gfx/skia/trunk/src/gpu/gl/GrGLShaderBuilder.h

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 /*
michael@0 2 * Copyright 2012 Google Inc.
michael@0 3 *
michael@0 4 * Use of this source code is governed by a BSD-style license that can be
michael@0 5 * found in the LICENSE file.
michael@0 6 */
michael@0 7
michael@0 8 #ifndef GrGLShaderBuilder_DEFINED
michael@0 9 #define GrGLShaderBuilder_DEFINED
michael@0 10
michael@0 11 #include "GrAllocator.h"
michael@0 12 #include "GrBackendEffectFactory.h"
michael@0 13 #include "GrColor.h"
michael@0 14 #include "GrEffect.h"
michael@0 15 #include "SkTypes.h"
michael@0 16 #include "gl/GrGLProgramEffects.h"
michael@0 17 #include "gl/GrGLSL.h"
michael@0 18 #include "gl/GrGLUniformManager.h"
michael@0 19
michael@0 20 #include <stdarg.h>
michael@0 21
michael@0 22 class GrGLContextInfo;
michael@0 23 class GrEffectStage;
michael@0 24 class GrGLProgramDesc;
michael@0 25
michael@0 26 /**
michael@0 27 Contains all the incremental state of a shader as it is being built,as well as helpers to
michael@0 28 manipulate that state.
michael@0 29 */
michael@0 30 class GrGLShaderBuilder {
michael@0 31 public:
michael@0 32 typedef GrTAllocator<GrGLShaderVar> VarArray;
michael@0 33 typedef GrBackendEffectFactory::EffectKey EffectKey;
michael@0 34 typedef GrGLProgramEffects::TextureSampler TextureSampler;
michael@0 35 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray;
michael@0 36 typedef GrGLUniformManager::BuilderUniform BuilderUniform;
michael@0 37
michael@0 38 enum ShaderVisibility {
michael@0 39 kVertex_Visibility = 0x1,
michael@0 40 kGeometry_Visibility = 0x2,
michael@0 41 kFragment_Visibility = 0x4,
michael@0 42 };
michael@0 43
michael@0 44 GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
michael@0 45 virtual ~GrGLShaderBuilder() {}
michael@0 46
michael@0 47 /**
michael@0 48 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
michael@0 49 * if code is added that uses one of these features without calling enableFeature()
michael@0 50 */
michael@0 51 enum GLSLFeature {
michael@0 52 kStandardDerivatives_GLSLFeature = 0,
michael@0 53
michael@0 54 kLastGLSLFeature = kStandardDerivatives_GLSLFeature
michael@0 55 };
michael@0 56
michael@0 57 /**
michael@0 58 * If the feature is supported then true is returned and any necessary #extension declarations
michael@0 59 * are added to the shaders. If the feature is not supported then false will be returned.
michael@0 60 */
michael@0 61 bool enableFeature(GLSLFeature);
michael@0 62
michael@0 63 /**
michael@0 64 * Called by GrGLEffects to add code the fragment shader.
michael@0 65 */
michael@0 66 void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
michael@0 67 va_list args;
michael@0 68 va_start(args, format);
michael@0 69 fFSCode.appendVAList(format, args);
michael@0 70 va_end(args);
michael@0 71 }
michael@0 72
michael@0 73 void fsCodeAppend(const char* str) { fFSCode.append(str); }
michael@0 74
michael@0 75 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
michael@0 76 Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
michael@0 77 order of the result depends on the GrTextureAccess associated with the TextureSampler. */
michael@0 78 void appendTextureLookup(SkString* out,
michael@0 79 const TextureSampler&,
michael@0 80 const char* coordName,
michael@0 81 GrSLType coordType = kVec2f_GrSLType) const;
michael@0 82
michael@0 83 /** Version of above that appends the result to the fragment shader code instead.*/
michael@0 84 void fsAppendTextureLookup(const TextureSampler&,
michael@0 85 const char* coordName,
michael@0 86 GrSLType coordType = kVec2f_GrSLType);
michael@0 87
michael@0 88
michael@0 89 /** Does the work of appendTextureLookup and modulates the result by modulation. The result is
michael@0 90 always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
michael@0 91 float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
michael@0 92 called. */
michael@0 93 void fsAppendTextureLookupAndModulate(const char* modulation,
michael@0 94 const TextureSampler&,
michael@0 95 const char* coordName,
michael@0 96 GrSLType coordType = kVec2f_GrSLType);
michael@0 97
michael@0 98 /** Emits a helper function outside of main() in the fragment shader. */
michael@0 99 void fsEmitFunction(GrSLType returnType,
michael@0 100 const char* name,
michael@0 101 int argCnt,
michael@0 102 const GrGLShaderVar* args,
michael@0 103 const char* body,
michael@0 104 SkString* outName);
michael@0 105
michael@0 106 typedef uint8_t DstReadKey;
michael@0 107 typedef uint8_t FragPosKey;
michael@0 108
michael@0 109 /** Returns a key for adding code to read the copy-of-dst color in service of effects that
michael@0 110 require reading the dst. It must not return 0 because 0 indicates that there is no dst
michael@0 111 copy read at all (in which case this function should not be called). */
michael@0 112 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
michael@0 113
michael@0 114 /** Returns a key for reading the fragment location. This should only be called if there is an
michael@0 115 effect that will requires the fragment position. If the fragment position is not required,
michael@0 116 the key is 0. */
michael@0 117 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&);
michael@0 118
michael@0 119 /** If texture swizzling is available using tex parameters then it is preferred over mangling
michael@0 120 the generated shader code. This potentially allows greater reuse of cached shaders. */
michael@0 121 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
michael@0 122
michael@0 123 /** Add a uniform variable to the current program, that has visibility in one or more shaders.
michael@0 124 visibility is a bitfield of ShaderVisibility values indicating from which shaders the
michael@0 125 uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
michael@0 126 supported at this time. The actual uniform name will be mangled. If outName is not NULL then
michael@0 127 it will refer to the final uniform name after return. Use the addUniformArray variant to add
michael@0 128 an array of uniforms.
michael@0 129 */
michael@0 130 GrGLUniformManager::UniformHandle addUniform(uint32_t visibility,
michael@0 131 GrSLType type,
michael@0 132 const char* name,
michael@0 133 const char** outName = NULL) {
michael@0 134 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
michael@0 135 }
michael@0 136 GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility,
michael@0 137 GrSLType type,
michael@0 138 const char* name,
michael@0 139 int arrayCount,
michael@0 140 const char** outName = NULL);
michael@0 141
michael@0 142 const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const {
michael@0 143 return fUniformManager.getBuilderUniform(fUniforms, u).fVariable;
michael@0 144 }
michael@0 145
michael@0 146 /**
michael@0 147 * Shortcut for getUniformVariable(u).c_str()
michael@0 148 */
michael@0 149 const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const {
michael@0 150 return this->getUniformVariable(u).c_str();
michael@0 151 }
michael@0 152
michael@0 153 /**
michael@0 154 * This returns a variable name to access the 2D, perspective correct version of the coords in
michael@0 155 * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
michael@0 156 * perspective divide into the fragment shader (xy / z) to convert them to 2D.
michael@0 157 */
michael@0 158 SkString ensureFSCoords2D(const TransformedCoordsArray&, int index);
michael@0 159
michael@0 160 /** Returns a variable name that represents the position of the fragment in the FS. The position
michael@0 161 is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */
michael@0 162 const char* fragmentPosition();
michael@0 163
michael@0 164 /** Returns the color of the destination pixel. This may be NULL if no effect advertised
michael@0 165 that it will read the destination. */
michael@0 166 const char* dstColor();
michael@0 167
michael@0 168 /**
michael@0 169 * Interfaces used by GrGLProgram.
michael@0 170 */
michael@0 171 const GrGLSLExpr4& getInputColor() const {
michael@0 172 return fInputColor;
michael@0 173 }
michael@0 174 const GrGLSLExpr4& getInputCoverage() const {
michael@0 175 return fInputCoverage;
michael@0 176 }
michael@0 177
michael@0 178 /**
michael@0 179 * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for
michael@0 180 * deleting it when finished. effectStages contains the effects to add. effectKeys[i] is the key
michael@0 181 * generated from effectStages[i]. inOutFSColor specifies the input color to the first stage and
michael@0 182 * is updated to be the output color of the last stage.
michael@0 183 * The handles to texture samplers for effectStage[i] are added to
michael@0 184 * effectSamplerHandles[i].
michael@0 185 */
michael@0 186 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[],
michael@0 187 const EffectKey effectKeys[],
michael@0 188 int effectCnt,
michael@0 189 GrGLSLExpr4* inOutFSColor) = 0;
michael@0 190
michael@0 191 const char* getColorOutputName() const;
michael@0 192 const char* enableSecondaryOutput();
michael@0 193
michael@0 194 GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; }
michael@0 195 GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const {
michael@0 196 return fDstCopyTopLeftUniform;
michael@0 197 }
michael@0 198 GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const {
michael@0 199 return fDstCopyScaleUniform;
michael@0 200 }
michael@0 201 GrGLUniformManager::UniformHandle getColorUniform() const { return fColorUniform; }
michael@0 202 GrGLUniformManager::UniformHandle getCoverageUniform() const { return fCoverageUniform; }
michael@0 203 GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const {
michael@0 204 return fDstCopySamplerUniform;
michael@0 205 }
michael@0 206
michael@0 207 bool finish(GrGLuint* outProgramId);
michael@0 208
michael@0 209 const GrGLContextInfo& ctxInfo() const;
michael@0 210
michael@0 211 /**
michael@0 212 * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder
michael@0 213 * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that
michael@0 214 * our shaders print pretty without effect writers tracking indentation.
michael@0 215 */
michael@0 216 class FSBlock {
michael@0 217 public:
michael@0 218 FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
michael@0 219 SkASSERT(NULL != builder);
michael@0 220 fBuilder->fsCodeAppend("\t{\n");
michael@0 221 }
michael@0 222
michael@0 223 ~FSBlock() {
michael@0 224 fBuilder->fsCodeAppend("\t}\n");
michael@0 225 }
michael@0 226 private:
michael@0 227 GrGLShaderBuilder* fBuilder;
michael@0 228 };
michael@0 229
michael@0 230 protected:
michael@0 231 GrGpuGL* gpu() const { return fGpu; }
michael@0 232
michael@0 233 void setInputColor(const GrGLSLExpr4& inputColor) { fInputColor = inputColor; }
michael@0 234 void setInputCoverage(const GrGLSLExpr4& inputCoverage) { fInputCoverage = inputCoverage; }
michael@0 235
michael@0 236 /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */
michael@0 237 GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); }
michael@0 238
michael@0 239 // Generates a name for a variable. The generated string will be name prefixed by the prefix
michael@0 240 // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
michael@0 241 // generating stage code.
michael@0 242 void nameVariable(SkString* out, char prefix, const char* name);
michael@0 243
michael@0 244 // Helper for emitEffects().
michael@0 245 void createAndEmitEffects(GrGLProgramEffectsBuilder*,
michael@0 246 const GrEffectStage* effectStages[],
michael@0 247 const EffectKey effectKeys[],
michael@0 248 int effectCnt,
michael@0 249 GrGLSLExpr4* inOutFSColor);
michael@0 250
michael@0 251 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
michael@0 252 virtual void bindProgramLocations(GrGLuint programId) const;
michael@0 253
michael@0 254 void appendDecls(const VarArray&, SkString*) const;
michael@0 255 void appendUniformDecls(ShaderVisibility, SkString*) const;
michael@0 256
michael@0 257 private:
michael@0 258 class CodeStage : public SkNoncopyable {
michael@0 259 public:
michael@0 260 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
michael@0 261
michael@0 262 bool inStageCode() const {
michael@0 263 this->validate();
michael@0 264 return NULL != fEffectStage;
michael@0 265 }
michael@0 266
michael@0 267 const GrEffectStage* effectStage() const {
michael@0 268 this->validate();
michael@0 269 return fEffectStage;
michael@0 270 }
michael@0 271
michael@0 272 int stageIndex() const {
michael@0 273 this->validate();
michael@0 274 return fCurrentIndex;
michael@0 275 }
michael@0 276
michael@0 277 class AutoStageRestore : public SkNoncopyable {
michael@0 278 public:
michael@0 279 AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) {
michael@0 280 SkASSERT(NULL != codeStage);
michael@0 281 fSavedIndex = codeStage->fCurrentIndex;
michael@0 282 fSavedEffectStage = codeStage->fEffectStage;
michael@0 283
michael@0 284 if (NULL == newStage) {
michael@0 285 codeStage->fCurrentIndex = -1;
michael@0 286 } else {
michael@0 287 codeStage->fCurrentIndex = codeStage->fNextIndex++;
michael@0 288 }
michael@0 289 codeStage->fEffectStage = newStage;
michael@0 290
michael@0 291 fCodeStage = codeStage;
michael@0 292 }
michael@0 293 ~AutoStageRestore() {
michael@0 294 fCodeStage->fCurrentIndex = fSavedIndex;
michael@0 295 fCodeStage->fEffectStage = fSavedEffectStage;
michael@0 296 }
michael@0 297 private:
michael@0 298 CodeStage* fCodeStage;
michael@0 299 int fSavedIndex;
michael@0 300 const GrEffectStage* fSavedEffectStage;
michael@0 301 };
michael@0 302 private:
michael@0 303 void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); }
michael@0 304 int fNextIndex;
michael@0 305 int fCurrentIndex;
michael@0 306 const GrEffectStage* fEffectStage;
michael@0 307 } fCodeStage;
michael@0 308
michael@0 309 /**
michael@0 310 * Features that should only be enabled by GrGLShaderBuilder itself.
michael@0 311 */
michael@0 312 enum GLSLPrivateFeature {
michael@0 313 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
michael@0 314 kEXTShaderFramebufferFetch_GLSLPrivateFeature,
michael@0 315 kNVShaderFramebufferFetch_GLSLPrivateFeature,
michael@0 316 };
michael@0 317 bool enablePrivateFeature(GLSLPrivateFeature);
michael@0 318
michael@0 319 // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
michael@0 320 // track the enables separately for each shader.
michael@0 321 void addFSFeature(uint32_t featureBit, const char* extensionName);
michael@0 322
michael@0 323 // Interpretation of DstReadKey when generating code
michael@0 324 enum {
michael@0 325 kNoDstRead_DstReadKey = 0,
michael@0 326 kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read.
michael@0 327 kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only.
michael@0 328 kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left.
michael@0 329 };
michael@0 330
michael@0 331 enum {
michael@0 332 kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed.
michael@0 333 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left.
michael@0 334 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left.
michael@0 335 };
michael@0 336
michael@0 337 GrGpuGL* fGpu;
michael@0 338 GrGLUniformManager& fUniformManager;
michael@0 339 uint32_t fFSFeaturesAddedMask;
michael@0 340 SkString fFSFunctions;
michael@0 341 SkString fFSExtensions;
michael@0 342 VarArray fFSInputs;
michael@0 343 VarArray fFSOutputs;
michael@0 344 GrGLUniformManager::BuilderUniformArray fUniforms;
michael@0 345
michael@0 346 SkString fFSCode;
michael@0 347
michael@0 348 bool fSetupFragPosition;
michael@0 349 GrGLUniformManager::UniformHandle fDstCopySamplerUniform;
michael@0 350
michael@0 351 GrGLSLExpr4 fInputColor;
michael@0 352 GrGLSLExpr4 fInputCoverage;
michael@0 353
michael@0 354 bool fHasCustomColorOutput;
michael@0 355 bool fHasSecondaryOutput;
michael@0 356
michael@0 357 GrGLUniformManager::UniformHandle fRTHeightUniform;
michael@0 358 GrGLUniformManager::UniformHandle fDstCopyTopLeftUniform;
michael@0 359 GrGLUniformManager::UniformHandle fDstCopyScaleUniform;
michael@0 360 GrGLUniformManager::UniformHandle fColorUniform;
michael@0 361 GrGLUniformManager::UniformHandle fCoverageUniform;
michael@0 362
michael@0 363 bool fTopLeftFragPosRead;
michael@0 364 };
michael@0 365
michael@0 366 ////////////////////////////////////////////////////////////////////////////////
michael@0 367
michael@0 368 class GrGLFullShaderBuilder : public GrGLShaderBuilder {
michael@0 369 public:
michael@0 370 GrGLFullShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
michael@0 371
michael@0 372 /**
michael@0 373 * Called by GrGLEffects to add code to one of the shaders.
michael@0 374 */
michael@0 375 void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
michael@0 376 va_list args;
michael@0 377 va_start(args, format);
michael@0 378 fVSCode.appendVAList(format, args);
michael@0 379 va_end(args);
michael@0 380 }
michael@0 381
michael@0 382 void vsCodeAppend(const char* str) { fVSCode.append(str); }
michael@0 383
michael@0 384 /** Add a vertex attribute to the current program that is passed in from the vertex data.
michael@0 385 Returns false if the attribute was already there, true otherwise. */
michael@0 386 bool addAttribute(GrSLType type, const char* name);
michael@0 387
michael@0 388 /** Add a varying variable to the current program to pass values between vertex and fragment
michael@0 389 shaders. If the last two parameters are non-NULL, they are filled in with the name
michael@0 390 generated. */
michael@0 391 void addVarying(GrSLType type,
michael@0 392 const char* name,
michael@0 393 const char** vsOutName = NULL,
michael@0 394 const char** fsInName = NULL);
michael@0 395
michael@0 396 /** Returns a vertex attribute that represents the vertex position in the VS. This is the
michael@0 397 pre-matrix position and is commonly used by effects to compute texture coords via a matrix.
michael@0 398 */
michael@0 399 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
michael@0 400
michael@0 401 /** Returns a vertex attribute that represents the local coords in the VS. This may be the same
michael@0 402 as positionAttribute() or it may not be. It depends upon whether the rendering code
michael@0 403 specified explicit local coords or not in the GrDrawState. */
michael@0 404 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
michael@0 405
michael@0 406 /**
michael@0 407 * Are explicit local coordinates provided as input to the vertex shader.
michael@0 408 */
michael@0 409 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); }
michael@0 410
michael@0 411 bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name);
michael@0 412 const SkString* getEffectAttributeName(int attributeIndex) const;
michael@0 413
michael@0 414 virtual GrGLProgramEffects* createAndEmitEffects(
michael@0 415 const GrEffectStage* effectStages[],
michael@0 416 const EffectKey effectKeys[],
michael@0 417 int effectCnt,
michael@0 418 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
michael@0 419
michael@0 420 GrGLUniformManager::UniformHandle getViewMatrixUniform() const {
michael@0 421 return fViewMatrixUniform;
michael@0 422 }
michael@0 423
michael@0 424 protected:
michael@0 425 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
michael@0 426 virtual void bindProgramLocations(GrGLuint programId) const SK_OVERRIDE;
michael@0 427
michael@0 428 private:
michael@0 429 const GrGLProgramDesc& fDesc;
michael@0 430 VarArray fVSAttrs;
michael@0 431 VarArray fVSOutputs;
michael@0 432 VarArray fGSInputs;
michael@0 433 VarArray fGSOutputs;
michael@0 434
michael@0 435 SkString fVSCode;
michael@0 436
michael@0 437 struct AttributePair {
michael@0 438 void set(int index, const SkString& name) {
michael@0 439 fIndex = index; fName = name;
michael@0 440 }
michael@0 441 int fIndex;
michael@0 442 SkString fName;
michael@0 443 };
michael@0 444 SkSTArray<10, AttributePair, true> fEffectAttributes;
michael@0 445
michael@0 446 GrGLUniformManager::UniformHandle fViewMatrixUniform;
michael@0 447
michael@0 448 GrGLShaderVar* fPositionVar;
michael@0 449 GrGLShaderVar* fLocalCoordsVar;
michael@0 450
michael@0 451 typedef GrGLShaderBuilder INHERITED;
michael@0 452 };
michael@0 453
michael@0 454 ////////////////////////////////////////////////////////////////////////////////
michael@0 455
michael@0 456 class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder {
michael@0 457 public:
michael@0 458 GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
michael@0 459
michael@0 460 int getNumTexCoordSets() const { return fNumTexCoordSets; }
michael@0 461 int addTexCoordSets(int count);
michael@0 462
michael@0 463 virtual GrGLProgramEffects* createAndEmitEffects(
michael@0 464 const GrEffectStage* effectStages[],
michael@0 465 const EffectKey effectKeys[],
michael@0 466 int effectCnt,
michael@0 467 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
michael@0 468
michael@0 469 private:
michael@0 470 int fNumTexCoordSets;
michael@0 471
michael@0 472 typedef GrGLShaderBuilder INHERITED;
michael@0 473 };
michael@0 474
michael@0 475 #endif

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