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Lines Matching full:shader

165  * Create a blend_coeff * value string to be used in shader code. Sets empty
208 * Adds a line to the fragment shader code which modifies the color by
400 // prints a shader using params similar to glShaderSource
413 // Compiles a GL shader, returns shader ID or 0 if failed params have same meaning as glShaderSource
422 GrGLuint shader;
423 GR_GL_CALL_RET(gl.interface(), shader, CreateShader(type));
424 if (0 == shader) {
430 GR_GL_CALL(gli, ShaderSource(shader, stringCnt, strings, stringLengths));
431 GR_GL_CALL(gli, CompileShader(shader));
432 GR_GL_CALL(gli, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &compiled));
436 GR_GL_CALL(gli, GetShaderiv(shader, GR_GL_INFO_LOG_LENGTH, &infoLen));
442 GR_GL_CALL(gli, GetShaderInfoLog(shader, infoLen+1,
447 GrAssert(!"Shader compilation failed!");
448 GR_GL_CALL(gli, DeleteShader(shader));
451 return shader;
454 // helper version of above for when shader is already flattened into a single SkString
455 GrGLuint compile_shader(const GrGLContextInfo& gl, GrGLenum type, const SkString& shader) {
456 const GrGLchar* str = shader.c_str();
457 int length = shader.size();
463 // compiles all the shaders from builder and stores the shader IDs
466 SkString shader;
468 builder.getShader(GrGLShaderBuilder::kVertex_ShaderType, &shader);
470 GrPrintf(shader.c_str());
474 if (!(fVShaderID = compile_shader(fContextInfo, GR_GL_VERTEX_SHADER, shader))) {
479 builder.getShader(GrGLShaderBuilder::kGeometry_ShaderType, &shader);
481 GrPrintf(shader.c_str());
484 if (!(fGShaderID = compile_shader(fContextInfo, GR_GL_GEOMETRY_SHADER, shader))) {
491 builder.getShader(GrGLShaderBuilder::kFragment_ShaderType, &shader);
493 GrPrintf(shader.c_str());
496 if (!(fFShaderID = compile_shader(fContextInfo, GR_GL_FRAGMENT_SHADER, shader))) {
676 // we don't need to compute coverage at all if we know the final shader