コード例 #1
0
ファイル: GrGLProgramBuilder.cpp プロジェクト: vschs007/skia
void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) {
    fUniformHandler.bindUniformLocations(programID, fGpu->glCaps());

    const GrGLCaps& caps = this->gpu()->glCaps();
    if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) {
        GL_CALL(BindFragDataLocation(programID, 0,
                                     GrGLSLFragmentShaderBuilder::DeclaredColorOutputName()));
    }
    if (fFS.hasSecondaryOutput() && caps.shaderCaps()->mustDeclareFragmentShaderOutput()) {
        GL_CALL(BindFragDataLocationIndexed(programID, 0, 1,
                                  GrGLSLFragmentShaderBuilder::DeclaredSecondaryColorOutputName()));
    }

    // handle NVPR separable varyings
    if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() ||
        !fGpu->glPathRendering()->shouldBindFragmentInputs()) {
        return;
    }
    int count = fVaryingHandler.fPathProcVaryingInfos.count();
    for (int i = 0; i < count; ++i) {
        GL_CALL(BindFragmentInputLocation(programID, i,
                                       fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str()));
        fVaryingHandler.fPathProcVaryingInfos[i].fLocation = i;
    }
}
コード例 #2
0
ファイル: GrGLShaderBuilder.cpp プロジェクト: cnh/skia
void GrGLShaderBuilder::bindProgramLocations(GrGLuint programId) const {
    if (fHasCustomColorOutput) {
        GL_CALL(BindFragDataLocation(programId, 0, declared_color_output_name()));
    }
    if (fHasSecondaryOutput) {
        GL_CALL(BindFragDataLocationIndexed(programId, 0, 1, dual_source_output_name()));
    }
}
コード例 #3
0
void GrGLFragmentShaderBuilder::bindFragmentShaderLocations(GrGLuint programID) {
    const GrGLCaps& caps = fProgramBuilder->gpu()->glCaps();
    if (fHasCustomColorOutput && caps.bindFragDataLocationSupport()) {
        GL_CALL(BindFragDataLocation(programID, 0, declared_color_output_name()));
    }
    if (fHasSecondaryOutput && caps.glslCaps()->mustDeclareFragmentShaderOutput()) {
        GL_CALL(BindFragDataLocationIndexed(programID, 0, 1,
                                            declared_secondary_color_output_name()));
    }
}
コード例 #4
0
void GrGLFragmentShaderBuilder::bindFragmentShaderLocations(GrGLuint programID) {
    // ES 3.00 requires custom color output but doesn't support bindFragDataLocation
    if (fHasCustomColorOutput &&
        kGLES_GrGLStandard != fProgramBuilder->gpu()->ctxInfo().standard()) {
        GL_CALL(BindFragDataLocation(programID, 0, declared_color_output_name()));
    }
    if (fHasSecondaryOutput) {
        GL_CALL(BindFragDataLocationIndexed(programID, 0, 1, dual_source_output_name()));
    }
}
コード例 #5
0
ファイル: GrGLShaderBuilder.cpp プロジェクト: xuwakao/skia
void GrGLShaderBuilder::bindProgramLocations(GrGLuint programId) {
    if (fHasCustomColorOutput) {
        GL_CALL(BindFragDataLocation(programId, 0, declared_color_output_name()));
    }
    if (fHasSecondaryOutput) {
        GL_CALL(BindFragDataLocationIndexed(programId, 0, 1, dual_source_output_name()));
    }
    // skbug.com/2056
    bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
    if (usingBindUniform) {
        int count = fUniforms.count();
        for (int i = 0; i < count; ++i) {
            GL_CALL(BindUniformLocation(programId, i, fUniforms[i].fVariable.c_str()));
            fUniforms[i].fLocation = i;
        }
    }
}