void GrGLPathRange::initAt(size_t index, const SkPath& skPath) { GrGpuGL* gpu = static_cast<GrGpuGL*>(this->getGpu()); if (NULL == gpu) { return; } // Make sure the path at this index hasn't been initted already. SkDEBUGCODE( GrGLboolean isPath; GR_GL_CALL_RET(gpu->glInterface(), isPath, IsPath(fBasePathID + index))); SkASSERT(GR_GL_FALSE == isPath); GrGLPath::InitPathObject(gpu, fBasePathID + index, skPath, fStroke); ++fNumDefinedPaths; this->didChangeGpuMemorySize(); }
DEF_GPUTEST(GLPrograms, reporter, factory) { for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) { GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type)); if (context) { GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu()); int maxStages = 6; #if SK_ANGLE // Some long shaders run out of temporary registers in the D3D compiler on ANGLE. if (type == GrContextFactory::kANGLE_GLContextType) { maxStages = 3; } #endif REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages)); } } }
bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { GrGpuGL* gpu = fProgramBuilder->gpu(); const GrGLContext& glCtx = gpu->glContext(); const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {"); vertShaderSrc.append(fCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc, gpu->gpuStats()); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; return true; }
static void GLProgramsTest(skiatest::Reporter* reporter, GrContext* context) { GrGpuGL* shadersGpu = static_cast<GrGpuGL*>(context->getGpu()); REPORTER_ASSERT(reporter, shadersGpu->programUnitTest()); }