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Side by Side Diff: src/gpu/effects/GrOvalEffect.cpp

Issue 1684063006: Add GrShaderFlags enum (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Bit->Flag Created 4 years, 10 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 "GrOvalEffect.h" 8 #include "GrOvalEffect.h"
9 9
10 #include "GrFragmentProcessor.h" 10 #include "GrFragmentProcessor.h"
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108 SkScalar fPrevRadius; 108 SkScalar fPrevRadius;
109 109
110 typedef GrGLSLFragmentProcessor INHERITED; 110 typedef GrGLSLFragmentProcessor INHERITED;
111 }; 111 };
112 112
113 void GLCircleEffect::emitCode(EmitArgs& args) { 113 void GLCircleEffect::emitCode(EmitArgs& args) {
114 const CircleEffect& ce = args.fFp.cast<CircleEffect>(); 114 const CircleEffect& ce = args.fFp.cast<CircleEffect>();
115 const char *circleName; 115 const char *circleName;
116 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0. 5)) for regular 116 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0. 5)) for regular
117 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills. 117 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills.
118 fCircleUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFra gment_Visibility, 118 fCircleUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
119 kVec4f_GrSLType, kDefault_ GrSLPrecision, 119 kVec4f_GrSLType, kDefault_ GrSLPrecision,
120 "circle", 120 "circle",
121 &circleName); 121 &circleName);
122 122
123 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 123 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
124 const char* fragmentPos = fragBuilder->fragmentPosition(); 124 const char* fragmentPos = fragBuilder->fragmentPosition();
125 125
126 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType()); 126 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType());
127 // TODO: Right now the distance to circle caclulation is performed in a spac e normalized to the 127 // TODO: Right now the distance to circle caclulation is performed in a spac e normalized to the
128 // radius and then denormalized. This is to prevent overflow on devices that have a "real" 128 // radius and then denormalized. This is to prevent overflow on devices that have a "real"
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279 SkVector fPrevRadii; 279 SkVector fPrevRadii;
280 280
281 typedef GrGLSLFragmentProcessor INHERITED; 281 typedef GrGLSLFragmentProcessor INHERITED;
282 }; 282 };
283 283
284 void GLEllipseEffect::emitCode(EmitArgs& args) { 284 void GLEllipseEffect::emitCode(EmitArgs& args) {
285 const EllipseEffect& ee = args.fFp.cast<EllipseEffect>(); 285 const EllipseEffect& ee = args.fFp.cast<EllipseEffect>();
286 const char *ellipseName; 286 const char *ellipseName;
287 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2) 287 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2)
288 // The last two terms can underflow on mediump, so we use highp. 288 // The last two terms can underflow on mediump, so we use highp.
289 fEllipseUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFr agment_Visibility, 289 fEllipseUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
290 kVec4f_GrSLType, kHigh_Gr SLPrecision, 290 kVec4f_GrSLType, kHigh_Gr SLPrecision,
291 "ellipse", 291 "ellipse",
292 &ellipseName); 292 &ellipseName);
293 // If we're on a device with a "real" mediump then we'll do the distance com putation in a space 293 // If we're on a device with a "real" mediump then we'll do the distance com putation in a space
294 // that is normalized by the larger radius. The scale uniform will be scale, 1/scale. The 294 // that is normalized by the larger radius. The scale uniform will be scale, 1/scale. The
295 // inverse squared radii uniform values are already in this normalized space . The center is 295 // inverse squared radii uniform values are already in this normalized space . The center is
296 // not. 296 // not.
297 const char* scaleName = nullptr; 297 const char* scaleName = nullptr;
298 if (args.fGLSLCaps->floatPrecisionVaries()) { 298 if (args.fGLSLCaps->floatPrecisionVaries()) {
299 fScaleUniform = args.fUniformHandler->addUniform( 299 fScaleUniform = args.fUniformHandler->addUniform(
300 GrGLSLUniformHandler::kFragment_Visibility, kVec2f_GrSLType, kDefaul t_GrSLPrecision, 300 kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision,
301 "scale", &scaleName); 301 "scale", &scaleName);
302 } 302 }
303 303
304 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 304 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
305 const char* fragmentPos = fragBuilder->fragmentPosition(); 305 const char* fragmentPos = fragBuilder->fragmentPosition();
306 306
307 // d is the offset to the ellipse center 307 // d is the offset to the ellipse center
308 fragBuilder->codeAppendf("vec2 d = %s.xy - %s.xy;", fragmentPos, ellipseName ); 308 fragBuilder->codeAppendf("vec2 d = %s.xy - %s.xy;", fragmentPos, ellipseName );
309 if (scaleName) { 309 if (scaleName) {
310 fragBuilder->codeAppendf("d *= %s.y;", scaleName); 310 fragBuilder->codeAppendf("d *= %s.y;", scaleName);
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401 w /= 2; 401 w /= 2;
402 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval .fTop + w), w); 402 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval .fTop + w), w);
403 } else { 403 } else {
404 w /= 2; 404 w /= 2;
405 h /= 2; 405 h /= 2;
406 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova l.fTop + h), w, h); 406 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova l.fTop + h), w, h);
407 } 407 }
408 408
409 return nullptr; 409 return nullptr;
410 } 410 }
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