Make GrGLGradientEffect derive directly from GrGLEffect.

Review URL: https://codereview.appspot.com/6784053

git-svn-id: http://skia.googlecode.com/svn/branches/gpu_dev@6163 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2012-10-29 12:43:38 +00:00
parent ee2ef02d3d
commit f78df33efc
7 changed files with 281 additions and 253 deletions

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@ -682,7 +682,7 @@ GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory)
GrGLGradientEffect::~GrGLGradientEffect() { }
void GrGLGradientEffect::setupVariables(GrGLShaderBuilder* builder) {
void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) {
fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "GradientYCoordFS");
}

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@ -271,17 +271,21 @@ private:
///////////////////////////////////////////////////////////////////////////////
// Base class for GL gradient effects
class GrGLGradientEffect : public GrGLLegacyEffect {
class GrGLGradientEffect : public GrGLEffect {
public:
GrGLGradientEffect(const GrBackendEffectFactory& factory);
virtual ~GrGLGradientEffect();
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
// emit code that gets a fragment's color from an expression for t; for now
// this always uses the texture, but for simpler cases we'll be able to lerp
protected:
// Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
// should call this method from their emitCode().
void emitYCoordUniform(GrGLShaderBuilder* builder);
// emit code that gets a fragment's color from an expression for t; for now this always uses the
// texture, but for simpler cases we'll be able to lerp. Subclasses should call this method from
// their emitCode().
void emitColorLookup(GrGLShaderBuilder* builder,
const char* gradientTValue,
const char* outputColor,
@ -289,11 +293,10 @@ public:
const GrGLShaderBuilder::TextureSampler&);
private:
GrScalar fCachedYCoord;
GrGLUniformManager::UniformHandle fFSYUni;
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
#endif

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@ -485,12 +485,14 @@ public:
virtual ~GrGLLinearGradient() { }
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
private:
@ -548,10 +550,14 @@ GrEffect* GrLinearGradient::TestCreate(SkRandom* random,
/////////////////////////////////////////////////////////////////////
void GrGLLinearGradient::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
void GrGLLinearGradient::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
this->emitYCoordUniform(builder);
SkString t;
t.printf("%s.x", builder->defaultTexCoordsName());
this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);

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@ -480,12 +480,13 @@ public:
const GrEffect&) : INHERITED (factory) { }
virtual ~GrGLRadialGradient() { }
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
@ -547,10 +548,14 @@ GrEffect* GrRadialGradient::TestCreate(SkRandom* random,
/////////////////////////////////////////////////////////////////////
void GrGLRadialGradient::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
void GrGLRadialGradient::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
this->emitYCoordUniform(builder);
SkString t;
t.printf("length(%s.xy)", builder->defaultTexCoordsName());
this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);

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@ -389,12 +389,13 @@ public:
const GrEffect&) : INHERITED (factory) { }
virtual ~GrGLSweepGradient() { }
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
@ -453,10 +454,14 @@ GrEffect* GrSweepGradient::TestCreate(SkRandom* random,
/////////////////////////////////////////////////////////////////////
void GrGLSweepGradient::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
void GrGLSweepGradient::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
this->emitYCoordUniform(builder);
SkString t;
t.printf("atan(- %s.y, - %s.x) * 0.1591549430918 + 0.5",
builder->defaultTexCoordsName(), builder->defaultTexCoordsName());

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@ -326,13 +326,13 @@ public:
const GrEffect&);
virtual ~GrGLConical2Gradient() { }
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE;
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
@ -465,8 +465,14 @@ GrGLConical2Gradient::GrGLConical2Gradient(
fIsDegenerate = data.isDegenerate();
}
void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
INHERITED::setupVariables(builder);
void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
this->emitYCoordUniform(builder);
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
@ -481,148 +487,146 @@ void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
builder->addVarying(kFloat_GrSLType, "Conical2BCoeff",
&fVSVaryingName, &fFSVaryingName);
}
}
void GrGLConical2Gradient::emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) {
SkString* code = &builder->fVSCode;
SkString p2; // distance between centers
SkString p3; // start radius
SkString p5; // difference in radii (r1 - r0)
builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(5, &p5);
// VS
{
SkString* code = &builder->fVSCode;
SkString p2; // distance between centers
SkString p3; // start radius
SkString p5; // difference in radii (r1 - r0)
builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(5, &p5);
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (!builder->defaultTextureMatrixIsPerspective()) {
// r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
fVSVaryingName, p2.c_str(),
vertexCoords, p3.c_str(), p5.c_str());
}
}
void GrGLConical2Gradient::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
SkString* code = &builder->fFSCode;
SkString cName("c");
SkString ac4Name("ac4");
SkString dName("d");
SkString qName("q");
SkString r0Name("r0");
SkString r1Name("r1");
SkString tName("t");
SkString p0; // 4a
SkString p1; // 1/a
SkString p2; // distance between centers
SkString p3; // start radius
SkString p4; // start radius squared
SkString p5; // difference in radii (r1 - r0)
builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
// If we we're able to interpolate the linear component,
// bVar is the varying; otherwise compute it
SkString bVar;
if (!builder->defaultTextureMatrixIsPerspective()) {
bVar = fFSVaryingName;
} else {
bVar = "b";
code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
p3.c_str(), p5.c_str());
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (!builder->defaultTextureMatrixIsPerspective()) {
// r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
fVSVaryingName, p2.c_str(),
vertexCoords, p3.c_str(), p5.c_str());
}
}
// output will default to transparent black (we simply won't write anything
// else to it if invalid, instead of discarding or returning prematurely)
code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
// FS
{
SkString* code = &builder->fFSCode;
// c = (x^2)+(y^2) - params[4]
code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
p4.c_str());
SkString cName("c");
SkString ac4Name("ac4");
SkString dName("d");
SkString qName("q");
SkString r0Name("r0");
SkString r1Name("r1");
SkString tName("t");
SkString p0; // 4a
SkString p1; // 1/a
SkString p2; // distance between centers
SkString p3; // start radius
SkString p4; // start radius squared
SkString p5; // difference in radii (r1 - r0)
// Non-degenerate case (quadratic)
if (!fIsDegenerate) {
builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
// ac4 = params[0] * c
code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
cName.c_str());
// If we we're able to interpolate the linear component,
// bVar is the varying; otherwise compute it
SkString bVar;
if (!builder->defaultTextureMatrixIsPerspective()) {
bVar = fFSVaryingName;
} else {
bVar = "b";
code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
p3.c_str(), p5.c_str());
}
// d = b^2 - ac4
code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
bVar.c_str(), bVar.c_str(), ac4Name.c_str());
// output will default to transparent black (we simply won't write anything
// else to it if invalid, instead of discarding or returning prematurely)
code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
// only proceed if discriminant is >= 0
code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
// c = (x^2)+(y^2) - params[4]
code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
p4.c_str());
// intermediate value we'll use to compute the roots
// q = -0.5 * (b +/- sqrt(d))
code->appendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
" * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
bVar.c_str(), dName.c_str());
// Non-degenerate case (quadratic)
if (!fIsDegenerate) {
// compute both roots
// r0 = q * params[1]
code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
qName.c_str(), p1.c_str());
// r1 = c / q
code->appendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
cName.c_str(), qName.c_str());
// ac4 = params[0] * c
code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
cName.c_str());
// Note: If there are two roots that both generate radius(t) > 0, the
// Canvas spec says to choose the larger t.
// d = b^2 - ac4
code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
bVar.c_str(), bVar.c_str(), ac4Name.c_str());
// so we'll look at the larger one first:
code->appendf("\t\tfloat %s = max(%s, %s);\n", tName.c_str(),
r0Name.c_str(), r1Name.c_str());
// only proceed if discriminant is >= 0
code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
// if r(t) > 0, then we're done; t will be our x coordinate
code->appendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
p5.c_str(), p3.c_str());
// intermediate value we'll use to compute the roots
// q = -0.5 * (b +/- sqrt(d))
code->appendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
" * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
bVar.c_str(), dName.c_str());
code->appendf("\t\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
// compute both roots
// r0 = q * params[1]
code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
qName.c_str(), p1.c_str());
// r1 = c / q
code->appendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
cName.c_str(), qName.c_str());
// otherwise, if r(t) for the larger root was <= 0, try the other root
code->appendf("\t\t} else {\n");
code->appendf("\t\t\t%s = min(%s, %s);\n", tName.c_str(),
r0Name.c_str(), r1Name.c_str());
// Note: If there are two roots that both generate radius(t) > 0, the
// Canvas spec says to choose the larger t.
// if r(t) > 0 for the smaller root, then t will be our x coordinate
code->appendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
tName.c_str(), p5.c_str(), p3.c_str());
// so we'll look at the larger one first:
code->appendf("\t\tfloat %s = max(%s, %s);\n", tName.c_str(),
r0Name.c_str(), r1Name.c_str());
code->appendf("\t\t\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
// if r(t) > 0, then we're done; t will be our x coordinate
code->appendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
p5.c_str(), p3.c_str());
// end if (r(t) > 0) for smaller root
code->appendf("\t\t\t}\n");
// end if (r(t) > 0), else, for larger root
code->appendf("\t\t}\n");
// end if (discriminant >= 0)
code->appendf("\t}\n");
} else {
code->appendf("\t\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
// linear case: t = -c/b
code->appendf("\tfloat %s = -(%s / %s);\n", tName.c_str(),
cName.c_str(), bVar.c_str());
// otherwise, if r(t) for the larger root was <= 0, try the other root
code->appendf("\t\t} else {\n");
code->appendf("\t\t\t%s = min(%s, %s);\n", tName.c_str(),
r0Name.c_str(), r1Name.c_str());
// if r(t) > 0, then t will be the x coordinate
code->appendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
p5.c_str(), p3.c_str());
code->appendf("\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
code->appendf("\t}\n");
// if r(t) > 0 for the smaller root, then t will be our x coordinate
code->appendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
tName.c_str(), p5.c_str(), p3.c_str());
code->appendf("\t\t\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
// end if (r(t) > 0) for smaller root
code->appendf("\t\t\t}\n");
// end if (r(t) > 0), else, for larger root
code->appendf("\t\t}\n");
// end if (discriminant >= 0)
code->appendf("\t}\n");
} else {
// linear case: t = -c/b
code->appendf("\tfloat %s = -(%s / %s);\n", tName.c_str(),
cName.c_str(), bVar.c_str());
// if r(t) > 0, then t will be the x coordinate
code->appendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
p5.c_str(), p3.c_str());
code->appendf("\t");
this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
code->appendf("\t}\n");
}
}
}

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@ -361,13 +361,13 @@ public:
const GrEffect&);
virtual ~GrGLRadial2Gradient() { }
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE;
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
@ -498,8 +498,15 @@ GrGLRadial2Gradient::GrGLRadial2Gradient(
fIsDegenerate = data.isDegenerate();
}
void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder) {
INHERITED::setupVariables(builder);
void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
this->emitYCoordUniform(builder);
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
@ -514,91 +521,89 @@ void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder) {
builder->addVarying(kFloat_GrSLType, "Radial2BCoeff",
&fVSVaryingName, &fFSVaryingName);
}
}
void GrGLRadial2Gradient::emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) {
SkString* code = &builder->fVSCode;
SkString p2;
SkString p3;
builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
// VS
{
SkString* code = &builder->fVSCode;
SkString p2;
SkString p3;
builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (!builder->defaultTextureMatrixIsPerspective()) {
// r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
code->appendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
fVSVaryingName, p2.c_str(),
vertexCoords, p3.c_str());
}
}
void GrGLRadial2Gradient::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
SkString* code = &builder->fFSCode;
SkString cName("c");
SkString ac4Name("ac4");
SkString rootName("root");
SkString t;
SkString p0;
SkString p1;
SkString p2;
SkString p3;
SkString p4;
SkString p5;
builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
// If we we're able to interpolate the linear component,
// bVar is the varying; otherwise compute it
SkString bVar;
if (!builder->defaultTextureMatrixIsPerspective()) {
bVar = fFSVaryingName;
} else {
bVar = "b";
code->appendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
bVar.c_str(), p2.c_str(),
builder->defaultTexCoordsName(), p3.c_str());
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (!builder->defaultTextureMatrixIsPerspective()) {
// r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
code->appendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
fVSVaryingName, p2.c_str(),
vertexCoords, p3.c_str());
}
}
// c = (x^2)+(y^2) - params[4]
code->appendf("\tfloat %s = dot(%s, %s) - %s;\n",
cName.c_str(),
builder->defaultTexCoordsName(),
builder->defaultTexCoordsName(),
p4.c_str());
// FS
{
SkString* code = &builder->fFSCode;
SkString cName("c");
SkString ac4Name("ac4");
SkString rootName("root");
SkString t;
SkString p0;
SkString p1;
SkString p2;
SkString p3;
SkString p4;
SkString p5;
builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
// If we aren't degenerate, emit some extra code, and accept a slightly
// more complex coord.
if (!fIsDegenerate) {
// If we we're able to interpolate the linear component,
// bVar is the varying; otherwise compute it
SkString bVar;
if (!builder->defaultTextureMatrixIsPerspective()) {
bVar = fFSVaryingName;
} else {
bVar = "b";
code->appendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
bVar.c_str(), p2.c_str(),
builder->defaultTexCoordsName(), p3.c_str());
}
// ac4 = 4.0 * params[0] * c
code->appendf("\tfloat %s = %s * 4.0 * %s;\n",
ac4Name.c_str(), p0.c_str(),
cName.c_str());
// c = (x^2)+(y^2) - params[4]
code->appendf("\tfloat %s = dot(%s, %s) - %s;\n",
cName.c_str(),
builder->defaultTexCoordsName(),
builder->defaultTexCoordsName(),
p4.c_str());
// root = sqrt(b^2-4ac)
// (abs to avoid exception due to fp precision)
code->appendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
rootName.c_str(), bVar.c_str(), bVar.c_str(),
ac4Name.c_str());
// If we aren't degenerate, emit some extra code, and accept a slightly
// more complex coord.
if (!fIsDegenerate) {
// t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
rootName.c_str(), p1.c_str());
} else {
// t is: -c/b
t.printf("-%s / %s", cName.c_str(), bVar.c_str());
// ac4 = 4.0 * params[0] * c
code->appendf("\tfloat %s = %s * 4.0 * %s;\n",
ac4Name.c_str(), p0.c_str(),
cName.c_str());
// root = sqrt(b^2-4ac)
// (abs to avoid exception due to fp precision)
code->appendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
rootName.c_str(), bVar.c_str(), bVar.c_str(),
ac4Name.c_str());
// t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
rootName.c_str(), p1.c_str());
} else {
// t is: -c/b
t.printf("-%s / %s", cName.c_str(), bVar.c_str());
}
this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
}
this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
}
void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman, const GrEffectStage& stage) {