#include "GrContext.h"
#include "GrIndexBuffer.h"
#include "GrPathRenderer.h"
-#include "GrGLStencilBuffer.h"
+#include "GrStencilBuffer.h"
#include "GrVertexBuffer.h"
// probably makes no sense for this to be less than a page
#include "GrGLConfig.h"
#include "GrGpu.h"
-#include "GrGpuGLShaders.h"
+#include "gl/GrGpuGLShaders.h"
GrGpu* GrGpu::Create(GrEngine engine, GrPlatform3DContext context3D) {
#include "GrGLInterface.h"
+#include "../GrTDArray.h"
GrGLvoid GR_GL_FUNCTION_TYPE nullGLActiveTexture(GrGLenum texture) {}
GrGLvoid GR_GL_FUNCTION_TYPE nullGLAttachShader(GrGLuint program, GrGLuint shader) {}
// In debug builds we do asserts that ensure we agree with GL about when a buffer
// is mapped.
-#include "GrTDArray.h"
static GrTDArray<GrGLuint> gMappedBuffers;
static GrGLuint gCurrArrayBuffer;
static GrGLuint gCurrElementArrayBuffer;
#ifndef GrGLIndexBuffer_DEFINED
#define GrGLIndexBuffer_DEFINED
-#include "GrIndexBuffer.h"
+#include "../GrIndexBuffer.h"
#include "GrGLInterface.h"
class GrGpuGL;
#include "GrGLProgram.h"
-#include "GrAllocator.h"
+#include "../GrAllocator.h"
#include "GrGLShaderVar.h"
#include "SkTrace.h"
#include "SkXfermode.h"
#ifndef GrGLProgram_DEFINED
#define GrGLProgram_DEFINED
-#include "GrDrawState.h"
+#include "../GrDrawState.h"
#include "GrGLInterface.h"
#include "GrGLSL.h"
-#include "GrStringBuilder.h"
-#include "GrGpu.h"
+#include "../GrStringBuilder.h"
+#include "../GrGpu.h"
#include "SkXfermode.h"
#include "GrGLInterface.h"
#include "GrGLSL.h"
-#include "GrStringBuilder.h"
+#include "../GrStringBuilder.h"
#define USE_UNIFORM_FLOAT_ARRAYS true
#define GrGLStencilBuffer_DEFINED
#include "GrGLInterface.h"
-#include "GrStencilBuffer.h"
+#include "../GrStencilBuffer.h"
class GrGLStencilBuffer : public GrStencilBuffer {
public:
#ifndef GrGLTexture_DEFINED
#define GrGLTexture_DEFINED
-#include "GrGpu.h"
+#include "../GrGpu.h"
#include "GrGLRenderTarget.h"
/**
#ifndef GrGLVertexBuffer_DEFINED
#define GrGLVertexBuffer_DEFINED
-#include "GrVertexBuffer.h"
+#include "../GrVertexBuffer.h"
#include "GrGLInterface.h"
class GrGpuGL;
#ifndef GrGpuGL_DEFINED
#define GrGpuGL_DEFINED
-#include "GrDrawState.h"
-#include "GrGpu.h"
+#include "../GrDrawState.h"
+#include "../GrGpu.h"
#include "GrGLContextInfo.h"
#include "GrGLIndexBuffer.h"
#include "GrGLIRect.h"
const GrGLInterface* glInterface() const {
return fGLContextInfo.interface();
}
- const GrGLBinding glBinding() const { return fGLContextInfo.binding(); }
- const GrGLVersion glVersion() const { return fGLContextInfo.version(); }
- const GrGLSLGeneration glslGeneration() const {
+ GrGLBinding glBinding() const { return fGLContextInfo.binding(); }
+ GrGLVersion glVersion() const { return fGLContextInfo.version(); }
+ GrGLSLGeneration glslGeneration() const {
return fGLContextInfo.glslGeneration();
}
*/
-#include "GrBinHashKey.h"
+#include "../GrBinHashKey.h"
#include "GrGLProgram.h"
#include "GrGLSL.h"
#include "GrGpuGLShaders.h"
-#include "GrGpuVertex.h"
+#include "../GrGpuVertex.h"
#include "GrNoncopyable.h"
-#include "GrStringBuilder.h"
-#include "GrRandom.h"
+#include "../GrStringBuilder.h"
+#include "../GrRandom.h"
#define SKIP_CACHE_CHECK true
#define GR_UINT32_MAX static_cast<uint32_t>(-1)
-#include "GrTHashCache.h"
+#include "../GrTHashCache.h"
class GrGpuGLShaders::ProgramCache : public ::GrNoncopyable {
private: