本文整理汇总了C++中GrPrimitiveProcessor::getPixelLocalStorageState方法的典型用法代码示例。如果您正苦于以下问题:C++ GrPrimitiveProcessor::getPixelLocalStorageState方法的具体用法?C++ GrPrimitiveProcessor::getPixelLocalStorageState怎么用?C++ GrPrimitiveProcessor::getPixelLocalStorageState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类GrPrimitiveProcessor
的用法示例。
在下文中一共展示了GrPrimitiveProcessor::getPixelLocalStorageState方法的3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: generateMipmaps
void GrGLProgram::generateMipmaps(const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline) {
this->generateMipmaps(primProc, pipeline.getAllowSRGBInputs());
GrFragmentProcessor::Iter iter(pipeline);
while (const GrFragmentProcessor* fp = iter.next()) {
this->generateMipmaps(*fp, pipeline.getAllowSRGBInputs());
}
if (primProc.getPixelLocalStorageState() !=
GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) {
const GrXferProcessor& xp = pipeline.getXferProcessor();
this->generateMipmaps(xp, pipeline.getAllowSRGBInputs());
}
}
示例2: setData
void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) {
this->setRenderTargetState(primProc, pipeline);
// we set the textures, and uniforms for installed processors in a generic way, but subclasses
// of GLProgram determine how to set coord transforms
int nextSamplerIdx = 0;
fGeometryProcessor->setData(fProgramDataManager, primProc);
this->bindTextures(primProc, pipeline.getAllowSRGBInputs(), &nextSamplerIdx);
this->setFragmentData(primProc, pipeline, &nextSamplerIdx);
if (primProc.getPixelLocalStorageState() !=
GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) {
const GrXferProcessor& xp = pipeline.getXferProcessor();
fXferProcessor->setData(fProgramDataManager, xp);
this->bindTextures(xp, pipeline.getAllowSRGBInputs(), &nextSamplerIdx);
}
}
示例3: setData
void GrGLProgram::setData(const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
SkTArray<const GrTextureAccess*>* textureBindings) {
this->setRenderTargetState(primProc, pipeline);
// we set the textures, and uniforms for installed processors in a generic way, but subclasses
// of GLProgram determine how to set coord transforms
fGeometryProcessor->setData(fProgramDataManager, primProc);
append_texture_bindings(primProc, textureBindings);
this->setFragmentData(primProc, pipeline, textureBindings);
if (primProc.getPixelLocalStorageState() !=
GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) {
const GrXferProcessor& xp = pipeline.getXferProcessor();
fXferProcessor->setData(fProgramDataManager, xp);
append_texture_bindings(xp, textureBindings);
}
}