| Index: src/gpu/effects/GrDitherEffect.cpp
|
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
|
| index 1638b1fdec2ca119106f4942bca9976527e3f474..e87014094a7e5b4b8c35d64a304a57e58fb2f994 100644
|
| --- a/src/gpu/effects/GrDitherEffect.cpp
|
| +++ b/src/gpu/effects/GrDitherEffect.cpp
|
| @@ -63,12 +63,7 @@ class GLDitherEffect : public GrGLFragmentProcessor {
|
| public:
|
| GLDitherEffect(const GrProcessor&);
|
|
|
| - virtual void emitCode(GrGLFPBuilder* builder,
|
| - const GrFragmentProcessor& fp,
|
| - const char* outputColor,
|
| - const char* inputColor,
|
| - const TransformedCoordsArray&,
|
| - const TextureSamplerArray&) override;
|
| + virtual void emitCode(EmitArgs& args) override;
|
|
|
| private:
|
| typedef GrGLFragmentProcessor INHERITED;
|
| @@ -77,13 +72,8 @@ private:
|
| GLDitherEffect::GLDitherEffect(const GrProcessor&) {
|
| }
|
|
|
| -void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
|
| - const GrFragmentProcessor& fp,
|
| - const char* outputColor,
|
| - const char* inputColor,
|
| - const TransformedCoordsArray&,
|
| - const TextureSamplerArray& samplers) {
|
| - GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| +void GLDitherEffect::emitCode(EmitArgs& args) {
|
| + GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
|
| // Generate a random number based on the fragment position. For this
|
| // random number generator, we use the "GLSL rand" function
|
| // that seems to be floating around on the internet. It works under
|
| @@ -97,7 +87,7 @@ void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
|
| "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
|
| fsBuilder->fragmentPosition());
|
| fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
|
| - outputColor, GrGLSLExpr4(inputColor).c_str());
|
| + args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
|
| }
|
|
|
| //////////////////////////////////////////////////////////////////////////////
|
|
|