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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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1020 return key; | 1020 return key; |
1021 } | 1021 } |
1022 | 1022 |
1023 void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder, | 1023 void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder, |
1024 GrGLSLUniformHandler* uniformHandler, | 1024 GrGLSLUniformHandler* uniformHandler, |
1025 const GrGLSLCaps* glslCaps, | 1025 const GrGLSLCaps* glslCaps, |
1026 const GrGradientEffect& ge, | 1026 const GrGradientEffect& ge, |
1027 const char* gradientTValue, | 1027 const char* gradientTValue, |
1028 const char* outputColor, | 1028 const char* outputColor, |
1029 const char* inputColor, | 1029 const char* inputColor, |
1030 const SamplerArray& texSamplers) { | 1030 const SamplerHandle* texSamplers) { |
1031 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ | 1031 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ |
1032 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", | 1032 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", |
1033 uniformHandler->getUniformVariable(fColorStartU
ni).c_str(), | 1033 uniformHandler->getUniformVariable(fColorStartU
ni).c_str(), |
1034 uniformHandler->getUniformVariable(fColorEndUni
).c_str(), | 1034 uniformHandler->getUniformVariable(fColorEndUni
).c_str(), |
1035 gradientTValue); | 1035 gradientTValue); |
1036 // Note that we could skip this step if both colors are known to be opaq
ue. Two | 1036 // Note that we could skip this step if both colors are known to be opaq
ue. Two |
1037 // considerations: | 1037 // considerations: |
1038 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt | 1038 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt |
1039 // case. Make sure the key reflects this optimization (and note that it
can use the same | 1039 // case. Make sure the key reflects this optimization (and note that it
can use the same |
1040 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case | 1040 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case |
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1203 (*stops)[i] = stop; | 1203 (*stops)[i] = stop; |
1204 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; | 1204 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; |
1205 } | 1205 } |
1206 } | 1206 } |
1207 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); | 1207 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); |
1208 | 1208 |
1209 return outColors; | 1209 return outColors; |
1210 } | 1210 } |
1211 | 1211 |
1212 #endif | 1212 #endif |
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