Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(38)

Side by Side Diff: src/effects/SkPerlinNoiseShader.cpp

Issue 16818013: Enabling Perlin Noise on Android (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 6 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch | Annotate | Revision Log
« no previous file with comments | « gm/perlinnoise.cpp ('k') | src/gpu/gl/GrGLShaderVar.h » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 Google Inc.
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 "SkDither.h" 8 #include "SkDither.h"
9 #include "SkPerlinNoiseShader.h" 9 #include "SkPerlinNoiseShader.h"
10 #include "SkFlattenableBuffers.h" 10 #include "SkFlattenableBuffers.h"
(...skipping 476 matching lines...) Expand 10 before | Expand all | Expand 10 after
487 for (int i = 0; i < count; ++i) { 487 for (int i = 0; i < count; ++i) {
488 unsigned dither = DITHER_VALUE(x); 488 unsigned dither = DITHER_VALUE(x);
489 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither); 489 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
490 DITHER_INC_X(x); 490 DITHER_INC_X(x);
491 point.fX += SK_Scalar1; 491 point.fX += SK_Scalar1;
492 } 492 }
493 } 493 }
494 494
495 ///////////////////////////////////////////////////////////////////// 495 /////////////////////////////////////////////////////////////////////
496 496
497 #if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) 497 #if SK_SUPPORT_GPU
498 // CPU noise is faster on Android, so the GPU implementation is only for desktop
499 498
500 #include "GrTBackendEffectFactory.h" 499 #include "GrTBackendEffectFactory.h"
501 500
502 class GrGLNoise : public GrGLEffect { 501 class GrGLNoise : public GrGLEffect {
503 public: 502 public:
504 GrGLNoise(const GrBackendEffectFactory& factory, 503 GrGLNoise(const GrBackendEffectFactory& factory,
505 const GrDrawEffect& drawEffect); 504 const GrDrawEffect& drawEffect);
506 virtual ~GrGLNoise() {} 505 virtual ~GrGLNoise() {}
507 506
508 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); 507 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
(...skipping 492 matching lines...) Expand 10 before | Expand all | Expand 10 after
1001 const char* uv = "uv"; 1000 const char* uv = "uv";
1002 const char* ab = "ab"; 1001 const char* ab = "ab";
1003 const char* latticeIdx = "latticeIdx"; 1002 const char* latticeIdx = "latticeIdx";
1004 const char* lattice = "lattice"; 1003 const char* lattice = "lattice";
1005 const char* perlinNoise = "4096.0"; 1004 const char* perlinNoise = "4096.0";
1006 const char* inc8bit = "0.00390625"; // 1.0 / 256.0 1005 const char* inc8bit = "0.00390625"; // 1.0 / 256.0
1007 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a 1006 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
1008 // [-1,1] vector and perform a dot product between that vector and the provi ded vector. 1007 // [-1,1] vector and perform a dot product between that vector and the provi ded vector.
1009 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);"; 1008 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);";
1010 1009
1010 GrGLShaderVar::Precision precision = GrGLShaderVar::kDefault_Precision;
1011 const char* precisionString = "";
1012 #if defined(SK_BUILD_FOR_ANDROID)
bsalomon 2013/06/13 16:11:31 Do we really need this to be an android-only flag?
sugoi 2013/06/13 16:57:13 I can remove it if you want. Note that GrGLShaderV
sugoi 2013/06/13 18:04:42 Done.
1013 // Android precision for NON Tegra devices, like, for example: Nexus 10 (ARM's Mali-T604)
1014 // The value of perlinNoise is 4096.0, so we need a high precision float to store this
1015 precision = GrGLShaderVar::kHigh_Precision;
1016 precisionString = GrGLShaderVar::PrecisionString(precision, builder->ctx Info().binding());
1017 #endif
1018
1011 // Add noise function 1019 // Add noise function
1012 static const GrGLShaderVar gPerlinNoiseArgs[] = { 1020 static const GrGLShaderVar gPerlinNoiseArgs[] = {
1013 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1021 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1014 GrGLShaderVar(noiseVec, kVec2f_GrSLType) 1022 GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, preci sion)
1015 }; 1023 };
1016 1024
1017 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { 1025 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = {
1018 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1026 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1019 GrGLShaderVar(noiseVec, kVec2f_GrSLType), 1027 GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, preci sion),
1020 GrGLShaderVar(stitchData, kVec4f_GrSLType) 1028 GrGLShaderVar(stitchData, kVec4f_GrSLType, GrGLShaderVar::kNonArray, pre cision)
1021 }; 1029 };
1022 1030
1023 SkString noiseCode; 1031 SkString noiseCode;
1024 1032
1025 noiseCode.appendf( 1033 noiseCode.appendf(
1026 "\tvec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));", 1034 "\t%svec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));",
1027 noiseXY, noiseVec, perlinNoise, noiseVec); 1035 precisionString, noiseXY, noiseVec, perlinNoise, noiseVec);
1028 1036
1029 // smooth curve : t * t * (3 - 2 * t) 1037 // smooth curve : t * t * (3 - 2 * t)
1030 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s .zw);", 1038 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s .zw);",
1031 noiseSmooth, noiseXY, noiseXY, noiseXY); 1039 noiseSmooth, noiseXY, noiseXY, noiseXY);
1032 1040
1033 // Adjust frequencies if we're stitching tiles 1041 // Adjust frequencies if we're stitching tiles
1034 if (fStitchTiles) { 1042 if (fStitchTiles) {
1035 noiseCode.appendf("\n\tif(%s.x >= %s.y) { %s.x -= %s.x; }", 1043 noiseCode.appendf("\n\tif(%s.x >= %s.y) { %s.x -= %s.x; }",
1036 noiseXY, stitchData, noiseXY, stitchData); 1044 noiseXY, stitchData, noiseXY, stitchData);
1037 noiseCode.appendf("\n\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }", 1045 noiseCode.appendf("\n\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }",
(...skipping 18 matching lines...) Expand all
1056 noiseCode.append(".r;"); 1064 noiseCode.append(".r;");
1057 } 1065 }
1058 1066
1059 // Get permutation for x + 1 1067 // Get permutation for x + 1
1060 { 1068 {
1061 SkString xCoords(""); 1069 SkString xCoords("");
1062 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); 1070 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit);
1063 1071
1064 noiseCode.appendf("\n\t%s.y = ", latticeIdx); 1072 noiseCode.appendf("\n\t%s.y = ", latticeIdx);
1065 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType); 1073 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType);
1066 noiseCode.append(".r;"); 1074 noiseCode.append(".r;");
Stephen White 2013/06/13 16:05:15 As mentioned, If you want to move to Ganesh's sing
1067 } 1075 }
1068 1076
1077 #if defined(SK_BUILD_FOR_ANDROID)
1078 // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Ne xus 7 (Tegra 3)
1079 noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003 921569);",
sugoi 2013/06/13 15:34:15 1 / 255 = 0.003921569
Stephen White 2013/06/13 16:05:15 This ^^ should probably be in a comment in the cod
sugoi 2013/06/13 18:04:42 Done.
1080 latticeIdx, latticeIdx);
1081 #endif
1082
1069 // Get (x,y) coordinates with the permutated x 1083 // Get (x,y) coordinates with the permutated x
1070 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noi seXY); 1084 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noi seXY);
1071 1085
1072 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY); 1086 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
1073 1087
1074 noiseCode.appendf("\n\n\tvec2 %s;", uv); 1088 noiseCode.appendf("\n\n\tvec2 %s;", uv);
1075 // Compute u, at offset (0,0) 1089 // Compute u, at offset (0,0)
1076 { 1090 {
1077 SkString latticeCoords(""); 1091 SkString latticeCoords("");
1078 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); 1092 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord);
1079 noiseCode.appendf("\n\tvec4 %s = ", lattice); 1093 noiseCode.appendf("\n\tvec4 %s = ", lattice);
1080 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1094 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1081 kVec2f_GrSLType); 1095 kVec2f_GrSLType);
1082 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1096 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1083 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1097 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1084 } 1098 }
1085 1099
1086 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); 1100 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
1087 // Compute v, at offset (-1,0) 1101 // Compute v, at offset (-1,0)
1088 { 1102 {
1089 SkString latticeCoords(""); 1103 SkString latticeCoords("");
1090 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); 1104 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord);
1091 noiseCode.append("lattice = "); 1105 noiseCode.append("\n\tlattice = ");
1092 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1106 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1093 kVec2f_GrSLType); 1107 kVec2f_GrSLType);
1094 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1108 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1095 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1109 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1096 } 1110 }
1097 1111
1098 // Compute 'a' as a linear interpolation of 'u' and 'v' 1112 // Compute 'a' as a linear interpolation of 'u' and 'v'
1099 noiseCode.appendf("\n\tvec2 %s;", ab); 1113 noiseCode.appendf("\n\tvec2 %s;", ab);
1100 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1114 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1101 1115
1102 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); 1116 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
1103 // Compute v, at offset (-1,-1) 1117 // Compute v, at offset (-1,-1)
1104 { 1118 {
1105 SkString latticeCoords(""); 1119 SkString latticeCoords("");
1106 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); 1120 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord);
1107 noiseCode.append("lattice = "); 1121 noiseCode.append("\n\tlattice = ");
1108 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1122 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1109 kVec2f_GrSLType); 1123 kVec2f_GrSLType);
1110 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1124 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1111 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1125 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1112 } 1126 }
1113 1127
1114 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); 1128 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
1115 // Compute u, at offset (0,-1) 1129 // Compute u, at offset (0,-1)
1116 { 1130 {
1117 SkString latticeCoords(""); 1131 SkString latticeCoords("");
1118 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); 1132 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord);
1119 noiseCode.append("lattice = "); 1133 noiseCode.append("\n\tlattice = ");
1120 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1134 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1121 kVec2f_GrSLType); 1135 kVec2f_GrSLType);
1122 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1136 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1123 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1137 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1124 } 1138 }
1125 1139
1126 // Compute 'b' as a linear interpolation of 'u' and 'v' 1140 // Compute 'b' as a linear interpolation of 'u' and 'v'
1127 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1141 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1128 // Compute the noise as a linear interpolation of 'a' and 'b' 1142 // Compute the noise as a linear interpolation of 'a' and 'b'
1129 noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth ); 1143 noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth );
1130 1144
1131 SkString noiseFuncName; 1145 SkString noiseFuncName;
1132 if (fStitchTiles) { 1146 if (fStitchTiles) {
1133 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType, "perlinnoise", 1147 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType,
1134 SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoi seStitchArgs, 1148 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchAr gs),
1135 noiseCode.c_str(), &noiseFuncName); 1149 gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseF uncName);
1136 } else { 1150 } else {
1137 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType, "perlinnoise", 1151 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType,
1138 SK_ARRAY_COUNT(gPerlinNoiseArgs), gPerlinNoiseArgs , 1152 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
1139 noiseCode.c_str(), &noiseFuncName); 1153 gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncNam e);
1140 } 1154 }
1141 1155
1142 // There are rounding errors if the floor operation is not performed here 1156 // There are rounding errors if the floor operation is not performed here
1143 builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s; ", 1157 builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s; ",
1144 noiseVec, invMatrixUni, vCoords, baseFrequencyUni); 1158 noiseVec, invMatrixUni, vCoords, baseFrequencyUni);
1145 1159
1146 // Clear the color accumulator 1160 // Clear the color accumulator
1147 builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor); 1161 builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
1148 1162
1149 if (fStitchTiles) { 1163 if (fStitchTiles) {
1150 // Set up TurbulenceInitial stitch values. 1164 // Set up TurbulenceInitial stitch values.
1151 builder->fsCodeAppendf("\n\t\tvec4 %s = %s;", stitchData, stitchDataUni) ; 1165 builder->fsCodeAppendf("\n\t\t%s vec4 %s = %s;", precisionString, stitch Data, stitchDataUni);
1152 } 1166 }
1153 1167
1154 builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio); 1168 builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio);
1155 1169
1156 // Loop over all octaves 1170 // Loop over all octaves
1157 builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {" , fNumOctaves); 1171 builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {" , fNumOctaves);
1158 1172
1159 builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor); 1173 builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor);
1160 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1174 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
1161 builder->fsCodeAppend("abs("); 1175 builder->fsCodeAppend("abs(");
(...skipping 18 matching lines...) Expand all
1180 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1194 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
1181 builder->fsCodeAppendf(")"); // end of "abs(" 1195 builder->fsCodeAppendf(")"); // end of "abs("
1182 } 1196 }
1183 builder->fsCodeAppendf(" * %s;", ratio); 1197 builder->fsCodeAppendf(" * %s;", ratio);
1184 1198
1185 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); 1199 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
1186 builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio); 1200 builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio);
1187 1201
1188 if (fStitchTiles) { 1202 if (fStitchTiles) {
1189 builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData); 1203 builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData);
1190 builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);", stitchData, stitchData, perlinNoise); 1204 builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);",
1205 stitchData, stitchData, perlinNoise);
1191 } 1206 }
1192 builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves 1207 builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves
1193 1208
1194 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { 1209 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
1195 // The value of turbulenceFunctionResult comes from ((turbulenceFunction Result) + 1) / 2 1210 // The value of turbulenceFunctionResult comes from ((turbulenceFunction Result) + 1) / 2
1196 // by fractalNoise and (turbulenceFunctionResult) by turbulence. 1211 // by fractalNoise and (turbulenceFunctionResult) by turbulence.
1197 builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputC olor, outputColor); 1212 builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputC olor, outputColor);
1198 } 1213 }
1199 1214
1200 builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni); 1215 builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
(...skipping 126 matching lines...) Expand 10 before | Expand all | Expand 10 after
1327 GrUnlockAndUnrefCachedBitmapTexture(noiseTexture); 1342 GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
1328 } 1343 }
1329 #endif 1344 #endif
1330 1345
1331 return effect; 1346 return effect;
1332 } 1347 }
1333 1348
1334 #else 1349 #else
1335 1350
1336 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { 1351 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const {
1337 #if !defined(SK_BUILD_FOR_ANDROID)
1338 SkDEBUGFAIL("Should not call in GPU-less build"); 1352 SkDEBUGFAIL("Should not call in GPU-less build");
1339 #endif
1340 return NULL; 1353 return NULL;
1341 } 1354 }
1342 1355
1343 #endif 1356 #endif
1344 1357
1345 #ifdef SK_DEVELOPER 1358 #ifdef SK_DEVELOPER
1346 void SkPerlinNoiseShader::toString(SkString* str) const { 1359 void SkPerlinNoiseShader::toString(SkString* str) const {
1347 str->append("SkPerlinNoiseShader: ("); 1360 str->append("SkPerlinNoiseShader: (");
1348 1361
1349 str->append("type: "); 1362 str->append("type: ");
(...skipping 17 matching lines...) Expand all
1367 str->append(" seed: "); 1380 str->append(" seed: ");
1368 str->appendScalar(fSeed); 1381 str->appendScalar(fSeed);
1369 str->append(" stitch tiles: "); 1382 str->append(" stitch tiles: ");
1370 str->append(fStitchTiles ? "true " : "false "); 1383 str->append(fStitchTiles ? "true " : "false ");
1371 1384
1372 this->INHERITED::toString(str); 1385 this->INHERITED::toString(str);
1373 1386
1374 str->append(")"); 1387 str->append(")");
1375 } 1388 }
1376 #endif 1389 #endif
OLDNEW
« no previous file with comments | « gm/perlinnoise.cpp ('k') | src/gpu/gl/GrGLShaderVar.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698