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| 1 /* | 1 /* |
| 2 * Copyright 2006 The Android Open Source Project | 2 * Copyright 2006 The Android Open Source Project |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "SkGradientShaderPriv.h" | 8 #include "SkGradientShaderPriv.h" |
| 9 #include "SkLinearGradient.h" | 9 #include "SkLinearGradient.h" |
| 10 #include "SkRadialGradient.h" | 10 #include "SkRadialGradient.h" |
| (...skipping 1009 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1020 } | 1020 } |
| 1021 | 1021 |
| 1022 if (GrGradientEffect::kBeforeInterp_PremulType == e.getPremulType()) { | 1022 if (GrGradientEffect::kBeforeInterp_PremulType == e.getPremulType()) { |
| 1023 key |= kPremulBeforeInterpKey; | 1023 key |= kPremulBeforeInterpKey; |
| 1024 } | 1024 } |
| 1025 | 1025 |
| 1026 return key; | 1026 return key; |
| 1027 } | 1027 } |
| 1028 | 1028 |
| 1029 void GrGLGradientEffect::emitColor(GrGLSLFPBuilder* builder, | 1029 void GrGLGradientEffect::emitColor(GrGLSLFPBuilder* builder, |
| 1030 GrGLSLFragmentBuilder* fragBuilder, |
| 1030 const GrGradientEffect& ge, | 1031 const GrGradientEffect& ge, |
| 1031 const char* gradientTValue, | 1032 const char* gradientTValue, |
| 1032 const char* outputColor, | 1033 const char* outputColor, |
| 1033 const char* inputColor, | 1034 const char* inputColor, |
| 1034 const TextureSamplerArray& samplers) { | 1035 const TextureSamplerArray& samplers) { |
| 1035 GrGLSLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); | |
| 1036 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ | 1036 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ |
| 1037 fsBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.
0));\n", | 1037 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", |
| 1038 builder->getUniformVariable(fColorStartUni).c_str
(), | 1038 builder->getUniformVariable(fColorStartUni).c_s
tr(), |
| 1039 builder->getUniformVariable(fColorEndUni).c_str()
, | 1039 builder->getUniformVariable(fColorEndUni).c_str
(), |
| 1040 gradientTValue); | 1040 gradientTValue); |
| 1041 // Note that we could skip this step if both colors are known to be opaq
ue. Two | 1041 // Note that we could skip this step if both colors are known to be opaq
ue. Two |
| 1042 // considerations: | 1042 // considerations: |
| 1043 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt | 1043 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt |
| 1044 // case. Make sure the key reflects this optimization (and note that it
can use the same | 1044 // case. Make sure the key reflects this optimization (and note that it
can use the same |
| 1045 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case below. | 1045 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case below. |
| 1046 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { | 1046 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
| 1047 fsBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); | 1047 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
| 1048 } | 1048 } |
| 1049 | 1049 |
| 1050 fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, | 1050 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
| 1051 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp
")).c_str()); | 1051 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); |
| 1052 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { | 1052 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { |
| 1053 fsBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", | 1053 fragBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", |
| 1054 gradientTValue); | 1054 gradientTValue); |
| 1055 fsBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0) *
%s;\n", | 1055 fragBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0)
* %s;\n", |
| 1056 builder->getUniformVariable(fColorStartUni).c_str
()); | 1056 builder->getUniformVariable(fColorStartUni).c_s
tr()); |
| 1057 if (!builder->glslCaps()->canUseMinAndAbsTogether()) { | 1057 if (!builder->glslCaps()->canUseMinAndAbsTogether()) { |
| 1058 // The Tegra3 compiler will sometimes never return if we have | 1058 // The Tegra3 compiler will sometimes never return if we have |
| 1059 // min(abs(oneMinus2t), 1.0), or do the abs first in a separate expr
ession. | 1059 // min(abs(oneMinus2t), 1.0), or do the abs first in a separate expr
ession. |
| 1060 fsBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); | 1060 fragBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); |
| 1061 fsBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n"); | 1061 fragBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n")
; |
| 1062 fsBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", | 1062 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", |
| 1063 builder->getUniformVariable(fColorMidUni).c_s
tr()); | 1063 builder->getUniformVariable(fColorMidUni).c
_str()); |
| 1064 } else { | 1064 } else { |
| 1065 fsBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t), 1
.0)) * %s;\n", | 1065 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t),
1.0)) * %s;\n", |
| 1066 builder->getUniformVariable(fColorMidUni).c_s
tr()); | 1066 builder->getUniformVariable(fColorMidUni).c
_str()); |
| 1067 } | 1067 } |
| 1068 fsBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) * %s
;\n", | 1068 fragBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) *
%s;\n", |
| 1069 builder->getUniformVariable(fColorEndUni).c_str()
); | 1069 builder->getUniformVariable(fColorEndUni).c_str
()); |
| 1070 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { | 1070 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
| 1071 fsBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); | 1071 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
| 1072 } | 1072 } |
| 1073 | 1073 |
| 1074 fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, | 1074 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
| 1075 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp
")).c_str()); | 1075 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); |
| 1076 } else { | 1076 } else { |
| 1077 fsBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", | 1077 fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
| 1078 gradientTValue, | 1078 gradientTValue, |
| 1079 builder->getUniformVariable(fFSYUni).c_str()); | 1079 builder->getUniformVariable(fFSYUni).c_str()); |
| 1080 fsBuilder->codeAppendf("\t%s = ", outputColor); | 1080 fragBuilder->codeAppendf("\t%s = ", outputColor); |
| 1081 fsBuilder->appendTextureLookupAndModulate(inputColor, | 1081 fragBuilder->appendTextureLookupAndModulate(inputColor, |
| 1082 samplers[0], | 1082 samplers[0], |
| 1083 "coord"); | 1083 "coord"); |
| 1084 fsBuilder->codeAppend(";\n"); | 1084 fragBuilder->codeAppend(";\n"); |
| 1085 } | 1085 } |
| 1086 } | 1086 } |
| 1087 | 1087 |
| 1088 ///////////////////////////////////////////////////////////////////// | 1088 ///////////////////////////////////////////////////////////////////// |
| 1089 | 1089 |
| 1090 GrGradientEffect::GrGradientEffect(GrContext* ctx, | 1090 GrGradientEffect::GrGradientEffect(GrContext* ctx, |
| 1091 const SkGradientShaderBase& shader, | 1091 const SkGradientShaderBase& shader, |
| 1092 const SkMatrix& matrix, | 1092 const SkMatrix& matrix, |
| 1093 SkShader::TileMode tileMode) { | 1093 SkShader::TileMode tileMode) { |
| 1094 | 1094 |
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| 1207 (*stops)[i] = stop; | 1207 (*stops)[i] = stop; |
| 1208 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; | 1208 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; |
| 1209 } | 1209 } |
| 1210 } | 1210 } |
| 1211 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); | 1211 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); |
| 1212 | 1212 |
| 1213 return outColors; | 1213 return outColors; |
| 1214 } | 1214 } |
| 1215 | 1215 |
| 1216 #endif | 1216 #endif |
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