Go back to rect blur profile textures.
It's faster than analytic. This version of profile texture has better binning and simpler shader logic than the original. I believe it also avoids some integralization that led to artifacts in the previous texture implementation. We oversize the profile for the blur, bin by pow 2 with a 32 texel min and then rescale the texture coordinates over a 6 sigma range in the shader. We pre-inset the rect uniform so the texture is always placed with one end at the rect edge, extending outward. Bug: chromium:995308 Change-Id: I739db98d4df69de0f5b2f5dda079cf034ba32035 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239119 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
This commit is contained in:
parent
03c68091c1
commit
e736684166
@ -6,10 +6,11 @@
|
||||
*/
|
||||
|
||||
@header {
|
||||
#include "include/core/SkScalar.h"
|
||||
#include "src/core/SkBlurMask.h"
|
||||
#include "src/gpu/GrProxyProvider.h"
|
||||
#include "src/gpu/GrShaderCaps.h"
|
||||
#include "include/core/SkScalar.h"
|
||||
#include "src/core/SkBlurMask.h"
|
||||
#include "src/core/SkMathPriv.h"
|
||||
#include "src/gpu/GrProxyProvider.h"
|
||||
#include "src/gpu/GrShaderCaps.h"
|
||||
}
|
||||
|
||||
in float4 rect;
|
||||
@ -20,7 +21,55 @@ layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
|
||||
layout(when= highp) uniform float4 rectF;
|
||||
layout(when=!highp) uniform half4 rectH;
|
||||
|
||||
in uniform half sigma;
|
||||
in uniform sampler2D blurProfile;
|
||||
in uniform half invProfileWidth;
|
||||
|
||||
@constructorParams {
|
||||
GrSamplerState samplerParams
|
||||
}
|
||||
|
||||
@samplerParams(blurProfile) {
|
||||
samplerParams
|
||||
}
|
||||
@class {
|
||||
static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProvider,
|
||||
float sigma) {
|
||||
// The "profile" we are calculating is the integral of a Gaussian with 'sigma' and a half
|
||||
// plane. All such profiles are just scales of each other. So all we really care about is
|
||||
// having enough resolution so that the linear interpolation done in texture lookup doesn't
|
||||
// introduce noticeable artifacts. SkBlurMask::ComputeBlurProfile() produces profiles with
|
||||
// ceil(6 * sigma) entries. We conservatively choose to have 2 texels for each dst pixel.
|
||||
int minProfileWidth = 2 * sk_float_ceil2int(6 * sigma);
|
||||
// Bin by powers of 2 with a minimum so we get good profile reuse (remember we can just scale
|
||||
// the texture coords to span the larger profile over a 6 sigma distance).
|
||||
int profileWidth = SkTMax(SkNextPow2(minProfileWidth), 32);
|
||||
|
||||
static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
|
||||
GrUniqueKey key;
|
||||
GrUniqueKey::Builder builder(&key, kDomain, 1, "Rect Blur Mask");
|
||||
builder[0] = profileWidth;
|
||||
builder.finish();
|
||||
|
||||
sk_sp<GrTextureProxy> blurProfile(proxyProvider->findOrCreateProxyByUniqueKey(
|
||||
key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin));
|
||||
if (!blurProfile) {
|
||||
SkBitmap bitmap;
|
||||
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(profileWidth, 1))) {
|
||||
return nullptr;
|
||||
}
|
||||
SkBlurMask::ComputeBlurProfile(bitmap.getAddr8(0, 0), profileWidth, profileWidth / 6.f);
|
||||
bitmap.setImmutable();
|
||||
blurProfile = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
|
||||
if (!blurProfile) {
|
||||
return nullptr;
|
||||
}
|
||||
SkASSERT(blurProfile->origin() == kTopLeft_GrSurfaceOrigin);
|
||||
proxyProvider->assignUniqueKeyToProxy(key, blurProfile.get());
|
||||
}
|
||||
|
||||
return blurProfile;
|
||||
}
|
||||
}
|
||||
|
||||
@make {
|
||||
static std::unique_ptr<GrFragmentProcessor> Make(GrProxyProvider* proxyProvider,
|
||||
@ -36,11 +85,6 @@ in uniform half sigma;
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
// Sigma is always a half.
|
||||
SkASSERT(sigma > 0);
|
||||
if (sigma > 16000.f) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (doubleProfileSize >= (float) rect.width() ||
|
||||
doubleProfileSize >= (float) rect.height()) {
|
||||
@ -49,52 +93,45 @@ in uniform half sigma;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(rect, sigma));
|
||||
auto profile = CreateBlurProfileTexture(proxyProvider, sigma);
|
||||
if (!profile) {
|
||||
return nullptr;
|
||||
}
|
||||
// The profile is calculated such that the midpoint is at the rect's edge. To simplify
|
||||
// calculating texture coords in the shader, we inset the rect such that the profile
|
||||
// can be used with one end point aligned to the edges of the rect uniform. The texture
|
||||
// coords should be scaled such that the profile is sampled over a 6 sigma range so inset
|
||||
// by 3 sigma.
|
||||
float halfW = 3.f * sigma;
|
||||
auto insetR = rect.makeInset(halfW, halfW);
|
||||
// inverse of the width over which the profile texture should be interpolated outward from
|
||||
// the inset rect.
|
||||
float invWidth = 1.f / (2 * halfW);
|
||||
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(
|
||||
insetR, std::move(profile), invWidth, GrSamplerState::ClampBilerp()));
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Get the smaller of the signed distance from the frag coord to the left and right edges
|
||||
// and similar for y.
|
||||
// The blur profile computed by SkMaskFilter::ComputeBlurProfile is actually 1 - integral.
|
||||
// The integral is an S-looking shape that is symmetric about 0, so we just compute x and
|
||||
// "backwards" such that texture coord is 1 at the edge and goes to 0 as we move outward.
|
||||
half x;
|
||||
@if (highp) {
|
||||
x = min(half(sk_FragCoord.x - rectF.x), half(rectF.z - sk_FragCoord.x));
|
||||
x = max(half(rectF.x - sk_FragCoord.x), half(sk_FragCoord.x - rectF.z));
|
||||
} else {
|
||||
x = min(half(sk_FragCoord.x - rectH.x), half(rectH.z - sk_FragCoord.x));
|
||||
x = max(half(rectH.x - sk_FragCoord.x), half(sk_FragCoord.x - rectH.z));
|
||||
}
|
||||
half y;
|
||||
@if (highp) {
|
||||
y = min(half(sk_FragCoord.y - rectF.y), half(rectF.w - sk_FragCoord.y));
|
||||
y = max(half(rectF.y - sk_FragCoord.y), half(sk_FragCoord.y - rectF.w));
|
||||
} else {
|
||||
y = min(half(sk_FragCoord.y - rectH.y), half(rectH.w - sk_FragCoord.y));
|
||||
y = max(half(rectH.y - sk_FragCoord.y), half(sk_FragCoord.y - rectH.w));
|
||||
}
|
||||
// The sw code computes an approximation of an integral of the Gaussian from -inf to x,
|
||||
// where x is the signed distance to the edge (positive inside the rect). The approximation
|
||||
// is based on three box filters and is a piecewise cubic. The piecewise nature introduces
|
||||
// branches so here we use a 5th degree very close approximation of the piecewise cubic. The
|
||||
// piecewise cubic goes from 0 to 1 as x goes from -1.5 to 1.5.
|
||||
half r = 1 / (2.0 * sigma);
|
||||
x *= r;
|
||||
y *= r;
|
||||
// The polynomial is such that we can either clamp the domain or the range. Clamping the
|
||||
// range (xCoverage/yCoverage) seems to be faster but the polynomial quickly produces very
|
||||
// large absolute values outside the [-1.5, 1.5] domain and some mobile GPUs don't seem to
|
||||
// properly produce -infs or infs in that case. So instead we clamp the domain (x/y). The
|
||||
// perf is probably because clamping to [0, 1] is faster than clamping to [-1.5, 1.5].
|
||||
x = clamp(x, -1.5, 1.5);
|
||||
y = clamp(y, -1.5, 1.5);
|
||||
half x2 = x * x;
|
||||
half x3 = x2 * x;
|
||||
half x5 = x2 * x3;
|
||||
half a = 0.734822;
|
||||
half b = -0.313376;
|
||||
half c = 0.0609169;
|
||||
half d = 0.5;
|
||||
half xCoverage = a * x + b * x3 + c * x5 + d;
|
||||
half y2 = y * y;
|
||||
half y3 = y2 * y;
|
||||
half y5 = y2 * y3;
|
||||
half yCoverage = a * y + b * y3 + c * y5 + d;
|
||||
half xCoverage = sample(blurProfile, half2(x * invProfileWidth, 0.5)).a;
|
||||
half yCoverage = sample(blurProfile, half2(y * invProfileWidth, 0.5)).a;
|
||||
sk_OutColor = sk_InColor * xCoverage * yCoverage;
|
||||
}
|
||||
|
||||
|
@ -25,8 +25,8 @@ public:
|
||||
(void)_outer;
|
||||
auto rect = _outer.rect;
|
||||
(void)rect;
|
||||
auto sigma = _outer.sigma;
|
||||
(void)sigma;
|
||||
auto invProfileWidth = _outer.invProfileWidth;
|
||||
(void)invProfileWidth;
|
||||
highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
|
||||
abs(rect.right()) > 16000.0) ||
|
||||
abs(rect.bottom()) > 16000.0;
|
||||
@ -38,16 +38,17 @@ public:
|
||||
rectHVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kHalf4_GrSLType,
|
||||
"rectH");
|
||||
}
|
||||
sigmaVar =
|
||||
args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kHalf_GrSLType, "sigma");
|
||||
invProfileWidthVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
|
||||
kHalf_GrSLType, "invProfileWidth");
|
||||
fragBuilder->codeAppendf(
|
||||
"/* key */ bool highp = %s;\nhalf x;\n@if (highp) {\n x = "
|
||||
"min(half(sk_FragCoord.x - %s.x), half(%s.z - sk_FragCoord.x));\n} else {\n x = "
|
||||
"min(half(sk_FragCoord.x - float(%s.x)), half(float(%s.z) - "
|
||||
"sk_FragCoord.x));\n}\nhalf y;\n@if (highp) {\n y = min(half(sk_FragCoord.y - "
|
||||
"%s.y), half(%s.w - sk_FragCoord.y));\n} else {\n y = min(half(sk_FragCoord.y - "
|
||||
"float(%s.y)), half(float(%s.w) - sk_FragCoord.y));\n}\nhalf r = 1.0 / (2.0 * "
|
||||
"%s);\nx *= r;\ny *= r;\nx = clamp(x, -1.5, 1.5);\ny = clamp(y, -1.5, 1.5",
|
||||
"/* key */ bool highp = %s;\nhalf x;\n@if (highp) {\n x = max(half(%s.x - "
|
||||
"sk_FragCoord.x), half(sk_FragCoord.x - %s.z));\n} else {\n x = "
|
||||
"max(half(float(%s.x) - sk_FragCoord.x), half(sk_FragCoord.x - "
|
||||
"float(%s.z)));\n}\nhalf y;\n@if (highp) {\n y = max(half(%s.y - "
|
||||
"sk_FragCoord.y), half(sk_FragCoord.y - %s.w));\n} else {\n y = "
|
||||
"max(half(float(%s.y) - sk_FragCoord.y), half(sk_FragCoord.y - "
|
||||
"float(%s.w)));\n}\nhalf xCoverage = sample(%s, float2(half2(x * %s, "
|
||||
"0.5))).%s.w;\nhalf yCoverage = sample(%s, flo",
|
||||
(highp ? "true" : "false"),
|
||||
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
|
||||
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
|
||||
@ -57,13 +58,14 @@ public:
|
||||
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
|
||||
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
|
||||
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
|
||||
args.fUniformHandler->getUniformCStr(sigmaVar));
|
||||
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
|
||||
args.fUniformHandler->getUniformCStr(invProfileWidthVar),
|
||||
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
|
||||
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]));
|
||||
fragBuilder->codeAppendf(
|
||||
");\nhalf x2 = x * x;\nhalf x3 = x2 * x;\nhalf x5 = x2 * x3;\n\n\n\n\nhalf "
|
||||
"xCoverage = ((0.73482197523117065 * x + -0.31337600946426392 * x3) + "
|
||||
"0.060916900634765625 * x5) + 0.5;\nhalf y2 = y * y;\nhalf y3 = y2 * y;\nhalf y5 = "
|
||||
"y2 * y3;\nhalf yCoverage = ((0.73482197523117065 * y + -0.31337600946426392 * y3) "
|
||||
"+ 0.060916900634765625 * y5) + 0.5;\n%s = (%s * xCoverage) * yCoverage;\n",
|
||||
"at2(half2(y * %s, 0.5))).%s.w;\n%s = (%s * xCoverage) * yCoverage;\n",
|
||||
args.fUniformHandler->getUniformCStr(invProfileWidthVar),
|
||||
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
|
||||
args.fOutputColor, args.fInputColor);
|
||||
}
|
||||
|
||||
@ -71,15 +73,18 @@ private:
|
||||
void onSetData(const GrGLSLProgramDataManager& pdman,
|
||||
const GrFragmentProcessor& _proc) override {
|
||||
const GrRectBlurEffect& _outer = _proc.cast<GrRectBlurEffect>();
|
||||
{ pdman.set1f(sigmaVar, (_outer.sigma)); }
|
||||
{ pdman.set1f(invProfileWidthVar, (_outer.invProfileWidth)); }
|
||||
auto rect = _outer.rect;
|
||||
(void)rect;
|
||||
UniformHandle& rectF = rectFVar;
|
||||
(void)rectF;
|
||||
UniformHandle& rectH = rectHVar;
|
||||
(void)rectH;
|
||||
UniformHandle& sigma = sigmaVar;
|
||||
(void)sigma;
|
||||
GrSurfaceProxy& blurProfileProxy = *_outer.textureSampler(0).proxy();
|
||||
GrTexture& blurProfile = *blurProfileProxy.peekTexture();
|
||||
(void)blurProfile;
|
||||
UniformHandle& invProfileWidth = invProfileWidthVar;
|
||||
(void)invProfileWidth;
|
||||
|
||||
float r[]{rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
|
||||
pdman.set4fv(highp ? rectF : rectH, 1, r);
|
||||
@ -87,7 +92,7 @@ private:
|
||||
bool highp = false;
|
||||
UniformHandle rectFVar;
|
||||
UniformHandle rectHVar;
|
||||
UniformHandle sigmaVar;
|
||||
UniformHandle invProfileWidthVar;
|
||||
};
|
||||
GrGLSLFragmentProcessor* GrRectBlurEffect::onCreateGLSLInstance() const {
|
||||
return new GrGLSLRectBlurEffect();
|
||||
@ -103,16 +108,23 @@ bool GrRectBlurEffect::onIsEqual(const GrFragmentProcessor& other) const {
|
||||
const GrRectBlurEffect& that = other.cast<GrRectBlurEffect>();
|
||||
(void)that;
|
||||
if (rect != that.rect) return false;
|
||||
if (sigma != that.sigma) return false;
|
||||
if (blurProfile != that.blurProfile) return false;
|
||||
if (invProfileWidth != that.invProfileWidth) return false;
|
||||
return true;
|
||||
}
|
||||
GrRectBlurEffect::GrRectBlurEffect(const GrRectBlurEffect& src)
|
||||
: INHERITED(kGrRectBlurEffect_ClassID, src.optimizationFlags())
|
||||
, rect(src.rect)
|
||||
, sigma(src.sigma) {}
|
||||
, blurProfile(src.blurProfile)
|
||||
, invProfileWidth(src.invProfileWidth) {
|
||||
this->setTextureSamplerCnt(1);
|
||||
}
|
||||
std::unique_ptr<GrFragmentProcessor> GrRectBlurEffect::clone() const {
|
||||
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(*this));
|
||||
}
|
||||
const GrFragmentProcessor::TextureSampler& GrRectBlurEffect::onTextureSampler(int index) const {
|
||||
return IthTextureSampler(index, blurProfile);
|
||||
}
|
||||
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrRectBlurEffect);
|
||||
#if GR_TEST_UTILS
|
||||
std::unique_ptr<GrFragmentProcessor> GrRectBlurEffect::TestCreate(GrProcessorTestData* data) {
|
||||
|
@ -14,6 +14,7 @@
|
||||
|
||||
#include "include/core/SkScalar.h"
|
||||
#include "src/core/SkBlurMask.h"
|
||||
#include "src/core/SkMathPriv.h"
|
||||
#include "src/gpu/GrProxyProvider.h"
|
||||
#include "src/gpu/GrShaderCaps.h"
|
||||
|
||||
@ -21,6 +22,44 @@
|
||||
#include "src/gpu/GrFragmentProcessor.h"
|
||||
class GrRectBlurEffect : public GrFragmentProcessor {
|
||||
public:
|
||||
static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProvider,
|
||||
float sigma) {
|
||||
// The "profile" we are calculating is the integral of a Gaussian with 'sigma' and a half
|
||||
// plane. All such profiles are just scales of each other. So all we really care about is
|
||||
// having enough resolution so that the linear interpolation done in texture lookup doesn't
|
||||
// introduce noticeable artifacts. SkBlurMask::ComputeBlurProfile() produces profiles with
|
||||
// ceil(6 * sigma) entries. We conservatively choose to have 2 texels for each dst pixel.
|
||||
int minProfileWidth = 2 * sk_float_ceil2int(6 * sigma);
|
||||
// Bin by powers of 2 with a minimum so we get good profile reuse (remember we can just
|
||||
// scale the texture coords to span the larger profile over a 6 sigma distance).
|
||||
int profileWidth = SkTMax(SkNextPow2(minProfileWidth), 32);
|
||||
|
||||
static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
|
||||
GrUniqueKey key;
|
||||
GrUniqueKey::Builder builder(&key, kDomain, 1, "Rect Blur Mask");
|
||||
builder[0] = profileWidth;
|
||||
builder.finish();
|
||||
|
||||
sk_sp<GrTextureProxy> blurProfile(proxyProvider->findOrCreateProxyByUniqueKey(
|
||||
key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin));
|
||||
if (!blurProfile) {
|
||||
SkBitmap bitmap;
|
||||
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(profileWidth, 1))) {
|
||||
return nullptr;
|
||||
}
|
||||
SkBlurMask::ComputeBlurProfile(bitmap.getAddr8(0, 0), profileWidth, profileWidth / 6.f);
|
||||
bitmap.setImmutable();
|
||||
blurProfile = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
|
||||
if (!blurProfile) {
|
||||
return nullptr;
|
||||
}
|
||||
SkASSERT(blurProfile->origin() == kTopLeft_GrSurfaceOrigin);
|
||||
proxyProvider->assignUniqueKeyToProxy(key, blurProfile.get());
|
||||
}
|
||||
|
||||
return blurProfile;
|
||||
}
|
||||
|
||||
static std::unique_ptr<GrFragmentProcessor> Make(GrProxyProvider* proxyProvider,
|
||||
const GrShaderCaps& caps, const SkRect& rect,
|
||||
float sigma) {
|
||||
@ -34,11 +73,6 @@ public:
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
// Sigma is always a half.
|
||||
SkASSERT(sigma > 0);
|
||||
if (sigma > 16000.f) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (doubleProfileSize >= (float)rect.width() || doubleProfileSize >= (float)rect.height()) {
|
||||
// if the blur sigma is too large so the gaussian overlaps the whole
|
||||
@ -46,23 +80,44 @@ public:
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(rect, sigma));
|
||||
auto profile = CreateBlurProfileTexture(proxyProvider, sigma);
|
||||
if (!profile) {
|
||||
return nullptr;
|
||||
}
|
||||
// The profile is calculated such that the midpoint is at the rect's edge. To simplify
|
||||
// calculating texture coords in the shader, we inset the rect such that the profile
|
||||
// can be used with one end point aligned to the edges of the rect uniform. The texture
|
||||
// coords should be scaled such that the profile is sampled over a 6 sigma range so inset
|
||||
// by 3 sigma.
|
||||
float halfW = 3.f * sigma;
|
||||
auto insetR = rect.makeInset(halfW, halfW);
|
||||
// inverse of the width over which the profile texture should be interpolated outward from
|
||||
// the inset rect.
|
||||
float invWidth = 1.f / (2 * halfW);
|
||||
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(
|
||||
insetR, std::move(profile), invWidth, GrSamplerState::ClampBilerp()));
|
||||
}
|
||||
GrRectBlurEffect(const GrRectBlurEffect& src);
|
||||
std::unique_ptr<GrFragmentProcessor> clone() const override;
|
||||
const char* name() const override { return "RectBlurEffect"; }
|
||||
SkRect rect;
|
||||
float sigma;
|
||||
TextureSampler blurProfile;
|
||||
float invProfileWidth;
|
||||
|
||||
private:
|
||||
GrRectBlurEffect(SkRect rect, float sigma)
|
||||
GrRectBlurEffect(SkRect rect, sk_sp<GrTextureProxy> blurProfile, float invProfileWidth,
|
||||
GrSamplerState samplerParams)
|
||||
: INHERITED(kGrRectBlurEffect_ClassID,
|
||||
(OptimizationFlags)kCompatibleWithCoverageAsAlpha_OptimizationFlag)
|
||||
, rect(rect)
|
||||
, sigma(sigma) {}
|
||||
, blurProfile(std::move(blurProfile), samplerParams)
|
||||
, invProfileWidth(invProfileWidth) {
|
||||
this->setTextureSamplerCnt(1);
|
||||
}
|
||||
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
|
||||
void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
|
||||
bool onIsEqual(const GrFragmentProcessor&) const override;
|
||||
const TextureSampler& onTextureSampler(int) const override;
|
||||
GR_DECLARE_FRAGMENT_PROCESSOR_TEST
|
||||
typedef GrFragmentProcessor INHERITED;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user