fix for angle

BUG=skia:

Review URL: https://codereview.chromium.org/1216963011
This commit is contained in:
joshualitt 2015-07-01 08:34:50 -07:00 committed by Commit bot
parent d711d115d2
commit bd929d9570

View File

@ -26,7 +26,6 @@ public:
: fTexture(0)
, fBuffers(0)
, fProgram(0)
, fVAO(0)
, fVBO(0)
, fAttribs(attribs)
, fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
@ -51,7 +50,6 @@ private:
GrGLuint fTexture;
SkTArray<GrGLuint> fBuffers;
GrGLuint fProgram;
GrGLuint fVAO;
GrGLuint fVBO;
SkTArray<unsigned char> fVertices;
uint32_t fAttribs;
@ -103,13 +101,11 @@ void GLVertexAttributesBench::onPerCanvasPostDraw(SkCanvas* canvas) {
// teardown
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
GR_GL_CALL(gl, BindVertexArray(0));
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
GR_GL_CALL(gl, DeleteProgram(fProgram));
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
}
///////////////////////////////////////////////////////////////////////////////////////////////////
@ -181,7 +177,7 @@ static GrGLuint compile_shader(const GrGLContext* ctx, uint32_t attribs, uint32_
// Passthrough position as a dummy
for (uint32_t i = attribs; i < maxAttribs; i++) {
vshaderTxt.appendf("%s = vec4(0.f, 0.f, 0.f, 1.f);\n", oVars[i].c_str());
vshaderTxt.appendf("%s = vec4(0, 0, 0, 1);\n", oVars[i].c_str());
}
vshaderTxt.append("}\n");
@ -279,8 +275,6 @@ static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t s
static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
//Setup framebuffer
GrGLuint texture;
GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
GR_GL_CALL(gl, GenTextures(1, &texture));
GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
@ -290,7 +284,7 @@ static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int scre
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
0, //level
GR_GL_RGBA8, //internal format
GR_GL_RGBA, //internal format
screenWidth, // width
screenHeight, // height
0, //border
@ -327,10 +321,6 @@ void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
viewMatrices[i] = m;
}
// setup VAO
GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
GR_GL_CALL(gl, BindVertexArray(fVAO));
// presetup vertex attributes, color is set to be a light gray no matter how many vertex
// attributes are used
float targetColor = 0.9f;
@ -369,7 +359,6 @@ void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
// set us up to draw
GR_GL_CALL(gl, UseProgram(fProgram));
GR_GL_CALL(gl, BindVertexArray(fVAO));
}
void GLVertexAttributesBench::onDraw(const int loops, SkCanvas* canvas) {