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Unified Diff: src/effects/gradients/SkTwoPointConicalGradient.cpp

Issue 25474006: Move VertexBuilder to a GrGLFullShaderBuilder subclass (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 2 months ago
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Index: src/effects/gradients/SkTwoPointConicalGradient.cpp
diff --git a/src/effects/gradients/SkTwoPointConicalGradient.cpp b/src/effects/gradients/SkTwoPointConicalGradient.cpp
index 0a5e29b856a3e6c9355cf127c27297fc89e08317..28b9609e9cd7483250cc326b9bf35fabb9b6844f 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient.cpp
@@ -342,6 +342,14 @@ public:
GrGLConical2Gradient(const GrBackendEffectFactory& factory, const GrDrawEffect&);
virtual ~GrGLConical2Gradient() { }
+ virtual void emitCode(GrGLFullShaderBuilder*,
bsalomon 2013/10/03 14:44:52 Eek.. do we need both virtuals for emitting code o
Chris Dalton 2013/10/03 21:43:22 Done.
+ const GrDrawEffect&,
+ EffectKey,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray&,
+ const TextureSamplerArray&) SK_OVERRIDE;
+
virtual void emitCode(GrGLShaderBuilder*,
const GrDrawEffect&,
EffectKey,
@@ -349,6 +357,16 @@ public:
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray&) SK_OVERRIDE;
+
+ void emitUniforms(GrGLShaderBuilder* builder, EffectKey key);
+
+ void emitFragmentCode(GrGLShaderBuilder*,
+ EffectKey,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray&,
+ const TextureSamplerArray&);
+
virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
static EffectKey GenKey(const GrDrawEffect&, const GrGLCaps& caps);
@@ -484,7 +502,7 @@ GrGLConical2Gradient::GrGLConical2Gradient(const GrBackendEffectFactory& factory
fIsDegenerate = data.isDegenerate();
}
-void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
+void GrGLConical2Gradient::emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect&,
EffectKey key,
const char* outputColor,
@@ -492,25 +510,10 @@ void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
const TransformedCoordsArray& coords,
const TextureSamplerArray& samplers) {
this->emitUniforms(builder, key);
- // 2 copies of uniform array, 1 for each of vertex & fragment shader,
- // to work around Xoom bug. Doesn't seem to cause performance decrease
- // in test apps, but need to keep an eye on it.
- fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_Visibility,
- kFloat_GrSLType, "Conical2VSParams", 6);
- fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
- kFloat_GrSLType, "Conical2FSParams", 6);
- // For radial gradients without perspective we can pass the linear
- // part of the quadratic as a varying.
- GrGLShaderBuilder::VertexBuilder* vertexBuilder =
- (kVec2f_GrSLType == coords[0].type()) ? builder->getVertexBuilder() : NULL;
- if (NULL != vertexBuilder) {
- vertexBuilder->addVarying(kFloat_GrSLType, "Conical2BCoeff",
- &fVSVaryingName, &fFSVaryingName);
- }
-
- // VS
- {
+ if (kVec2f_GrSLType == coords[0].type()) {
+ // For conical gradients without perspective we can pass the linear
+ // part of the quadratic as a varying.
SkString p2; // distance between centers
SkString p3; // start radius
SkString p5; // difference in radii (r1 - r0)
@@ -518,134 +521,160 @@ void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
builder->getUniformVariable(fVSParamUni).appendArrayAccess(5, &p5);
- // For radial gradients without perspective we can pass the linear
- // part of the quadratic as a varying.
- if (NULL != vertexBuilder) {
- // r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
- vertexBuilder->vsCodeAppendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
- fVSVaryingName, p2.c_str(),
- coords[0].getVSName().c_str(), p3.c_str(), p5.c_str());
- }
+ builder->addVarying(kFloat_GrSLType, "Conical2BCoeff", &fVSVaryingName, &fFSVaryingName);
+
+ // r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
+ builder->vsCodeAppendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
+ fVSVaryingName, p2.c_str(),
+ coords[0].getVSName().c_str(), p3.c_str(), p5.c_str());
}
- // FS
- {
- SkString coords2D = builder->ensureFSCoords2D(coords, 0);
- SkString cName("c");
- SkString ac4Name("ac4");
- SkString dName("d");
- SkString qName("q");
- SkString r0Name("r0");
- SkString r1Name("r1");
- SkString tName("t");
- SkString p0; // 4a
- SkString p1; // 1/a
- SkString p2; // distance between centers
- SkString p3; // start radius
- SkString p4; // start radius squared
- SkString p5; // difference in radii (r1 - r0)
+ this->emitFragmentCode(builder, key, outputColor, inputColor, coords, samplers);
+}
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
- builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
-
- // If we we're able to interpolate the linear component,
- // bVar is the varying; otherwise compute it
- SkString bVar;
- if (NULL != vertexBuilder) {
- bVar = fFSVaryingName;
- } else {
- bVar = "b";
- builder->fsCodeAppendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
- bVar.c_str(), p2.c_str(), coords2D.c_str(),
- p3.c_str(), p5.c_str());
- }
+void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
+ const GrDrawEffect&,
+ EffectKey key,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray& coords,
+ const TextureSamplerArray& samplers) {
+ this->emitUniforms(builder, key);
+ this->emitFragmentCode(builder, key, outputColor, inputColor, coords, samplers);
+}
- // output will default to transparent black (we simply won't write anything
- // else to it if invalid, instead of discarding or returning prematurely)
- builder->fsCodeAppendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
-
- // c = (x^2)+(y^2) - params[4]
- builder->fsCodeAppendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
- coords2D.c_str(), coords2D.c_str(),
- p4.c_str());
-
- // Non-degenerate case (quadratic)
- if (!fIsDegenerate) {
-
- // ac4 = params[0] * c
- builder->fsCodeAppendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
- cName.c_str());
-
- // d = b^2 - ac4
- builder->fsCodeAppendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
- bVar.c_str(), bVar.c_str(), ac4Name.c_str());
-
- // only proceed if discriminant is >= 0
- builder->fsCodeAppendf("\tif (%s >= 0.0) {\n", dName.c_str());
-
- // intermediate value we'll use to compute the roots
- // q = -0.5 * (b +/- sqrt(d))
- builder->fsCodeAppendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
- " * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
- bVar.c_str(), dName.c_str());
-
- // compute both roots
- // r0 = q * params[1]
- builder->fsCodeAppendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
- qName.c_str(), p1.c_str());
- // r1 = c / q
- builder->fsCodeAppendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
- cName.c_str(), qName.c_str());
-
- // Note: If there are two roots that both generate radius(t) > 0, the
- // Canvas spec says to choose the larger t.
-
- // so we'll look at the larger one first:
- builder->fsCodeAppendf("\t\tfloat %s = max(%s, %s);\n", tName.c_str(),
- r0Name.c_str(), r1Name.c_str());
-
- // if r(t) > 0, then we're done; t will be our x coordinate
- builder->fsCodeAppendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
- p5.c_str(), p3.c_str());
-
- builder->fsCodeAppend("\t\t");
- this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
-
- // otherwise, if r(t) for the larger root was <= 0, try the other root
- builder->fsCodeAppend("\t\t} else {\n");
- builder->fsCodeAppendf("\t\t\t%s = min(%s, %s);\n", tName.c_str(),
- r0Name.c_str(), r1Name.c_str());
-
- // if r(t) > 0 for the smaller root, then t will be our x coordinate
- builder->fsCodeAppendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
- tName.c_str(), p5.c_str(), p3.c_str());
-
- builder->fsCodeAppend("\t\t\t");
- this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
-
- // end if (r(t) > 0) for smaller root
- builder->fsCodeAppend("\t\t\t}\n");
- // end if (r(t) > 0), else, for larger root
- builder->fsCodeAppend("\t\t}\n");
- // end if (discriminant >= 0)
- builder->fsCodeAppend("\t}\n");
- } else {
+void GrGLConical2Gradient::emitUniforms(GrGLShaderBuilder* builder, EffectKey key) {
+ this->INHERITED::emitUniforms(builder, key);
+ // 2 copies of uniform array, 1 for each of vertex & fragment shader,
+ // to work around Xoom bug. Doesn't seem to cause performance decrease
+ // in test apps, but need to keep an eye on it.
+ fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_Visibility,
+ kFloat_GrSLType, "Conical2VSParams", 6);
+ fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
+ kFloat_GrSLType, "Conical2FSParams", 6);
+}
- // linear case: t = -c/b
- builder->fsCodeAppendf("\tfloat %s = -(%s / %s);\n", tName.c_str(),
- cName.c_str(), bVar.c_str());
+void GrGLConical2Gradient::emitFragmentCode(GrGLShaderBuilder* builder,
+ EffectKey key,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray& coords,
+ const TextureSamplerArray& samplers) {
+ SkString coords2D = builder->ensureFSCoords2D(coords, 0);
+ SkString cName("c");
+ SkString ac4Name("ac4");
+ SkString dName("d");
+ SkString qName("q");
+ SkString r0Name("r0");
+ SkString r1Name("r1");
+ SkString tName("t");
+ SkString p0; // 4a
+ SkString p1; // 1/a
+ SkString p2; // distance between centers
+ SkString p3; // start radius
+ SkString p4; // start radius squared
+ SkString p5; // difference in radii (r1 - r0)
+
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
+ builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
+
+ // If we we're able to interpolate the linear component,
+ // bVar is the varying; otherwise compute it
+ SkString bVar;
+ if (NULL != fFSVaryingName) {
+ bVar = fFSVaryingName;
+ } else {
+ bVar = "b";
+ builder->fsCodeAppendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
+ bVar.c_str(), p2.c_str(), coords2D.c_str(),
+ p3.c_str(), p5.c_str());
+ }
- // if r(t) > 0, then t will be the x coordinate
- builder->fsCodeAppendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
- p5.c_str(), p3.c_str());
- builder->fsCodeAppend("\t");
- this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
- builder->fsCodeAppend("\t}\n");
- }
+ // output will default to transparent black (we simply won't write anything
+ // else to it if invalid, instead of discarding or returning prematurely)
+ builder->fsCodeAppendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
+
+ // c = (x^2)+(y^2) - params[4]
+ builder->fsCodeAppendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
+ coords2D.c_str(), coords2D.c_str(),
+ p4.c_str());
+
+ // Non-degenerate case (quadratic)
+ if (!fIsDegenerate) {
+
+ // ac4 = params[0] * c
+ builder->fsCodeAppendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
+ cName.c_str());
+
+ // d = b^2 - ac4
+ builder->fsCodeAppendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
+ bVar.c_str(), bVar.c_str(), ac4Name.c_str());
+
+ // only proceed if discriminant is >= 0
+ builder->fsCodeAppendf("\tif (%s >= 0.0) {\n", dName.c_str());
+
+ // intermediate value we'll use to compute the roots
+ // q = -0.5 * (b +/- sqrt(d))
+ builder->fsCodeAppendf("\t\tfloat %s = -0.5 * (%s + (%s < 0.0 ? -1.0 : 1.0)"
+ " * sqrt(%s));\n", qName.c_str(), bVar.c_str(),
+ bVar.c_str(), dName.c_str());
+
+ // compute both roots
+ // r0 = q * params[1]
+ builder->fsCodeAppendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
+ qName.c_str(), p1.c_str());
+ // r1 = c / q
+ builder->fsCodeAppendf("\t\tfloat %s = %s / %s;\n", r1Name.c_str(),
+ cName.c_str(), qName.c_str());
+
+ // Note: If there are two roots that both generate radius(t) > 0, the
+ // Canvas spec says to choose the larger t.
+
+ // so we'll look at the larger one first:
+ builder->fsCodeAppendf("\t\tfloat %s = max(%s, %s);\n", tName.c_str(),
+ r0Name.c_str(), r1Name.c_str());
+
+ // if r(t) > 0, then we're done; t will be our x coordinate
+ builder->fsCodeAppendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
+ p5.c_str(), p3.c_str());
+
+ builder->fsCodeAppend("\t\t");
+ this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
+
+ // otherwise, if r(t) for the larger root was <= 0, try the other root
+ builder->fsCodeAppend("\t\t} else {\n");
+ builder->fsCodeAppendf("\t\t\t%s = min(%s, %s);\n", tName.c_str(),
+ r0Name.c_str(), r1Name.c_str());
+
+ // if r(t) > 0 for the smaller root, then t will be our x coordinate
+ builder->fsCodeAppendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
+ tName.c_str(), p5.c_str(), p3.c_str());
+
+ builder->fsCodeAppend("\t\t\t");
+ this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
+
+ // end if (r(t) > 0) for smaller root
+ builder->fsCodeAppend("\t\t\t}\n");
+ // end if (r(t) > 0), else, for larger root
+ builder->fsCodeAppend("\t\t}\n");
+ // end if (discriminant >= 0)
+ builder->fsCodeAppend("\t}\n");
+ } else {
+
+ // linear case: t = -c/b
+ builder->fsCodeAppendf("\tfloat %s = -(%s / %s);\n", tName.c_str(),
+ cName.c_str(), bVar.c_str());
+
+ // if r(t) > 0, then t will be the x coordinate
+ builder->fsCodeAppendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
+ p5.c_str(), p3.c_str());
+ builder->fsCodeAppend("\t");
+ this->emitColor(builder, tName.c_str(), key, outputColor, inputColor, samplers);
+ builder->fsCodeAppend("\t}\n");
}
}
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