예제 #1
0
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId,
                                                        SkTDArray<GrGLuint>* shaderIds) const {
    GrGLGpu* gpu = fProgramBuilder->gpu();
    SkString fragShaderSrc(GrGetGLSLVersionDecl(gpu->ctxInfo()));
    fragShaderSrc.append(fExtensions);
    append_default_precision_qualifier(kDefault_GrSLPrecision,
                                       gpu->glStandard(),
                                       &fragShaderSrc);
    fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility, &fragShaderSrc);
    this->appendDecls(fInputs, &fragShaderSrc);
    // We shouldn't have declared outputs on 1.10
    SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty());
    this->appendDecls(fOutputs, &fragShaderSrc);
    fragShaderSrc.append(fFunctions);
    fragShaderSrc.append("void main() {\n");
    fragShaderSrc.append(fCode);
    fragShaderSrc.append("}\n");

    GrGLuint fragShaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId,
                                                       GR_GL_FRAGMENT_SHADER, fragShaderSrc,
                                                       gpu->gpuStats());
    if (!fragShaderId) {
        return false;
    }

    *shaderIds->append() = fragShaderId;

    return true;
}
예제 #2
0
bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
        SkTDArray<GrGLuint>* shaderIds) const {
    GrGLGpu* gpu = fProgramBuilder->gpu();
    const GrGLContext& glCtx = gpu->glContext();
    const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
    SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
    fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
    this->appendDecls(fInputs, &vertShaderSrc);
    this->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;
}