| Index: src/gpu/effects/GrBicubicEffect.cpp
|
| diff --git a/src/gpu/effects/GrBicubicEffect.cpp b/src/gpu/effects/GrBicubicEffect.cpp
|
| index ba8eff3273f9da1268471c90c0de9e8c11e7c209..d9e6182e7b6367e26119bfda5d1058f0cd437812 100644
|
| --- a/src/gpu/effects/GrBicubicEffect.cpp
|
| +++ b/src/gpu/effects/GrBicubicEffect.cpp
|
| @@ -72,39 +72,42 @@ void GrGLBicubicEffect::emitCode(EmitArgs& args) {
|
| GrGLSLShaderVar("c2", kVec4f_GrSLType),
|
| GrGLSLShaderVar("c3", kVec4f_GrSLType),
|
| };
|
| - GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
|
| - SkString coords2D = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
|
| - fsBuilder->emitFunction(kVec4f_GrSLType,
|
| - "cubicBlend",
|
| - SK_ARRAY_COUNT(gCubicBlendArgs),
|
| - gCubicBlendArgs,
|
| - "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
|
| - "\tvec4 c = coefficients * ts;\n"
|
| - "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
|
| - &cubicBlendName);
|
| - fsBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c_str(), imgInc);
|
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
|
| + SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
|
| + fragBuilder->emitFunction(kVec4f_GrSLType,
|
| + "cubicBlend",
|
| + SK_ARRAY_COUNT(gCubicBlendArgs),
|
| + gCubicBlendArgs,
|
| + "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
|
| + "\tvec4 c = coefficients * ts;\n"
|
| + "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
|
| + &cubicBlendName);
|
| + fragBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c_str(), imgInc);
|
| // We unnormalize the coord in order to determine our fractional offset (f) within the texel
|
| // We then snap coord to a texel center and renormalize. The snap prevents cases where the
|
| // starting coords are near a texel boundary and accumulations of imgInc would cause us to skip/
|
| // double hit a texel.
|
| - fsBuilder->codeAppendf("\tcoord /= %s;\n", imgInc);
|
| - fsBuilder->codeAppend("\tvec2 f = fract(coord);\n");
|
| - fsBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc);
|
| - fsBuilder->codeAppend("\tvec4 rowColors[4];\n");
|
| + fragBuilder->codeAppendf("\tcoord /= %s;\n", imgInc);
|
| + fragBuilder->codeAppend("\tvec2 f = fract(coord);\n");
|
| + fragBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc);
|
| + fragBuilder->codeAppend("\tvec4 rowColors[4];\n");
|
| for (int y = 0; y < 4; ++y) {
|
| for (int x = 0; x < 4; ++x) {
|
| SkString coord;
|
| coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
|
| SkString sampleVar;
|
| sampleVar.printf("rowColors[%d]", x);
|
| - fDomain.sampleTexture(fsBuilder, domain, sampleVar.c_str(), coord, args.fSamplers[0]);
|
| + fDomain.sampleTexture(fragBuilder, domain, sampleVar.c_str(), coord, args.fSamplers[0]);
|
| }
|
| - fsBuilder->codeAppendf("\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n", y, cubicBlendName.c_str(), coeff);
|
| + fragBuilder->codeAppendf(
|
| + "\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n",
|
| + y, cubicBlendName.c_str(), coeff);
|
| }
|
| SkString bicubicColor;
|
| bicubicColor.printf("%s(%s, f.y, s0, s1, s2, s3)", cubicBlendName.c_str(), coeff);
|
| - fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,(GrGLSLExpr4(bicubicColor.c_str()) *
|
| - GrGLSLExpr4(args.fInputColor)).c_str());
|
| + fragBuilder->codeAppendf("\t%s = %s;\n",
|
| + args.fOutputColor, (GrGLSLExpr4(bicubicColor.c_str()) *
|
| + GrGLSLExpr4(args.fInputColor)).c_str());
|
| }
|
|
|
| void GrGLBicubicEffect::onSetData(const GrGLSLProgramDataManager& pdman,
|
|
|