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/GrDrawState.cpp b/src/gpu/GrDrawState.cpp
index f967a6f..6831fad 100644
--- a/src/gpu/GrDrawState.cpp
+++ b/src/gpu/GrDrawState.cpp
@@ -266,7 +266,7 @@
if (this->hasGeometryProcessor()) {
const GrGeometryStage& stage = *this->getGeometryProcessor();
- const GrGeometryProcessor* gp = stage.getGeometryProcessor();
+ const GrGeometryProcessor* gp = stage.getProcessor();
SkASSERT(gp);
// make sure that any attribute indices have the correct binding type, that the attrib
// type and effect's shader lang type are compatible, and that attributes shared by
@@ -410,7 +410,7 @@
// Run through the coverage stages and see if the coverage will be all ones at the end.
if (this->hasGeometryProcessor()) {
- const GrGeometryProcessor* gp = fGeometryProcessor->getGeometryProcessor();
+ const GrGeometryProcessor* gp = fGeometryProcessor->getProcessor();
gp->computeInvariantOutput(&inout);
}
for (int s = 0; s < this->numCoverageStages(); ++s) {
@@ -436,13 +436,13 @@
bool GrDrawState::willEffectReadDstColor() const {
if (!this->isColorWriteDisabled()) {
for (int s = 0; s < this->numColorStages(); ++s) {
- if (this->getColorStage(s).getFragmentProcessor()->willReadDstColor()) {
+ if (this->getColorStage(s).getProcessor()->willReadDstColor()) {
return true;
}
}
}
for (int s = 0; s < this->numCoverageStages(); ++s) {
- if (this->getCoverageStage(s).getFragmentProcessor()->willReadDstColor()) {
+ if (this->getCoverageStage(s).getProcessor()->willReadDstColor()) {
return true;
}
}