c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
100 lines
3.2 KiB
C
100 lines
3.2 KiB
C
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/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrGLConfig_DEFINED
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#define GrGLConfig_DEFINED
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#include "include/gpu/GrTypes.h"
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/**
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* Optional GL config file.
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*/
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#ifdef GR_GL_CUSTOM_SETUP_HEADER
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#include GR_GL_CUSTOM_SETUP_HEADER
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#endif
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#if !defined(GR_GL_FUNCTION_TYPE)
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#if defined(SK_BUILD_FOR_WIN)
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#define GR_GL_FUNCTION_TYPE __stdcall
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#else
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#define GR_GL_FUNCTION_TYPE
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#endif
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#endif
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/**
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* The following are optional defines that can be enabled at the compiler
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* command line, in a IDE project, in a GrUserConfig.h file, or in a GL custom
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* file (if one is in use). If a GR_GL_CUSTOM_SETUP_HEADER is used they can
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* also be placed there.
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*
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* GR_GL_LOG_CALLS: if 1 Gr can print every GL call using SkDebugf. Defaults to
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* 0. Logging can be enabled and disabled at runtime using a debugger via to
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* global gLogCallsGL. The initial value of gLogCallsGL is controlled by
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* GR_GL_LOG_CALLS_START.
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*
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* GR_GL_LOG_CALLS_START: controls the initial value of gLogCallsGL when
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* GR_GL_LOG_CALLS is 1. Defaults to 0.
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*
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* GR_GL_CHECK_ERROR: if enabled Gr can do a glGetError() after every GL call.
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* Defaults to 1 if SK_DEBUG is set, otherwise 0. When GR_GL_CHECK_ERROR is 1
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* this can be toggled in a debugger using the gCheckErrorGL global. The initial
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* value of gCheckErrorGL is controlled by by GR_GL_CHECK_ERROR_START.
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*
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* GR_GL_CHECK_ERROR_START: controls the initial value of gCheckErrorGL
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* when GR_GL_CHECK_ERROR is 1. Defaults to 1.
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*
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* GR_GL_CHECK_ALLOC_WITH_GET_ERROR: If set to 1 this will then glTexImage,
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* glBufferData, glRenderbufferStorage, etc will be checked for errors. This
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* amounts to ensuring the error is GL_NO_ERROR, calling the allocating
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* function, and then checking that the error is still GL_NO_ERROR. When the
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* value is 0 we will assume no error was generated without checking.
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*
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* GR_GL_CHECK_FBO_STATUS_ONCE_PER_FORMAT: We will normally check the FBO status
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* every time we bind a texture or renderbuffer to an FBO. However, in some
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* environments CheckFrameBufferStatus is very expensive. If this is set we will
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* check the first time we use a color format or a combination of color /
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* stencil formats as attachments. If the FBO is complete we will assume
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* subsequent attachments with the same formats are complete as well.
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*
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* GR_GL_MUST_USE_VBO: Indicates that all vertices and indices must be rendered
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* from VBOs. Chromium's command buffer doesn't allow glVertexAttribArray with
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* ARARY_BUFFER 0 bound or glDrawElements with ELEMENT_ARRAY_BUFFER 0 bound.
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*/
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#if !defined(GR_GL_LOG_CALLS)
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#ifdef SK_DEBUG
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#define GR_GL_LOG_CALLS 1
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#else
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#define GR_GL_LOG_CALLS 0
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#endif
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#endif
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#if !defined(GR_GL_LOG_CALLS_START)
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#define GR_GL_LOG_CALLS_START 0
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#endif
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#if !defined(GR_GL_CHECK_ERROR)
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#ifdef SK_DEBUG
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#define GR_GL_CHECK_ERROR 1
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#else
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#define GR_GL_CHECK_ERROR 0
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#endif
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#endif
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#if !defined(GR_GL_CHECK_ERROR_START)
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#define GR_GL_CHECK_ERROR_START 1
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#endif
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#if !defined(GR_GL_CHECK_ALLOC_WITH_GET_ERROR)
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#define GR_GL_CHECK_ALLOC_WITH_GET_ERROR 1
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#endif
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#endif
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