Index: src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
index 614b04f54b20a3467e4fb7e8d85afed3cb6ab623..9e6eec2004472d879b09cffaeb7ef16f2abe48d4 100644 |
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
@@ -53,6 +53,10 @@ public: |
is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ |
virtual const char* fragmentPosition() = 0; |
+ /** Returns a variable name that represents a vector to the nearest edge of the shape, in source |
+ space coordinates. */ |
+ virtual const char* distanceVectorName() const = 0; |
egdaniel
2016/07/14 02:47:47
I think we can drop this down one level to grglslf
dvonbeck
2016/07/14 13:40:34
Done.
|
+ |
// TODO: remove this method. |
void declAppendf(const char* fmt, ...); |
@@ -166,6 +170,7 @@ public: |
virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords, |
int index) override; |
const char* fragmentPosition() override; |
+ const char* distanceVectorName() const override; |
// GrGLSLFPFragmentBuilder interface. |
void appendOffsetToSample(const char* sampleIdx, Coordinates) override; |
@@ -235,6 +240,7 @@ private: |
bool fHasSecondaryOutput; |
uint8_t fUsedSampleOffsetArrays; |
bool fHasInitializedSampleMask; |
+ SkString fDistanceVectorOutput; |
#ifdef SK_DEBUG |
// some state to verify shaders and effects are consistent, this is reset between effects by |