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
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@ -682,7 +682,7 @@ GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory)
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GrGLGradientEffect::~GrGLGradientEffect() { }
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void GrGLGradientEffect::setupVariables(GrGLShaderBuilder* builder) {
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void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) {
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fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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kFloat_GrSLType, "GradientYCoordFS");
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}
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@ -271,17 +271,21 @@ private:
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///////////////////////////////////////////////////////////////////////////////
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// Base class for GL gradient effects
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class GrGLGradientEffect : public GrGLLegacyEffect {
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class GrGLGradientEffect : public GrGLEffect {
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public:
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GrGLGradientEffect(const GrBackendEffectFactory& factory);
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virtual ~GrGLGradientEffect();
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virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
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virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
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// emit code that gets a fragment's color from an expression for t; for now
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// this always uses the texture, but for simpler cases we'll be able to lerp
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protected:
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// Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
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// should call this method from their emitCode().
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void emitYCoordUniform(GrGLShaderBuilder* builder);
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// emit code that gets a fragment's color from an expression for t; for now this always uses the
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// texture, but for simpler cases we'll be able to lerp. Subclasses should call this method from
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// their emitCode().
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void emitColorLookup(GrGLShaderBuilder* builder,
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const char* gradientTValue,
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const char* outputColor,
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@ -289,11 +293,10 @@ public:
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const GrGLShaderBuilder::TextureSampler&);
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private:
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GrScalar fCachedYCoord;
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GrGLUniformManager::UniformHandle fFSYUni;
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typedef GrGLLegacyEffect INHERITED;
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typedef GrGLEffect INHERITED;
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};
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#endif
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@ -485,12 +485,14 @@ public:
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virtual ~GrGLLinearGradient() { }
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virtual void emitVS(GrGLShaderBuilder* builder,
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const char* vertexCoords) SK_OVERRIDE { }
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virtual void emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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virtual void emitCode(GrGLShaderBuilder*,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
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private:
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@ -548,10 +550,14 @@ GrEffect* GrLinearGradient::TestCreate(SkRandom* random,
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/////////////////////////////////////////////////////////////////////
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void GrGLLinearGradient::emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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void GrGLLinearGradient::emitCode(GrGLShaderBuilder* builder,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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this->emitYCoordUniform(builder);
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SkString t;
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t.printf("%s.x", builder->defaultTexCoordsName());
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this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
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@ -480,12 +480,13 @@ public:
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const GrEffect&) : INHERITED (factory) { }
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virtual ~GrGLRadialGradient() { }
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virtual void emitVS(GrGLShaderBuilder* builder,
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const char* vertexCoords) SK_OVERRIDE { }
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virtual void emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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virtual void emitCode(GrGLShaderBuilder*,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
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@ -547,10 +548,14 @@ GrEffect* GrRadialGradient::TestCreate(SkRandom* random,
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/////////////////////////////////////////////////////////////////////
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void GrGLRadialGradient::emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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void GrGLRadialGradient::emitCode(GrGLShaderBuilder* builder,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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this->emitYCoordUniform(builder);
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SkString t;
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t.printf("length(%s.xy)", builder->defaultTexCoordsName());
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this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
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@ -389,12 +389,13 @@ public:
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const GrEffect&) : INHERITED (factory) { }
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virtual ~GrGLSweepGradient() { }
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virtual void emitVS(GrGLShaderBuilder* builder,
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const char* vertexCoords) SK_OVERRIDE { }
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virtual void emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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virtual void emitCode(GrGLShaderBuilder*,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
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@ -453,10 +454,14 @@ GrEffect* GrSweepGradient::TestCreate(SkRandom* random,
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/////////////////////////////////////////////////////////////////////
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void GrGLSweepGradient::emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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void GrGLSweepGradient::emitCode(GrGLShaderBuilder* builder,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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this->emitYCoordUniform(builder);
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SkString t;
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t.printf("atan(- %s.y, - %s.x) * 0.1591549430918 + 0.5",
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builder->defaultTexCoordsName(), builder->defaultTexCoordsName());
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@ -326,13 +326,13 @@ public:
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const GrEffect&);
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virtual ~GrGLConical2Gradient() { }
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virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
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virtual void emitVS(GrGLShaderBuilder* builder,
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const char* vertexCoords) SK_OVERRIDE;
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virtual void emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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virtual void emitCode(GrGLShaderBuilder*,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray&) SK_OVERRIDE;
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virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
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static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
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@ -465,8 +465,14 @@ GrGLConical2Gradient::GrGLConical2Gradient(
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fIsDegenerate = data.isDegenerate();
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}
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void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
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INHERITED::setupVariables(builder);
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void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
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const GrEffect&,
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EffectKey,
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const char* vertexCoords,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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this->emitYCoordUniform(builder);
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// 2 copies of uniform array, 1 for each of vertex & fragment shader,
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// to work around Xoom bug. Doesn't seem to cause performance decrease
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// in test apps, but need to keep an eye on it.
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@ -481,148 +487,146 @@ void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
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builder->addVarying(kFloat_GrSLType, "Conical2BCoeff",
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&fVSVaryingName, &fFSVaryingName);
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}
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}
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void GrGLConical2Gradient::emitVS(GrGLShaderBuilder* builder,
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const char* vertexCoords) {
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SkString* code = &builder->fVSCode;
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SkString p2; // distance between centers
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SkString p3; // start radius
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SkString p5; // difference in radii (r1 - r0)
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(5, &p5);
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// VS
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{
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SkString* code = &builder->fVSCode;
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SkString p2; // distance between centers
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SkString p3; // start radius
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SkString p5; // difference in radii (r1 - r0)
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
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builder->getUniformVariable(fVSParamUni).appendArrayAccess(5, &p5);
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// For radial gradients without perspective we can pass the linear
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// part of the quadratic as a varying.
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if (!builder->defaultTextureMatrixIsPerspective()) {
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// r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
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code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
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fVSVaryingName, p2.c_str(),
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vertexCoords, p3.c_str(), p5.c_str());
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}
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}
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void GrGLConical2Gradient::emitFS(GrGLShaderBuilder* builder,
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const char* outputColor,
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const char* inputColor,
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const TextureSamplerArray& samplers) {
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SkString* code = &builder->fFSCode;
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SkString cName("c");
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SkString ac4Name("ac4");
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SkString dName("d");
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SkString qName("q");
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SkString r0Name("r0");
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SkString r1Name("r1");
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SkString tName("t");
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SkString p0; // 4a
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SkString p1; // 1/a
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SkString p2; // distance between centers
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SkString p3; // start radius
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SkString p4; // start radius squared
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SkString p5; // difference in radii (r1 - r0)
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
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// If we we're able to interpolate the linear component,
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// bVar is the varying; otherwise compute it
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SkString bVar;
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if (!builder->defaultTextureMatrixIsPerspective()) {
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bVar = fFSVaryingName;
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} else {
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bVar = "b";
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code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
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bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
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p3.c_str(), p5.c_str());
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// For radial gradients without perspective we can pass the linear
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// part of the quadratic as a varying.
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if (!builder->defaultTextureMatrixIsPerspective()) {
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// r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
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code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
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fVSVaryingName, p2.c_str(),
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vertexCoords, p3.c_str(), p5.c_str());
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}
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}
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// output will default to transparent black (we simply won't write anything
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// else to it if invalid, instead of discarding or returning prematurely)
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code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
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// FS
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{
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SkString* code = &builder->fFSCode;
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// c = (x^2)+(y^2) - params[4]
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code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
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builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
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p4.c_str());
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SkString cName("c");
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SkString ac4Name("ac4");
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SkString dName("d");
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SkString qName("q");
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SkString r0Name("r0");
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SkString r1Name("r1");
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SkString tName("t");
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SkString p0; // 4a
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SkString p1; // 1/a
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SkString p2; // distance between centers
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SkString p3; // start radius
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SkString p4; // start radius squared
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SkString p5; // difference in radii (r1 - r0)
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// Non-degenerate case (quadratic)
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if (!fIsDegenerate) {
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
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builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
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// ac4 = params[0] * c
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code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
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cName.c_str());
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// If we we're able to interpolate the linear component,
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// bVar is the varying; otherwise compute it
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SkString bVar;
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if (!builder->defaultTextureMatrixIsPerspective()) {
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bVar = fFSVaryingName;
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} else {
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bVar = "b";
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code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
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bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
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p3.c_str(), p5.c_str());
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}
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// d = b^2 - ac4
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code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
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bVar.c_str(), bVar.c_str(), ac4Name.c_str());
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// output will default to transparent black (we simply won't write anything
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// else to it if invalid, instead of discarding or returning prematurely)
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code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
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// only proceed if discriminant is >= 0
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code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
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// c = (x^2)+(y^2) - params[4]
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code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
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builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
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p4.c_str());
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// intermediate value we'll use to compute the roots
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// q = -0.5 * (b +/- sqrt(d))
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code->appendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
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" * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
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bVar.c_str(), dName.c_str());
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// Non-degenerate case (quadratic)
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if (!fIsDegenerate) {
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// compute both roots
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// r0 = q * params[1]
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code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
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qName.c_str(), p1.c_str());
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// r1 = c / q
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code->appendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
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cName.c_str(), qName.c_str());
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// ac4 = params[0] * c
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code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
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cName.c_str());
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// Note: If there are two roots that both generate radius(t) > 0, the
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// Canvas spec says to choose the larger t.
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// d = b^2 - ac4
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code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
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bVar.c_str(), bVar.c_str(), ac4Name.c_str());
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// so we'll look at the larger one first:
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code->appendf("\t\tfloat %s = max(%s, %s);\n", tName.c_str(),
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r0Name.c_str(), r1Name.c_str());
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// only proceed if discriminant is >= 0
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code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
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// if r(t) > 0, then we're done; t will be our x coordinate
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code->appendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
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p5.c_str(), p3.c_str());
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// intermediate value we'll use to compute the roots
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// q = -0.5 * (b +/- sqrt(d))
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code->appendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
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" * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
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bVar.c_str(), dName.c_str());
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code->appendf("\t\t");
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this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
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// compute both roots
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// r0 = q * params[1]
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code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
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qName.c_str(), p1.c_str());
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// r1 = c / q
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code->appendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
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cName.c_str(), qName.c_str());
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// otherwise, if r(t) for the larger root was <= 0, try the other root
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code->appendf("\t\t} else {\n");
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||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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) {
|
||||
|
Loading…
Reference in New Issue
Block a user