Rename kES2_GrGLBinding to kES_GrGLBinding. Step 0 for supporting ES3.
R=robertphillips@google.com Review URL: https://codereview.chromium.org/23185004 git-svn-id: http://skia.googlecode.com/svn/trunk@10747 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -101,7 +101,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
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* Caps specific to GrGLCaps
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**************************************************************************/
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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GR_GL_GetIntegerv(gli, GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS,
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&fMaxFragmentUniformVectors);
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} else {
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@ -155,7 +155,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
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ctxInfo.hasExtension("GL_ANGLE_pack_reverse_row_order");
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}
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fTextureUsageSupport = (kES2_GrGLBinding == binding) &&
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fTextureUsageSupport = (kES_GrGLBinding == binding) &&
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ctxInfo.hasExtension("GL_ANGLE_texture_usage");
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// Tex storage is in desktop 4.2 and can be an extension to desktop or ES.
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@ -183,7 +183,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
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// ES 2 only guarantees RGBA/uchar + one other format/type combo for
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// ReadPixels. The other format has to checked at run-time since it
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// can change based on which render target is bound
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fTwoFormatLimit = kES2_GrGLBinding == binding;
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fTwoFormatLimit = kES_GrGLBinding == binding;
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// Known issue on at least some Intel platforms:
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// http://code.google.com/p/skia/issues/detail?id=946
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@ -216,7 +216,7 @@ void GrGLCaps::init(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
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fVertexArrayObjectSupport = ctxInfo.hasExtension("GL_OES_vertex_array_object");
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}
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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if (ctxInfo.hasExtension("GL_EXT_shader_framebuffer_fetch")) {
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fFBFetchType = kEXT_FBFetchType;
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} else if (ctxInfo.hasExtension("GL_NV_shader_framebuffer_fetch")) {
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@ -150,7 +150,7 @@ bool GrGLInterface::validate(GrGLBinding binding) const {
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// these functions are part of ES2, we assume they are available
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// On the desktop we assume they are available if the extension
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// is present or GL version is high enough.
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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if (NULL == fStencilFuncSeparate ||
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NULL == fStencilMaskSeparate ||
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NULL == fStencilOpSeparate) {
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@ -23,7 +23,7 @@ GrGLSLGeneration GrGetGLSLGeneration(GrGLBinding binding, const GrGLInterface* g
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} else {
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return k110_GrGLSLGeneration;
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}
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case kES2_GrGLBinding:
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case kES_GrGLBinding:
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// version 1.00 of ES GLSL based on ver 1.20 of desktop GLSL
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GrAssert(ver >= GR_GL_VER(1,00));
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return k110_GrGLSLGeneration;
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@ -36,7 +36,7 @@ GrGLSLGeneration GrGetGLSLGeneration(GrGLBinding binding, const GrGLInterface* g
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const char* GrGetGLSLVersionDecl(GrGLBinding binding, GrGLSLGeneration gen) {
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switch (gen) {
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case k110_GrGLSLGeneration:
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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// ES2s shader language is based on version 1.20 but is version
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// 1.00 of the ES language.
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return "#version 100\n";
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@ -165,7 +165,7 @@ bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) {
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if (!fCtxInfo.caps()->shaderDerivativeSupport()) {
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return false;
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}
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if (kES2_GrGLBinding == fCtxInfo.binding()) {
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if (kES_GrGLBinding == fCtxInfo.binding()) {
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this->addFSFeature(1 << kStandardDerivatives_GLSLFeature,
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"GL_OES_standard_derivatives");
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}
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@ -552,7 +552,7 @@ inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
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GrGLBinding binding,
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SkString* str) {
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// Desktop GLSL has added precision qualifiers but they don't do anything.
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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switch (p) {
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case GrGLShaderVar::kHigh_Precision:
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str->append("precision highp float;\n");
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@ -304,7 +304,7 @@ public:
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static const char* PrecisionString(Precision p, GrGLBinding binding) {
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// Desktop GLSL has added precision qualifiers but they don't do anything.
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if (kES2_GrGLBinding == binding) {
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if (kES_GrGLBinding == binding) {
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switch (p) {
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case kLow_Precision:
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return "lowp ";
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@ -116,7 +116,7 @@ GrGLBinding GrGLGetBindingInUseFromString(const char* versionString) {
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// check for ES2
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n = sscanf(versionString, "OpenGL ES %d.%d", &major, &minor);
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if (2 == n) {
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return kES2_GrGLBinding;
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return kES_GrGLBinding;
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}
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return kNone_GrGLBinding;
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}
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@ -263,7 +263,7 @@ bool GrGpuGL::canWriteTexturePixels(const GrTexture* texture, GrPixelConfig srcC
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if (kIndex_8_GrPixelConfig == srcConfig || kIndex_8_GrPixelConfig == texture->config()) {
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return false;
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}
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if (srcConfig != texture->config() && kES2_GrGLBinding == this->glBinding()) {
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if (srcConfig != texture->config() && kES_GrGLBinding == this->glBinding()) {
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// In general ES2 requires the internal format of the texture and the format of the src
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// pixels to match. However, It may or may not be possible to upload BGRA data to a RGBA
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// texture. It depends upon which extension added BGRA. The Apple extension allows it
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@ -810,7 +810,7 @@ bool GrGpuGL::createRenderTargetObjects(int width, int height,
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!desc->fMSColorRenderbufferID ||
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!this->configToGLFormats(desc->fConfig,
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// GLES requires sized internal formats
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kES2_GrGLBinding == this->glBinding(),
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kES_GrGLBinding == this->glBinding(),
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&msColorFormat,
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NULL,
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NULL)) {
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@ -2303,7 +2303,7 @@ inline bool can_copy_texsubimage(const GrSurface* dst,
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// Table 3.9 of the ES2 spec indicates the supported formats with CopyTexSubImage
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// and BGRA isn't in the spec. There doesn't appear to be any extension that adds it. Perhaps
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// many drivers would allow it to work, but ANGLE does not.
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if (kES2_GrGLBinding == gpu->glBinding() && gpu->glCaps().bgraIsInternalFormat() &&
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if (kES_GrGLBinding == gpu->glBinding() && gpu->glCaps().bgraIsInternalFormat() &&
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(kBGRA_8888_GrPixelConfig == dst->config() || kBGRA_8888_GrPixelConfig == src->config())) {
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return false;
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}
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@ -2364,7 +2364,7 @@ inline GrGLuint bind_surface_as_fbo(const GrGLInterface* gl,
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void GrGpuGL::initCopySurfaceDstDesc(const GrSurface* src, GrTextureDesc* desc) {
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// Check for format issues with glCopyTexSubImage2D
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if (kES2_GrGLBinding == this->glBinding() && this->glCaps().bgraIsInternalFormat() &&
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if (kES_GrGLBinding == this->glBinding() && this->glCaps().bgraIsInternalFormat() &&
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kBGRA_8888_GrPixelConfig == src->config()) {
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// glCopyTexSubImage2D doesn't work with this config. We'll want to make it a render target
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// in order to call glBlitFramebuffer or to copy to it by rendering.
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@ -61,7 +61,7 @@ bool SkGLContextHelper::init(int width, int height) {
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SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
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SK_GL(*this, GenRenderbuffers(1, &fColorBufferID));
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SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fColorBufferID));
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if (kES2_GrGLBinding == bindingInUse) {
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if (kES_GrGLBinding == bindingInUse) {
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SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
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GR_GL_RGBA8,
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width, height));
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@ -81,7 +81,7 @@ bool SkGLContextHelper::init(int width, int height) {
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// in binding a packed format an FBO. However, we can't rely on packed
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// depth stencil being available.
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bool supportsPackedDepthStencil;
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if (kES2_GrGLBinding == bindingInUse) {
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if (kES_GrGLBinding == bindingInUse) {
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supportsPackedDepthStencil = this->hasExtension("GL_OES_packed_depth_stencil");
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} else {
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supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
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@ -92,7 +92,7 @@ bool SkGLContextHelper::init(int width, int height) {
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if (supportsPackedDepthStencil) {
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// ES2 requires sized internal formats for RenderbufferStorage
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// On Desktop we let the driver decide.
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GrGLenum format = kES2_GrGLBinding == bindingInUse ?
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GrGLenum format = kES_GrGLBinding == bindingInUse ?
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GR_GL_DEPTH24_STENCIL8 :
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GR_GL_DEPTH_STENCIL;
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SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
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@ -103,7 +103,7 @@ bool SkGLContextHelper::init(int width, int height) {
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GR_GL_RENDERBUFFER,
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fDepthStencilBufferID));
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} else {
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GrGLenum format = kES2_GrGLBinding == bindingInUse ?
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GrGLenum format = kES_GrGLBinding == bindingInUse ?
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GR_GL_STENCIL_INDEX8 :
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GR_GL_STENCIL_INDEX;
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SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
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@ -20,12 +20,12 @@ const GrGLInterface* GrGLCreateNativeInterface() {
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static SkAutoTUnref<GrGLInterface> glInterface;
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if (!glInterface.get()) {
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GrGLExtensions extensions;
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if (!extensions.init(kES2_GrGLBinding, glGetString, NULL, glGetIntegerv)) {
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if (!extensions.init(kES_GrGLBinding, glGetString, NULL, glGetIntegerv)) {
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return NULL;
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}
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GrGLInterface* interface = new GrGLInterface;
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glInterface.reset(interface);
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interface->fBindingsExported = kES2_GrGLBinding;
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interface->fBindingsExported = kES_GrGLBinding;
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interface->fActiveTexture = glActiveTexture;
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interface->fAttachShader = glAttachShader;
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interface->fBindAttribLocation = glBindAttribLocation;
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@ -37,7 +37,7 @@ const GrGLInterface* GrGLCreateANGLEInterface() {
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if (!glInterface.get()) {
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GrGLInterface* interface = new GrGLInterface;
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glInterface.reset(interface);
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interface->fBindingsExported = kES2_GrGLBinding;
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interface->fBindingsExported = kES_GrGLBinding;
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GET_PROC(ActiveTexture);
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GET_PROC(AttachShader);
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@ -145,7 +145,7 @@ const GrGLInterface* GrGLCreateNativeInterface() {
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interface->fGenVertexArrays = glGenVertexArraysOES;
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#endif
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interface->fBindingsExported = kES2_GrGLBinding;
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interface->fBindingsExported = kES_GrGLBinding;
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}
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glInterface.get()->ref();
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return glInterface.get();
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