Rolling back r8466.
Not reviewed.
git-svn-id: http://skia.googlecode.com/svn/trunk@8467 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgramDesc.h b/src/gpu/gl/GrGLProgramDesc.h
index a77ed71..df5729f 100644
--- a/src/gpu/gl/GrGLProgramDesc.h
+++ b/src/gpu/gl/GrGLProgramDesc.h
@@ -39,8 +39,7 @@
void setRandom(SkMWCRandom*,
const GrGpuGL* gpu,
const GrTexture* dummyDstTexture,
- const GrEffectStage stages[GrDrawState::kNumStages],
- int currAttribIndex);
+ const GrEffectStage stages[GrDrawState::kNumStages]);
/**
* Builds a program descriptor from a GrDrawState. Whether the primitive type is points, the
@@ -77,34 +76,35 @@
kDualSrcOutputCnt
};
+ // should the FS discard if the coverage is zero (to avoid stencil manipulation)
+ bool fDiscardIfZeroCoverage;
+
+ // stripped of bits that don't affect program generation
+ GrAttribBindings fAttribBindings;
+
/** Non-zero if this stage has an effect */
GrGLEffect::EffectKey fEffectKeys[GrDrawState::kNumStages];
- // To enable experimental geometry shader code (not for use in
- // production)
-#if GR_GL_EXPERIMENTAL_GS
- bool fExperimentalGS;
-#endif
-
+ // To enable experimental geometry shader code (not for use in
+ // production)
+#if GR_GL_EXPERIMENTAL_GS
+ bool fExperimentalGS;
+#endif
GrGLShaderBuilder::DstReadKey fDstRead; // set by GrGLShaderBuilder if there
// are effects that must read the dst.
// Otherwise, 0.
- // should the FS discard if the coverage is zero (to avoid stencil manipulation)
- SkBool8 fDiscardIfZeroCoverage;
-
uint8_t fColorInput; // casts to enum ColorInput
uint8_t fCoverageInput; // casts to enum ColorInput
uint8_t fDualSrcOutput; // casts to enum DualSrcOutput
-
int8_t fFirstCoverageStage;
SkBool8 fEmitsPointSize;
uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode
int8_t fPositionAttributeIndex;
- int8_t fLocalCoordAttributeIndex;
int8_t fColorAttributeIndex;
int8_t fCoverageAttributeIndex;
+ int8_t fLocalCoordsAttributeIndex;
// GrGLProgram and GrGLShaderBuilder read the private fields to generate code. TODO: Move all
// code generation to GrGLShaderBuilder (and maybe add getters rather than friending).