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Unified Diff: src/gpu/effects/GrDitherEffect.cpp

Issue 1457543003: Add ShaderBuilders to EmitArgs and remove gettings from ProgBuilder. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 1 month ago
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Index: src/gpu/effects/GrDitherEffect.cpp
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
index e6f3fbe5cf0bca765be853961b2e36c42f9ddd3a..37cc1ae5701eb7f6a663e97393690d8370df4db1 100644
--- a/src/gpu/effects/GrDitherEffect.cpp
+++ b/src/gpu/effects/GrDitherEffect.cpp
@@ -73,7 +73,7 @@ GLDitherEffect::GLDitherEffect(const GrProcessor&) {
}
void GLDitherEffect::emitCode(EmitArgs& args) {
- GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// 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
@@ -83,11 +83,11 @@ void GLDitherEffect::emitCode(EmitArgs& args) {
// For each channel c, add the random offset to the pixel to either bump
// it up or let it remain constant during quantization.
- fsBuilder->codeAppendf("\t\tfloat r = "
- "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",
- args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
+ fragBuilder->codeAppendf("\t\tfloat r = "
+ "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
+ fragBuilder->fragmentPosition());
+ fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
+ args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
}
//////////////////////////////////////////////////////////////////////////////
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