Initial refactor of shaderbuilder to prepare for geometry shaders
gitignore for eclipse
BUG=skia:
R=bsalomon@google.com, bsalomon@chromium.org
Author: joshualitt@chromium.org
Review URL: https://codereview.chromium.org/491673002
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
index a431897..443df9e 100644
--- a/src/gpu/effects/GrDitherEffect.cpp
+++ b/src/gpu/effects/GrDitherEffect.cpp
@@ -5,10 +5,10 @@
* found in the LICENSE file.
*/
+#include "gl/builders/GrGLProgramBuilder.h"
#include "GrDitherEffect.h"
#include "gl/GrGLEffect.h"
-#include "gl/GrGLShaderBuilder.h"
#include "gl/GrGLSL.h"
#include "GrTBackendEffectFactory.h"
@@ -70,7 +70,7 @@
public:
GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
- virtual void emitCode(GrGLShaderBuilder* builder,
+ virtual void emitCode(GrGLProgramBuilder* builder,
const GrDrawEffect& drawEffect,
const GrEffectKey& key,
const char* outputColor,
@@ -87,13 +87,14 @@
: INHERITED (factory) {
}
-void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
+void GLDitherEffect::emitCode(GrGLProgramBuilder* builder,
const GrDrawEffect& drawEffect,
const GrEffectKey& key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray& samplers) {
+ GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// Generate a random number based on the fragment position. For this
// random number generator, we use the "GLSL rand" function
// that seems to be floating around on the internet. It works under
@@ -103,10 +104,10 @@
// For each channel c, add the random offset to the pixel to either bump
// it up or let it remain constant during quantization.
- builder->fsCodeAppendf("\t\tfloat r = "
+ fsBuilder->codeAppendf("\t\tfloat r = "
"fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
- builder->fragmentPosition());
- builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
+ fsBuilder->fragmentPosition());
+ fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
outputColor, GrGLSLExpr4(inputColor).c_str());
}