• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2015 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "glsl/GrGLSLProgramBuilder.h"
9 
10 #include "GrCaps.h"
11 #include "GrPipeline.h"
12 #include "GrShaderCaps.h"
13 #include "GrTexturePriv.h"
14 #include "glsl/GrGLSLFragmentProcessor.h"
15 #include "glsl/GrGLSLGeometryProcessor.h"
16 #include "glsl/GrGLSLVarying.h"
17 #include "glsl/GrGLSLXferProcessor.h"
18 
19 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
20 
GrGLSLProgramBuilder(const GrPipeline & pipeline,const GrPrimitiveProcessor & primProc,GrProgramDesc * desc)21 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline,
22                                            const GrPrimitiveProcessor& primProc,
23                                            GrProgramDesc* desc)
24     : fVS(this)
25     , fGS(this)
26     , fFS(this)
27     , fStageIndex(-1)
28     , fPipeline(pipeline)
29     , fPrimProc(primProc)
30     , fDesc(desc)
31     , fGeometryProcessor(nullptr)
32     , fXferProcessor(nullptr)
33     , fNumVertexSamplers(0)
34     , fNumGeometrySamplers(0)
35     , fNumFragmentSamplers(0)
36     , fNumVertexImageStorages(0)
37     , fNumGeometryImageStorages(0)
38     , fNumFragmentImageStorages(0) {
39 }
40 
addFeature(GrShaderFlags shaders,uint32_t featureBit,const char * extensionName)41 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
42                                       uint32_t featureBit,
43                                       const char* extensionName) {
44     if (shaders & kVertex_GrShaderFlag) {
45         fVS.addFeature(featureBit, extensionName);
46     }
47     if (shaders & kGeometry_GrShaderFlag) {
48         SkASSERT(this->primitiveProcessor().willUseGeoShader());
49         fGS.addFeature(featureBit, extensionName);
50     }
51     if (shaders & kFragment_GrShaderFlag) {
52         fFS.addFeature(featureBit, extensionName);
53     }
54 }
55 
emitAndInstallProcs(GrGLSLExpr4 * inputColor,GrGLSLExpr4 * inputCoverage)56 bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor,
57                                                GrGLSLExpr4* inputCoverage) {
58     // First we loop over all of the installed processors and collect coord transforms.  These will
59     // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
60     const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
61 
62     this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
63 
64     this->emitAndInstallFragProcs(inputColor, inputCoverage);
65     this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *inputColor, *inputCoverage);
66     this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
67 
68     return this->checkSamplerCounts() && this->checkImageStorageCounts();
69 }
70 
emitAndInstallPrimProc(const GrPrimitiveProcessor & proc,GrGLSLExpr4 * outputColor,GrGLSLExpr4 * outputCoverage)71 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
72                                                   GrGLSLExpr4* outputColor,
73                                                   GrGLSLExpr4* outputCoverage) {
74     // Program builders have a bit of state we need to clear with each effect
75     AutoStageAdvance adv(this);
76     this->nameExpression(outputColor, "outputColor");
77     this->nameExpression(outputCoverage, "outputCoverage");
78 
79     const char* distanceVectorName = nullptr;
80     if (this->fPipeline.usesDistanceVectorField() && proc.implementsDistanceVector()) {
81         // Each individual user (FP) of the distance vector must be able to handle having this
82         // variable be undeclared. There is no single default value that will yield a reasonable
83         // result for all users.
84         distanceVectorName = fFS.distanceVectorName();
85         fFS.codeAppend( "// Normalized vector to the closest geometric edge (in device space)\n");
86         fFS.codeAppend( "// Distance to the edge encoded in the z-component\n");
87         fFS.codeAppendf("vec4 %s;", distanceVectorName);
88     }
89 
90     SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
91     GrShaderFlags rtAdjustVisibility = kVertex_GrShaderFlag;
92     if (proc.willUseGeoShader()) {
93         rtAdjustVisibility |= kGeometry_GrShaderFlag;
94     }
95     fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(rtAdjustVisibility,
96                                                                           kVec4f_GrSLType,
97                                                                           kHigh_GrSLPrecision,
98                                                                           "rtAdjustment");
99     const char* rtAdjustName =
100         this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
101 
102     // Enclose custom code in a block to avoid namespace conflicts
103     SkString openBrace;
104     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
105     fFS.codeAppend(openBrace.c_str());
106     fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
107 
108     SkASSERT(!fGeometryProcessor);
109     fGeometryProcessor = proc.createGLSLInstance(*this->shaderCaps());
110 
111     SkSTArray<4, SamplerHandle>      texSamplers(proc.numTextureSamplers());
112     SkSTArray<2, SamplerHandle>      bufferSamplers(proc.numBuffers());
113     SkSTArray<2, ImageStorageHandle> imageStorages(proc.numImageStorages());
114     this->emitSamplersAndImageStorages(proc, &texSamplers, &bufferSamplers, &imageStorages);
115 
116     GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
117                                                                        &fTransformedCoordVars);
118     GrGLSLGeometryProcessor::EmitArgs args(&fVS,
119                                            proc.willUseGeoShader() ? &fGS : nullptr,
120                                            &fFS,
121                                            this->varyingHandler(),
122                                            this->uniformHandler(),
123                                            this->shaderCaps(),
124                                            proc,
125                                            outputColor->c_str(),
126                                            outputCoverage->c_str(),
127                                            distanceVectorName,
128                                            rtAdjustName,
129                                            texSamplers.begin(),
130                                            bufferSamplers.begin(),
131                                            imageStorages.begin(),
132                                            &transformHandler);
133     fGeometryProcessor->emitCode(args);
134 
135     // We have to check that effects and the code they emit are consistent, ie if an effect
136     // asks for dst color, then the emit code needs to follow suit
137     SkDEBUGCODE(verify(proc);)
138 
139     fFS.codeAppend("}");
140 }
141 
emitAndInstallFragProcs(GrGLSLExpr4 * color,GrGLSLExpr4 * coverage)142 void GrGLSLProgramBuilder::emitAndInstallFragProcs(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
143     int transformedCoordVarsIdx = 0;
144     GrGLSLExpr4** inOut = &color;
145     for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
146         if (i == this->pipeline().numColorFragmentProcessors()) {
147             inOut = &coverage;
148         }
149         GrGLSLExpr4 output;
150         const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
151         this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, &output);
152         GrFragmentProcessor::Iter iter(&fp);
153         while (const GrFragmentProcessor* fp = iter.next()) {
154             transformedCoordVarsIdx += fp->numCoordTransforms();
155         }
156         **inOut = output;
157     }
158 }
159 
160 // TODO Processors cannot output zeros because an empty string is all 1s
161 // the fix is to allow effects to take the GrGLSLExpr4 directly
emitAndInstallFragProc(const GrFragmentProcessor & fp,int index,int transformedCoordVarsIdx,const GrGLSLExpr4 & input,GrGLSLExpr4 * output)162 void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
163                                                   int index,
164                                                   int transformedCoordVarsIdx,
165                                                   const GrGLSLExpr4& input,
166                                                   GrGLSLExpr4* output) {
167     // Program builders have a bit of state we need to clear with each effect
168     AutoStageAdvance adv(this);
169     this->nameExpression(output, "output");
170 
171     // Enclose custom code in a block to avoid namespace conflicts
172     SkString openBrace;
173     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
174     fFS.codeAppend(openBrace.c_str());
175 
176     GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
177 
178     SkSTArray<4, SamplerHandle> textureSamplerArray(fp.numTextureSamplers());
179     SkSTArray<2, SamplerHandle> bufferSamplerArray(fp.numBuffers());
180     SkSTArray<2, ImageStorageHandle> imageStorageArray(fp.numImageStorages());
181     GrFragmentProcessor::Iter iter(&fp);
182     while (const GrFragmentProcessor* subFP = iter.next()) {
183         this->emitSamplersAndImageStorages(*subFP, &textureSamplerArray, &bufferSamplerArray,
184                                            &imageStorageArray);
185     }
186 
187     const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
188     GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
189     GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, textureSamplerArray.begin());
190     GrGLSLFragmentProcessor::BufferSamplers bufferSamplers(&fp, bufferSamplerArray.begin());
191     GrGLSLFragmentProcessor::ImageStorages imageStorages(&fp, imageStorageArray.begin());
192     GrGLSLFragmentProcessor::EmitArgs args(&fFS,
193                                            this->uniformHandler(),
194                                            this->shaderCaps(),
195                                            fp,
196                                            output->c_str(),
197                                            input.isOnes() ? nullptr : input.c_str(),
198                                            coords,
199                                            textureSamplers,
200                                            bufferSamplers,
201                                            imageStorages,
202                                            this->primitiveProcessor().implementsDistanceVector());
203 
204     fragProc->emitCode(args);
205 
206     // We have to check that effects and the code they emit are consistent, ie if an effect
207     // asks for dst color, then the emit code needs to follow suit
208     SkDEBUGCODE(verify(fp);)
209     fFragmentProcessors.push_back(fragProc);
210 
211     fFS.codeAppend("}");
212 }
213 
emitAndInstallXferProc(const GrXferProcessor & xp,const GrGLSLExpr4 & colorIn,const GrGLSLExpr4 & coverageIn)214 void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
215                                                   const GrGLSLExpr4& colorIn,
216                                                   const GrGLSLExpr4& coverageIn) {
217     // Program builders have a bit of state we need to clear with each effect
218     AutoStageAdvance adv(this);
219 
220     SkASSERT(!fXferProcessor);
221     fXferProcessor = xp.createGLSLInstance();
222 
223     // Enable dual source secondary output if we have one
224     if (xp.hasSecondaryOutput()) {
225         fFS.enableSecondaryOutput();
226     }
227 
228     if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
229         fFS.enableCustomOutput();
230     }
231 
232     SkString openBrace;
233     openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
234     fFS.codeAppend(openBrace.c_str());
235 
236     SkSTArray<4, SamplerHandle>      texSamplers(xp.numTextureSamplers());
237     SkSTArray<2, SamplerHandle>      bufferSamplers(xp.numBuffers());
238     SkSTArray<2, ImageStorageHandle> imageStorageArray(xp.numImageStorages());
239     this->emitSamplersAndImageStorages(xp, &texSamplers, &bufferSamplers, &imageStorageArray);
240 
241     GrGLSLXferProcessor::EmitArgs args(&fFS,
242                                        this->uniformHandler(),
243                                        this->shaderCaps(),
244                                        xp, colorIn.c_str(),
245                                        coverageIn.c_str(),
246                                        fFS.getPrimaryColorOutputName(),
247                                        fFS.getSecondaryColorOutputName(),
248                                        texSamplers.begin(),
249                                        bufferSamplers.begin(),
250                                        imageStorageArray.begin());
251     fXferProcessor->emitCode(args);
252 
253     // We have to check that effects and the code they emit are consistent, ie if an effect
254     // asks for dst color, then the emit code needs to follow suit
255     SkDEBUGCODE(verify(xp);)
256     fFS.codeAppend("}");
257 }
258 
emitSamplersAndImageStorages(const GrProcessor & processor,SkTArray<SamplerHandle> * outTexSamplerHandles,SkTArray<SamplerHandle> * outBufferSamplerHandles,SkTArray<ImageStorageHandle> * outImageStorageHandles)259 void GrGLSLProgramBuilder::emitSamplersAndImageStorages(
260         const GrProcessor& processor,
261         SkTArray<SamplerHandle>* outTexSamplerHandles,
262         SkTArray<SamplerHandle>* outBufferSamplerHandles,
263         SkTArray<ImageStorageHandle>* outImageStorageHandles) {
264     SkString name;
265     int numTextureSamplers = processor.numTextureSamplers();
266     for (int t = 0; t < numTextureSamplers; ++t) {
267         const GrProcessor::TextureSampler& sampler = processor.textureSampler(t);
268         name.printf("TextureSampler_%d", outTexSamplerHandles->count());
269         GrSLType samplerType = sampler.texture()->texturePriv().samplerType();
270         if (kTextureExternalSampler_GrSLType == samplerType) {
271             const char* externalFeatureString =
272                     this->shaderCaps()->externalTextureExtensionString();
273             // We shouldn't ever create a GrGLTexture that requires external sampler type
274             SkASSERT(externalFeatureString);
275             this->addFeature(sampler.visibility(),
276                              1 << GrGLSLShaderBuilder::kExternalTexture_GLSLPrivateFeature,
277                              externalFeatureString);
278         }
279         this->emitSampler(samplerType, sampler.texture()->config(), name.c_str(),
280                           sampler.visibility(), outTexSamplerHandles);
281 
282     }
283 
284     if (int numBuffers = processor.numBuffers()) {
285         SkASSERT(this->shaderCaps()->texelBufferSupport());
286         GrShaderFlags texelBufferVisibility = kNone_GrShaderFlags;
287 
288         for (int b = 0; b < numBuffers; ++b) {
289             const GrProcessor::BufferAccess& access = processor.bufferAccess(b);
290             name.printf("BufferSampler_%d", outBufferSamplerHandles->count());
291             this->emitSampler(kBufferSampler_GrSLType, access.texelConfig(), name.c_str(),
292                               access.visibility(), outBufferSamplerHandles);
293             texelBufferVisibility |= access.visibility();
294         }
295 
296         if (const char* extension = this->shaderCaps()->texelBufferExtensionString()) {
297             this->addFeature(texelBufferVisibility,
298                              1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateFeature,
299                              extension);
300         }
301     }
302     int numImageStorages = processor.numImageStorages();
303     for (int i = 0; i < numImageStorages; ++i) {
304         const GrProcessor::ImageStorageAccess& imageStorageAccess = processor.imageStorageAccess(i);
305         name.printf("Image_%d", outImageStorageHandles->count());
306         this->emitImageStorage(imageStorageAccess, name.c_str(), outImageStorageHandles);
307     }
308 }
309 
emitSampler(GrSLType samplerType,GrPixelConfig config,const char * name,GrShaderFlags visibility,SkTArray<SamplerHandle> * outSamplerHandles)310 void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
311                                        GrPixelConfig config,
312                                        const char* name,
313                                        GrShaderFlags visibility,
314                                        SkTArray<SamplerHandle>* outSamplerHandles) {
315     if (visibility & kVertex_GrShaderFlag) {
316         ++fNumVertexSamplers;
317     }
318     if (visibility & kGeometry_GrShaderFlag) {
319         SkASSERT(this->primitiveProcessor().willUseGeoShader());
320         ++fNumGeometrySamplers;
321     }
322     if (visibility & kFragment_GrShaderFlag) {
323         ++fNumFragmentSamplers;
324     }
325     GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility);
326     GrSwizzle swizzle = this->shaderCaps()->configTextureSwizzle(config);
327     outSamplerHandles->emplace_back(this->uniformHandler()->addSampler(visibility,
328                                                                        swizzle,
329                                                                        samplerType,
330                                                                        precision,
331                                                                        name));
332 }
333 
emitImageStorage(const GrProcessor::ImageStorageAccess & access,const char * name,SkTArray<ImageStorageHandle> * outImageStorageHandles)334 void GrGLSLProgramBuilder::emitImageStorage(const GrProcessor::ImageStorageAccess& access,
335                                             const char* name,
336                                             SkTArray<ImageStorageHandle>* outImageStorageHandles) {
337     if (access.visibility() & kVertex_GrShaderFlag) {
338         ++fNumVertexImageStorages;
339     }
340     if (access.visibility() & kGeometry_GrShaderFlag) {
341         SkASSERT(this->primitiveProcessor().willUseGeoShader());
342         ++fNumGeometryImageStorages;
343     }
344     if (access.visibility() & kFragment_GrShaderFlag) {
345         ++fNumFragmentImageStorages;
346     }
347     GrSLType uniformType = access.texture()->texturePriv().imageStorageType();
348     ImageStorageHandle handle = this->uniformHandler()->addImageStorage(access.visibility(),
349          uniformType, access.format(), access.memoryModel(), access.restrict(), access.ioType(),
350          name);
351     outImageStorageHandles->emplace_back(handle);
352 }
353 
emitFSOutputSwizzle(bool hasSecondaryOutput)354 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
355     // Swizzle the fragment shader outputs if necessary.
356     GrSwizzle swizzle;
357     swizzle.setFromKey(this->desc()->header().fOutputSwizzle);
358     if (swizzle != GrSwizzle::RGBA()) {
359         fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
360                         fFS.getPrimaryColorOutputName(),
361                         swizzle.c_str());
362         if (hasSecondaryOutput) {
363             fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
364                             fFS.getSecondaryColorOutputName(),
365                             swizzle.c_str());
366         }
367     }
368 }
369 
checkSamplerCounts()370 bool GrGLSLProgramBuilder::checkSamplerCounts() {
371     const GrShaderCaps& shaderCaps = *this->shaderCaps();
372     if (fNumVertexSamplers > shaderCaps.maxVertexSamplers()) {
373         GrCapsDebugf(this->caps(), "Program would use too many vertex samplers\n");
374         return false;
375     }
376     if (fNumGeometrySamplers > shaderCaps.maxGeometrySamplers()) {
377         GrCapsDebugf(this->caps(), "Program would use too many geometry samplers\n");
378         return false;
379     }
380     if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
381         GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
382         return false;
383     }
384     // If the same sampler is used in two different shaders, it counts as two combined samplers.
385     int numCombinedSamplers = fNumVertexSamplers + fNumGeometrySamplers + fNumFragmentSamplers;
386     if (numCombinedSamplers > shaderCaps.maxCombinedSamplers()) {
387         GrCapsDebugf(this->caps(), "Program would use too many combined samplers\n");
388         return false;
389     }
390     return true;
391 }
392 
checkImageStorageCounts()393 bool GrGLSLProgramBuilder::checkImageStorageCounts() {
394     const GrShaderCaps& shaderCaps = *this->shaderCaps();
395     if (fNumVertexImageStorages > shaderCaps.maxVertexImageStorages()) {
396         GrCapsDebugf(this->caps(), "Program would use too many vertex images\n");
397         return false;
398     }
399     if (fNumGeometryImageStorages > shaderCaps.maxGeometryImageStorages()) {
400         GrCapsDebugf(this->caps(), "Program would use too many geometry images\n");
401         return false;
402     }
403     if (fNumFragmentImageStorages > shaderCaps.maxFragmentImageStorages()) {
404         GrCapsDebugf(this->caps(), "Program would use too many fragment images\n");
405         return false;
406     }
407     // If the same image is used in two different shaders, it counts as two combined images.
408     int numCombinedImages = fNumVertexImageStorages + fNumGeometryImageStorages +
409         fNumFragmentImageStorages;
410     if (numCombinedImages > shaderCaps.maxCombinedImageStorages()) {
411         GrCapsDebugf(this->caps(), "Program would use too many combined images\n");
412         return false;
413     }
414     return true;
415 }
416 
417 #ifdef SK_DEBUG
verify(const GrPrimitiveProcessor & gp)418 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
419     SkASSERT(fFS.usedProcessorFeatures() == gp.requiredFeatures());
420 }
421 
verify(const GrXferProcessor & xp)422 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
423     SkASSERT(fFS.usedProcessorFeatures() == xp.requiredFeatures());
424     SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
425 }
426 
verify(const GrFragmentProcessor & fp)427 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
428     SkASSERT(fFS.usedProcessorFeatures() == fp.requiredFeatures());
429 }
430 #endif
431 
nameVariable(SkString * out,char prefix,const char * name,bool mangle)432 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
433     if ('\0' == prefix) {
434         *out = name;
435     } else {
436         out->printf("%c%s", prefix, name);
437     }
438     if (mangle) {
439         if (out->endsWith('_')) {
440             // Names containing "__" are reserved.
441             out->append("x");
442         }
443         out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
444     }
445 }
446 
nameExpression(GrGLSLExpr4 * output,const char * baseName)447 void GrGLSLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) {
448     // create var to hold stage result.  If we already have a valid output name, just use that
449     // otherwise create a new mangled one.  This name is only valid if we are reordering stages
450     // and have to tell stage exactly where to put its output.
451     SkString outName;
452     if (output->isValid()) {
453         outName = output->c_str();
454     } else {
455         this->nameVariable(&outName, '\0', baseName);
456     }
457     fFS.codeAppendf("vec4 %s;", outName.c_str());
458     *output = outName;
459 }
460 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const461 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
462     this->uniformHandler()->appendUniformDecls(visibility, out);
463 }
464 
addRTHeightUniform(const char * name)465 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
466         SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
467         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
468         fUniformHandles.fRTHeightUni =
469             uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
470                                                     kFloat_GrSLType, kDefault_GrSLPrecision,
471                                                     name, false, 0, nullptr);
472 }
473 
cleanupFragmentProcessors()474 void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
475     for (int i = 0; i < fFragmentProcessors.count(); ++i) {
476         delete fFragmentProcessors[i];
477     }
478 }
479 
finalizeShaders()480 void GrGLSLProgramBuilder::finalizeShaders() {
481     this->varyingHandler()->finalize();
482     fVS.finalize(kVertex_GrShaderFlag);
483     if (this->primitiveProcessor().willUseGeoShader()) {
484         SkASSERT(this->shaderCaps()->geometryShaderSupport());
485         fGS.finalize(kGeometry_GrShaderFlag);
486     }
487     fFS.finalize(kFragment_GrShaderFlag);
488 }
489