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Side by Side Diff: src/gpu/effects/GrRRectEffect.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 "GrRRectEffect.h" 8 #include "GrRRectEffect.h"
9 9
10 #include "GrConvexPolyEffect.h" 10 #include "GrConvexPolyEffect.h"
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168 168
169 // If we're on a device with a "real" mediump then the length calculation co uld overflow. 169 // If we're on a device with a "real" mediump then the length calculation co uld overflow.
170 SkString clampedCircleDistance; 170 SkString clampedCircleDistance;
171 if (args.fGLSLCaps->floatPrecisionVaries()) { 171 if (args.fGLSLCaps->floatPrecisionVaries()) {
172 clampedCircleDistance.printf("clamp(%s.x * (1.0 - length(dxy * %s.y)), 0 .0, 1.0);", 172 clampedCircleDistance.printf("clamp(%s.x * (1.0 - length(dxy * %s.y)), 0 .0, 1.0);",
173 radiusPlusHalfName, radiusPlusHalfName); 173 radiusPlusHalfName, radiusPlusHalfName);
174 } else { 174 } else {
175 clampedCircleDistance.printf("clamp(%s.x - length(dxy), 0.0, 1.0);", rad iusPlusHalfName); 175 clampedCircleDistance.printf("clamp(%s.x - length(dxy), 0.0, 1.0);", rad iusPlusHalfName);
176 } 176 }
177 177
178 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 178 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
179 const char* fragmentPos = fragBuilder->fragmentPosition(); 179 const char* fragmentPos = fragBuilder->fragmentPosition();
180 // At each quarter-circle corner we compute a vector that is the offset of t he fragment position 180 // At each quarter-circle corner we compute a vector that is the offset of t he fragment position
181 // from the circle center. The vector is pinned in x and y to be in the quar ter-plane relevant 181 // from the circle center. The vector is pinned in x and y to be in the quar ter-plane relevant
182 // to that corner. This means that points near the interior near the rrect t op edge will have 182 // to that corner. This means that points near the interior near the rrect t op edge will have
183 // a vector that points straight up for both the TL left and TR corners. Com puting an 183 // a vector that points straight up for both the TL left and TR corners. Com puting an
184 // alpha from this vector at either the TR or TL corner will give the correc t result. Similarly, 184 // alpha from this vector at either the TR or TL corner will give the correc t result. Similarly,
185 // fragments near the other three edges will get the correct AA. Fragments i n the interior of 185 // fragments near the other three edges will get the correct AA. Fragments i n the interior of
186 // the rrect will have a (0,0) vector at all four corners. So long as the ra dius > 0.5 they will 186 // the rrect will have a (0,0) vector at all four corners. So long as the ra dius > 0.5 they will
187 // correctly produce an alpha value of 1 at all four corners. We take the mi n of all the alphas. 187 // correctly produce an alpha value of 1 at all four corners. We take the mi n of all the alphas.
188 // The code below is a simplified version of the above that performs maxs on the vector 188 // The code below is a simplified version of the above that performs maxs on the vector
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506 void GLEllipticalRRectEffect::emitCode(EmitArgs& args) { 506 void GLEllipticalRRectEffect::emitCode(EmitArgs& args) {
507 const EllipticalRRectEffect& erre = args.fFp.cast<EllipticalRRectEffect>(); 507 const EllipticalRRectEffect& erre = args.fFp.cast<EllipticalRRectEffect>();
508 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 508 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
509 const char *rectName; 509 const char *rectName;
510 // The inner rect is the rrect bounds inset by the x/y radii 510 // The inner rect is the rrect bounds inset by the x/y radii
511 fInnerRectUniform = uniformHandler->addUniform(kFragment_GrShaderFlag, 511 fInnerRectUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
512 kVec4f_GrSLType, kDefault_GrS LPrecision, 512 kVec4f_GrSLType, kDefault_GrS LPrecision,
513 "innerRect", 513 "innerRect",
514 &rectName); 514 &rectName);
515 515
516 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 516 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
517 const char* fragmentPos = fragBuilder->fragmentPosition(); 517 const char* fragmentPos = fragBuilder->fragmentPosition();
518 // At each quarter-ellipse corner we compute a vector that is the offset of the fragment pos 518 // At each quarter-ellipse corner we compute a vector that is the offset of the fragment pos
519 // to the ellipse center. The vector is pinned in x and y to be in the quart er-plane relevant 519 // to the ellipse center. The vector is pinned in x and y to be in the quart er-plane relevant
520 // to that corner. This means that points near the interior near the rrect t op edge will have 520 // to that corner. This means that points near the interior near the rrect t op edge will have
521 // a vector that points straight up for both the TL left and TR corners. Com puting an 521 // a vector that points straight up for both the TL left and TR corners. Com puting an
522 // alpha from this vector at either the TR or TL corner will give the correc t result. Similarly, 522 // alpha from this vector at either the TR or TL corner will give the correc t result. Similarly,
523 // fragments near the other three edges will get the correct AA. Fragments i n the interior of 523 // fragments near the other three edges will get the correct AA. Fragments i n the interior of
524 // the rrect will have a (0,0) vector at all four corners. So long as the ra dii > 0.5 they will 524 // the rrect will have a (0,0) vector at all four corners. So long as the ra dii > 0.5 they will
525 // correctly produce an alpha value of 1 at all four corners. We take the mi n of all the alphas. 525 // correctly produce an alpha value of 1 at all four corners. We take the mi n of all the alphas.
526 // 526 //
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769 if (rrect.isNinePatch()) { 769 if (rrect.isNinePatch()) {
770 return EllipticalRRectEffect::Create(edgeType, rrect); 770 return EllipticalRRectEffect::Create(edgeType, rrect);
771 } 771 }
772 return nullptr; 772 return nullptr;
773 } 773 }
774 } 774 }
775 } 775 }
776 776
777 return nullptr; 777 return nullptr;
778 } 778 }
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