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1 /* | 1 /* |
2 * Copyright 2006 The Android Open Source Project | 2 * Copyright 2006 The Android Open Source Project |
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 "Sk4fLinearGradient.h" | 8 #include "Sk4fLinearGradient.h" |
9 #include "SkGradientShaderPriv.h" | 9 #include "SkGradientShaderPriv.h" |
10 #include "SkLinearGradient.h" | 10 #include "SkLinearGradient.h" |
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1024 return key; | 1024 return key; |
1025 } | 1025 } |
1026 | 1026 |
1027 void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder, | 1027 void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder, |
1028 GrGLSLUniformHandler* uniformHandler, | 1028 GrGLSLUniformHandler* uniformHandler, |
1029 const GrGLSLCaps* glslCaps, | 1029 const GrGLSLCaps* glslCaps, |
1030 const GrGradientEffect& ge, | 1030 const GrGradientEffect& ge, |
1031 const char* gradientTValue, | 1031 const char* gradientTValue, |
1032 const char* outputColor, | 1032 const char* outputColor, |
1033 const char* inputColor, | 1033 const char* inputColor, |
1034 const SamplerArray& texSamplers) { | 1034 const SamplerHandle* texSampler) { |
1035 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ | 1035 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ |
1036 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", | 1036 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", |
1037 uniformHandler->getUniformVariable(fColorStartU
ni).c_str(), | 1037 uniformHandler->getUniformVariable(fColorStartU
ni).c_str(), |
1038 uniformHandler->getUniformVariable(fColorEndUni
).c_str(), | 1038 uniformHandler->getUniformVariable(fColorEndUni
).c_str(), |
1039 gradientTValue); | 1039 gradientTValue); |
1040 // Note that we could skip this step if both colors are known to be opaq
ue. Two | 1040 // Note that we could skip this step if both colors are known to be opaq
ue. Two |
1041 // considerations: | 1041 // considerations: |
1042 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt | 1042 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt |
1043 // case. Make sure the key reflects this optimization (and note that it
can use the same | 1043 // case. Make sure the key reflects this optimization (and note that it
can use the same |
1044 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case | 1044 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case |
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1072 } | 1072 } |
1073 | 1073 |
1074 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, | 1074 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
1075 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); | 1075 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); |
1076 } else { | 1076 } else { |
1077 fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", | 1077 fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
1078 gradientTValue, | 1078 gradientTValue, |
1079 uniformHandler->getUniformVariable(fFSYUni).c_s
tr()); | 1079 uniformHandler->getUniformVariable(fFSYUni).c_s
tr()); |
1080 fragBuilder->codeAppendf("\t%s = ", outputColor); | 1080 fragBuilder->codeAppendf("\t%s = ", outputColor); |
1081 fragBuilder->appendTextureLookupAndModulate(inputColor, | 1081 fragBuilder->appendTextureLookupAndModulate(inputColor, |
1082 texSamplers[0], | 1082 uniformHandler->getSampler(t
exSampler[0]), |
1083 "coord"); | 1083 "coord"); |
1084 fragBuilder->codeAppend(";\n"); | 1084 fragBuilder->codeAppend(";\n"); |
1085 } | 1085 } |
1086 } | 1086 } |
1087 | 1087 |
1088 ///////////////////////////////////////////////////////////////////// | 1088 ///////////////////////////////////////////////////////////////////// |
1089 | 1089 |
1090 GrGradientEffect::GrGradientEffect(GrContext* ctx, | 1090 GrGradientEffect::GrGradientEffect(GrContext* ctx, |
1091 const SkGradientShaderBase& shader, | 1091 const SkGradientShaderBase& shader, |
1092 const SkMatrix& matrix, | 1092 const SkMatrix& matrix, |
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1207 (*stops)[i] = stop; | 1207 (*stops)[i] = stop; |
1208 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; | 1208 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; |
1209 } | 1209 } |
1210 } | 1210 } |
1211 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); | 1211 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); |
1212 | 1212 |
1213 return outColors; | 1213 return outColors; |
1214 } | 1214 } |
1215 | 1215 |
1216 #endif | 1216 #endif |
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