Index: src/effects/gradients/SkGradientShader.cpp |
diff --git a/src/effects/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp |
index f11d0787b9916198cfd7841972dff27c17fcaa6d..8c944bae5516e80cf7f38ea6251081691c3a09a5 100644 |
--- a/src/effects/gradients/SkGradientShader.cpp |
+++ b/src/effects/gradients/SkGradientShader.cpp |
@@ -1027,61 +1027,61 @@ uint32_t GrGLGradientEffect::GenBaseGradientKey(const GrProcessor& processor) { |
} |
void GrGLGradientEffect::emitColor(GrGLSLFPBuilder* builder, |
+ GrGLSLFragmentBuilder* fragBuilder, |
const GrGradientEffect& ge, |
const char* gradientTValue, |
const char* outputColor, |
const char* inputColor, |
const TextureSamplerArray& samplers) { |
- GrGLSLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ |
- fsBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.0));\n", |
- builder->getUniformVariable(fColorStartUni).c_str(), |
- builder->getUniformVariable(fColorEndUni).c_str(), |
- gradientTValue); |
+ fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.0));\n", |
+ builder->getUniformVariable(fColorStartUni).c_str(), |
+ builder->getUniformVariable(fColorEndUni).c_str(), |
+ gradientTValue); |
// Note that we could skip this step if both colors are known to be opaque. Two |
// considerations: |
// The gradient SkShader reporting opaque is more restrictive than necessary in the two pt |
// case. Make sure the key reflects this optimization (and note that it can use the same |
// shader as thekBeforeIterp case). This same optimization applies to the 3 color case below. |
if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
- fsBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
+ fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
} |
- fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str()); |
+ fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str()); |
} else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { |
- fsBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", |
- gradientTValue); |
- fsBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0) * %s;\n", |
- builder->getUniformVariable(fColorStartUni).c_str()); |
+ fragBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", |
+ gradientTValue); |
+ fragBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0) * %s;\n", |
+ builder->getUniformVariable(fColorStartUni).c_str()); |
if (!builder->glslCaps()->canUseMinAndAbsTogether()) { |
// The Tegra3 compiler will sometimes never return if we have |
// min(abs(oneMinus2t), 1.0), or do the abs first in a separate expression. |
- fsBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); |
- fsBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n"); |
- fsBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", |
- builder->getUniformVariable(fColorMidUni).c_str()); |
+ fragBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); |
+ fragBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n"); |
+ fragBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", |
+ builder->getUniformVariable(fColorMidUni).c_str()); |
} else { |
- fsBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t), 1.0)) * %s;\n", |
- builder->getUniformVariable(fColorMidUni).c_str()); |
+ fragBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t), 1.0)) * %s;\n", |
+ builder->getUniformVariable(fColorMidUni).c_str()); |
} |
- fsBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) * %s;\n", |
- builder->getUniformVariable(fColorEndUni).c_str()); |
+ fragBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) * %s;\n", |
+ builder->getUniformVariable(fColorEndUni).c_str()); |
if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
- fsBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
+ fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
} |
- fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str()); |
+ fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str()); |
} else { |
- fsBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
- gradientTValue, |
- builder->getUniformVariable(fFSYUni).c_str()); |
- fsBuilder->codeAppendf("\t%s = ", outputColor); |
- fsBuilder->appendTextureLookupAndModulate(inputColor, |
- samplers[0], |
- "coord"); |
- fsBuilder->codeAppend(";\n"); |
+ fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
+ gradientTValue, |
+ builder->getUniformVariable(fFSYUni).c_str()); |
+ fragBuilder->codeAppendf("\t%s = ", outputColor); |
+ fragBuilder->appendTextureLookupAndModulate(inputColor, |
+ samplers[0], |
+ "coord"); |
+ fragBuilder->codeAppend(";\n"); |
} |
} |