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/GrOptDrawState.cpp b/src/gpu/GrOptDrawState.cpp
index 802713e..19507c0 100644
--- a/src/gpu/GrOptDrawState.cpp
+++ b/src/gpu/GrOptDrawState.cpp
@@ -222,7 +222,7 @@
}
for (int i = 0; i < ds.numColorStages(); ++i) {
- const GrFragmentProcessor* fp = ds.getColorStage(i).getFragmentProcessor();
+ const GrFragmentProcessor* fp = ds.getColorStage(i).getProcessor();
if (!fp->willUseInputColor()) {
firstColorStage = i;
fInputColorIsUsed = false;
@@ -270,10 +270,10 @@
}
static void get_stage_stats(const GrFragmentStage& stage, bool* readsDst, bool* readsFragPosition) {
- if (stage.getFragmentProcessor()->willReadDstColor()) {
+ if (stage.getProcessor()->willReadDstColor()) {
*readsDst = true;
}
- if (stage.getFragmentProcessor()->willReadFragmentPosition()) {
+ if (stage.getProcessor()->willReadFragmentPosition()) {
*readsFragPosition = true;
}
}