programId);
SeparableVaryingInfoArray fSeparableVaryingInfos;
typedef GrGLProgramBuilder INHERITED;
};
#endif
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