| Index: src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
|
| diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
|
| index 614b04f54b20a3467e4fb7e8d85afed3cb6ab623..6845376261aee8e22e16fdf565ce003e04bc4d21 100644
|
| --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
|
| +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
|
| @@ -96,6 +96,10 @@ public:
|
| */
|
| virtual void maskSampleCoverage(const char* mask, bool invert = false) = 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;
|
| +
|
| /**
|
| * Fragment procs with child procs should call these functions before/after calling emitCode
|
| * on a child proc.
|
| @@ -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
|
|
|