Cleanup of shader building system
this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Review URL: https://codereview.chromium.org/611653002
diff --git a/src/gpu/GrAAConvexPathRenderer.cpp b/src/gpu/GrAAConvexPathRenderer.cpp
index 1aa90c3..550d7ae 100644
--- a/src/gpu/GrAAConvexPathRenderer.cpp
+++ b/src/gpu/GrAAConvexPathRenderer.cpp
@@ -18,7 +18,7 @@
#include "SkStrokeRec.h"
#include "SkTraceEvent.h"
-#include "gl/builders/GrGLFullProgramBuilder.h"
+#include "gl/builders/GrGLProgramBuilder.h"
#include "gl/GrGLProcessor.h"
#include "gl/GrGLSL.h"
#include "gl/GrGLGeometryProcessor.h"
@@ -528,7 +528,7 @@
GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&)
: INHERITED (factory) {}
- virtual void emitCode(GrGLFullProgramBuilder* builder,
+ virtual void emitCode(GrGLGPBuilder* builder,
const GrGeometryProcessor& geometryProcessor,
const GrProcessorKey& key,
const char* outputColor,
@@ -538,7 +538,7 @@
const char *vsName, *fsName;
builder->addVarying(kVec4f_GrSLType, "QuadEdge", &vsName, &fsName);
- GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
@@ -565,7 +565,7 @@
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
const GrShaderVar& inQuadEdge = geometryProcessor.cast<QuadEdgeEffect>().inQuadEdge();
- GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
+ GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder();
vsBuilder->codeAppendf("\t%s = %s;\n", vsName, inQuadEdge.c_str());
}