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; }
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; }