Switch float arrays to vecs for conical gradients
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1745613002 Review URL: https://codereview.chromium.org/1745613002
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@ -227,9 +227,9 @@ void GLEdge2PtConicalEffect::emitCode(EmitArgs& args) {
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const Edge2PtConicalEffect& ge = args.fFp.cast<Edge2PtConicalEffect>();
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GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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this->emitUniforms(uniformHandler, ge);
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fParamUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
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kFloat_GrSLType, kDefault_GrSLPrecision,
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"Conical2FSParams", 3);
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fParamUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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kVec3f_GrSLType, kDefault_GrSLPrecision,
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"Conical2FSParams");
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SkString cName("c");
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SkString tName("t");
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@ -237,9 +237,10 @@ void GLEdge2PtConicalEffect::emitCode(EmitArgs& args) {
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SkString p1; // start radius squared
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SkString p2; // difference in radii (r1 - r0)
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uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
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uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
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uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(2, &p2);
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p0.appendf("%s.x", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
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p1.appendf("%s.y", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
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p2.appendf("%s.z", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
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// We interpolate the linear component in coords[1].
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SkASSERT(args.fCoords[0].getType() == args.fCoords[1].getType());
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@ -294,13 +295,8 @@ void GLEdge2PtConicalEffect::onSetData(const GrGLSLProgramDataManager& pdman,
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if (fCachedRadius != radius0 ||
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fCachedDiffRadius != diffRadius) {
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float values[3] = {
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SkScalarToFloat(radius0),
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SkScalarToFloat(SkScalarMul(radius0, radius0)),
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SkScalarToFloat(diffRadius)
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};
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pdman.set1fv(fParamUni, 3, values);
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pdman.set3f(fParamUni, SkScalarToFloat(radius0),
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SkScalarToFloat(SkScalarMul(radius0, radius0)), SkScalarToFloat(diffRadius));
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fCachedRadius = radius0;
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fCachedDiffRadius = diffRadius;
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}
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@ -510,15 +506,15 @@ void GLFocalOutside2PtConicalEffect::emitCode(EmitArgs& args) {
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const FocalOutside2PtConicalEffect& ge = args.fFp.cast<FocalOutside2PtConicalEffect>();
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GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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this->emitUniforms(uniformHandler, ge);
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fParamUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
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kFloat_GrSLType, kDefault_GrSLPrecision,
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"Conical2FSParams", 2);
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fParamUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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kVec2f_GrSLType, kDefault_GrSLPrecision,
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"Conical2FSParams");
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SkString tName("t");
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SkString p0; // focalX
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SkString p1; // 1 - focalX * focalX
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uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
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uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
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p0.appendf("%s.x", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
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p1.appendf("%s.y", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
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// if we have a vec3 from being in perspective, convert it to a vec2 first
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GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
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@ -568,12 +564,7 @@ void GLFocalOutside2PtConicalEffect::onSetData(const GrGLSLProgramDataManager& p
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if (fCachedFocal != focal) {
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SkScalar oneMinus2F = 1.f - SkScalarMul(focal, focal);
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float values[2] = {
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SkScalarToFloat(focal),
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SkScalarToFloat(oneMinus2F),
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};
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pdman.set1fv(fParamUni, 2, values);
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pdman.set2f(fParamUni, SkScalarToFloat(focal), SkScalarToFloat(oneMinus2F));
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fCachedFocal = focal;
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}
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}
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