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

Issue 1709153002: Add more specialized fragment builders (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Make MSVC happy 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 "GrBicubicEffect.h" 8 #include "GrBicubicEffect.h"
9 #include "GrInvariantOutput.h" 9 #include "GrInvariantOutput.h"
10 #include "glsl/GrGLSLFragmentShaderBuilder.h" 10 #include "glsl/GrGLSLFragmentShaderBuilder.h"
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61 SkString cubicBlendName; 61 SkString cubicBlendName;
62 62
63 static const GrGLSLShaderVar gCubicBlendArgs[] = { 63 static const GrGLSLShaderVar gCubicBlendArgs[] = {
64 GrGLSLShaderVar("coefficients", kMat44f_GrSLType), 64 GrGLSLShaderVar("coefficients", kMat44f_GrSLType),
65 GrGLSLShaderVar("t", kFloat_GrSLType), 65 GrGLSLShaderVar("t", kFloat_GrSLType),
66 GrGLSLShaderVar("c0", kVec4f_GrSLType), 66 GrGLSLShaderVar("c0", kVec4f_GrSLType),
67 GrGLSLShaderVar("c1", kVec4f_GrSLType), 67 GrGLSLShaderVar("c1", kVec4f_GrSLType),
68 GrGLSLShaderVar("c2", kVec4f_GrSLType), 68 GrGLSLShaderVar("c2", kVec4f_GrSLType),
69 GrGLSLShaderVar("c3", kVec4f_GrSLType), 69 GrGLSLShaderVar("c3", kVec4f_GrSLType),
70 }; 70 };
71 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 71 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
72 SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); 72 SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
73 fragBuilder->emitFunction(kVec4f_GrSLType, 73 fragBuilder->emitFunction(kVec4f_GrSLType,
74 "cubicBlend", 74 "cubicBlend",
75 SK_ARRAY_COUNT(gCubicBlendArgs), 75 SK_ARRAY_COUNT(gCubicBlendArgs),
76 gCubicBlendArgs, 76 gCubicBlendArgs,
77 "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n" 77 "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
78 "\tvec4 c = coefficients * ts;\n" 78 "\tvec4 c = coefficients * ts;\n"
79 "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c 3;\n", 79 "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c 3;\n",
80 &cubicBlendName); 80 &cubicBlendName);
81 fragBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c _str(), imgInc); 81 fragBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c _str(), imgInc);
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214 // Use bilerp to handle rotation or fractional translation. 214 // Use bilerp to handle rotation or fractional translation.
215 *filterMode = GrTextureParams::kBilerp_FilterMode; 215 *filterMode = GrTextureParams::kBilerp_FilterMode;
216 } 216 }
217 return false; 217 return false;
218 } 218 }
219 // When we use the bicubic filtering effect each sample is read from the tex ture using 219 // When we use the bicubic filtering effect each sample is read from the tex ture using
220 // nearest neighbor sampling. 220 // nearest neighbor sampling.
221 *filterMode = GrTextureParams::kNone_FilterMode; 221 *filterMode = GrTextureParams::kNone_FilterMode;
222 return true; 222 return true;
223 } 223 }
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