Renamed the various 'stage' shader functions to have the actual effect name
This is purely to make debugging easier, as the shaders now make more sense to read. Change-Id: Ie8e9b9d36112fda3ff997d088955de5a0e2c787a Reviewed-on: https://skia-review.googlesource.com/c/skia/+/281017 Auto-Submit: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
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@ -490,7 +490,7 @@ public:
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if (!this->totalLocalMatrix(args.fPreLocalMatrix)->invert(&matrix)) {
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return nullptr;
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}
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auto fp = GrSkSLFP::Make(args.fContext, fEffect, "runtime-shader", fInputs, &matrix);
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auto fp = GrSkSLFP::Make(args.fContext, fEffect, "runtime_shader", fInputs, &matrix);
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for (const auto& child : fChildren) {
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auto childFP = child ? as_SB(child)->asFragmentProcessor(args) : nullptr;
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if (!childFP) {
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@ -176,7 +176,7 @@ public:
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virtual ~GrProcessor() = default;
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/** Human-meaningful string to identify this prcoessor; may be embedded in generated shader
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code. */
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code and must be a legal identifier. */
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virtual const char* name() const = 0;
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/** Human-readable dump of all information */
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@ -187,7 +187,7 @@ SkString GrGLSLFPFragmentBuilder::writeProcessorFunction(GrGLSLFragmentProcessor
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GrShaderVar("_coords", kFloat2_GrSLType) };
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SkString result;
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this->emitFunction(kHalf4_GrSLType,
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"stage",
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args.fFp.name(),
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args.fFp.isSampledWithExplicitCoords() ? 2 : 1,
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params,
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this->code().c_str(),
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@ -66,7 +66,7 @@ public:
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return std::unique_ptr<GrFragmentProcessor>(new BigKeyProcessor);
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}
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const char* name() const override { return "Big Ole Key"; }
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const char* name() const override { return "Big_Ole_Key"; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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return new GLBigKeyProcessor;
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