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C++ GrGLGpu::glContext方法代码示例

本文整理汇总了C++中GrGLGpu::glContext方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLGpu::glContext方法的具体用法?C++ GrGLGpu::glContext怎么用?C++ GrGLGpu::glContext使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GrGLGpu的用法示例。


在下文中一共展示了GrGLGpu::glContext方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: completeStencilAttachment

bool GrGLRenderTarget::completeStencilAttachment() {
    GrGLGpu* gpu = this->getGLGpu();
    const GrGLInterface* interface = gpu->glInterface();
    GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment();
    if (nullptr == stencil) {
        GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                      GR_GL_STENCIL_ATTACHMENT,
                                                      GR_GL_RENDERBUFFER, 0));
        GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                      GR_GL_DEPTH_ATTACHMENT,
                                                      GR_GL_RENDERBUFFER, 0));
#ifdef SK_DEBUG
        if (kChromium_GrGLDriver != gpu->glContext().driver()) {
            // This check can cause problems in Chromium if the context has been asynchronously
            // abandoned (see skbug.com/5200)
            GrGLenum status;
            GR_GL_CALL_RET(interface, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
            SkASSERT(GR_GL_FRAMEBUFFER_COMPLETE == status);
        }
#endif
        return true;
    } else {
        const GrGLStencilAttachment* glStencil = static_cast<const GrGLStencilAttachment*>(stencil);
        GrGLuint rb = glStencil->renderbufferID();

        gpu->invalidateBoundRenderTarget();
        gpu->stats()->incRenderTargetBinds();
        GR_GL_CALL(interface, BindFramebuffer(GR_GL_FRAMEBUFFER, this->renderFBOID()));
        GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                      GR_GL_STENCIL_ATTACHMENT,
                                                      GR_GL_RENDERBUFFER, rb));
        if (glStencil->format().fPacked) {
            GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                          GR_GL_DEPTH_ATTACHMENT,
                                                          GR_GL_RENDERBUFFER, rb));
        } else {
            GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                          GR_GL_DEPTH_ATTACHMENT,
                                                          GR_GL_RENDERBUFFER, 0));
        }

#ifdef SK_DEBUG
        if (kChromium_GrGLDriver != gpu->glContext().driver()) {
            // This check can cause problems in Chromium if the context has been asynchronously
            // abandoned (see skbug.com/5200)
            GrGLenum status;
            GR_GL_CALL_RET(interface, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
            SkASSERT(GR_GL_FRAMEBUFFER_COMPLETE == status);
        }
#endif
        return true;
    }
}
开发者ID:W3SS,项目名称:skia,代码行数:53,代码来源:GrGLRenderTarget.cpp

示例2: compileAndAttachShaders

bool GrGLProgramBuilder::compileAndAttachShaders(const char* glsl,
                                                 int length,
                                                 GrGLuint programId,
                                                 GrGLenum type,
                                                 SkTDArray<GrGLuint>* shaderIds,
                                                 const SkSL::Program::Settings& settings,
                                                 const SkSL::Program::Inputs& inputs) {
    GrGLGpu* gpu = this->gpu();
    GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
                                                   programId,
                                                   type,
                                                   glsl,
                                                   length,
                                                   gpu->stats(),
                                                   settings);
    if (!shaderId) {
        return false;
    }

    *shaderIds->append() = shaderId;
    if (inputs.fFlipY) {
        GrProgramDesc* d = this->desc();
        d->setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin(
                                                     this->pipeline().proxy()->origin()));
        d->finalize();
    }

    return true;
}
开发者ID:vschs007,项目名称:skia,代码行数:29,代码来源:GrGLProgramBuilder.cpp

示例3: compileAndAttachShaders

bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId,
                                                        SkTDArray<GrGLuint>* shaderIds) const {
    GrGLGpu* gpu = fProgramBuilder->gpu();
    SkString fragShaderSrc(GrGetGLSLVersionDecl(gpu->ctxInfo()));
    fragShaderSrc.append(fExtensions);
    append_default_precision_qualifier(kDefault_GrSLPrecision,
                                       gpu->glStandard(),
                                       &fragShaderSrc);
    fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility, &fragShaderSrc);
    this->appendDecls(fInputs, &fragShaderSrc);
    // We shouldn't have declared outputs on 1.10
    SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty());
    this->appendDecls(fOutputs, &fragShaderSrc);
    fragShaderSrc.append(fFunctions);
    fragShaderSrc.append("void main() {\n");
    fragShaderSrc.append(fCode);
    fragShaderSrc.append("}\n");

    GrGLuint fragShaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId,
                                                       GR_GL_FRAGMENT_SHADER, fragShaderSrc,
                                                       gpu->gpuStats());
    if (!fragShaderId) {
        return false;
    }

    *shaderIds->append() = fragShaderId;

    return true;
}
开发者ID:OS-Corp,项目名称:skia,代码行数:29,代码来源:GrGLFragmentShaderBuilder.cpp

示例4: compileAndAttachShaders

bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader,
                                                 GrGLuint programId,
                                                 GrGLenum type,
                                                 SkTDArray<GrGLuint>* shaderIds) {
    GrGLGpu* gpu = this->gpu();
    GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
                                                   programId,
                                                   type,
                                                   shader.fCompilerStrings.begin(),
                                                   shader.fCompilerStringLengths.begin(),
                                                   shader.fCompilerStrings.count(),
                                                   gpu->stats());

    if (!shaderId) {
        return false;
    }

    *shaderIds->append() = shaderId;

    return true;
}
开发者ID:geekygenius,项目名称:skia,代码行数:21,代码来源:GrGLProgramBuilder.cpp

示例5: compileAndAttachShaders

bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
        SkTDArray<GrGLuint>* shaderIds) const {
    GrGLGpu* gpu = fProgramBuilder->gpu();
    const GrGLContext& glCtx = gpu->glContext();
    const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
    SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
    fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
    this->appendDecls(fInputs, &vertShaderSrc);
    this->appendDecls(fOutputs, &vertShaderSrc);
    vertShaderSrc.append("void main() {");
    vertShaderSrc.append(fCode);
    vertShaderSrc.append("}\n");
    GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
                                                       GR_GL_VERTEX_SHADER, vertShaderSrc,
                                                       gpu->gpuStats());
    if (!vertShaderId) {
        return false;
    }
    *shaderIds->append() = vertShaderId;
    return true;
}
开发者ID:lilycc,项目名称:skia,代码行数:21,代码来源:GrGLVertexShaderBuilder.cpp


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