bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { this->versionDecl() = GrGLGetGLSLVersionDecl(fProgramBuilder->ctxInfo()); this->compileAndAppendLayoutQualifiers(); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); this->appendDecls(fOutputs, &this->outputs()); return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); }
GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) { const char* version = GrGLGetGLSLVersionDecl(*ctx); // setup vertex shader GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier); SkString vshaderTxt(version); aPosition.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); aColor.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); oColor.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); vshaderTxt.append( "void main()\n" "{\n" "gl_Position = vec4(a_position, 0.f, 1.f);\n" "o_color = a_color;\n" "}\n"); const GrGLInterface* gl = ctx->interface(); // setup fragment shader GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); SkString fshaderTxt(version); GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard, &fshaderTxt); oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); oColor.appendDecl(*ctx, &fshaderTxt); fshaderTxt.append(";\n"); const char* fsOutName; if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) { oFragColor.appendDecl(*ctx, &fshaderTxt); fshaderTxt.append(";\n"); fsOutName = oFragColor.c_str(); } else { fsOutName = "gl_FragColor"; } fshaderTxt.appendf( "void main()\n" "{\n" "%s = vec4(o_color, 1.0f);\n" "}\n", fsOutName); return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str()); }
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { GrGLGpu* gpu = fProgramBuilder->gpu(); this->versionDecl() = GrGLGetGLSLVersionDecl(gpu->ctxInfo()); GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gpu->glStandard(), &this->precisionQualifier()); this->compileAndAppendLayoutQualifiers(); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); // We shouldn't have declared outputs on 1.10 SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty()); this->appendDecls(fOutputs, &this->outputs()); return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds); }
static GrGLuint compile_shader(const GrGLContext* ctx) { const char* version = GrGLGetGLSLVersionDecl(*ctx); // setup vertex shader GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier); SkString vshaderTxt(version); aPosition.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); aColor.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); oColor.appendDecl(*ctx, &vshaderTxt); vshaderTxt.append(";\n"); vshaderTxt.append( "void main()\n" "{\n" "gl_Position = vec4(a_position, 0.f, 1.f);\n" "o_color = a_color;\n" "}\n"); const GrGLInterface* gl = ctx->interface(); GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHADER); // setup fragment shader GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); SkString fshaderTxt(version); GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard, &fshaderTxt); oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); oColor.appendDecl(*ctx, &fshaderTxt); fshaderTxt.append(";\n"); const char* fsOutName; if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) { oFragColor.appendDecl(*ctx, &fshaderTxt); fshaderTxt.append(";\n"); fsOutName = oFragColor.c_str(); } else { fsOutName = "gl_FragColor"; } fshaderTxt.appendf( "void main()\n" "{\n" "%s = vec4(o_color, 1.0f);\n" "}\n", fsOutName); GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT_SHADER); GrGLint shaderProgram; GR_GL_CALL_RET(gl, shaderProgram, CreateProgram()); GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader)); GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader)); GR_GL_CALL(gl, LinkProgram(shaderProgram)); // Check for linking errors GrGLint success; GrGLchar infoLog[512]; GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success)); if (!success) { GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog)); SkDebugf("Linker Error: %s\n", infoLog); } GR_GL_CALL(gl, DeleteShader(vertexShader)); GR_GL_CALL(gl, DeleteShader(fragmentShader)); return shaderProgram; }