void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { int vaCount = gp.numAttribs(); for (int i = 0; i < vaCount; i++) { this->addAttribute(&gp.getAttrib(i)); } return; }
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { int vaCount = gp.numAttribs(); for (int i = 0; i < vaCount; i++) { const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); this->addAttribute(GrShaderVar(attr.fName, GrVertexAttribTypeToSLType(attr.fType), GrShaderVar::kAttribute_TypeModifier, GrShaderVar::kNonArray, attr.fPrecision)); } }