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Unified Diff: src/effects/gradients/SkTwoPointRadialGradient.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/SkTwoPointRadialGradient.cpp
diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp
index 53d980aea8a83c49a477dcb818ce41af20ccc18d..e806181630f02121959d96cb040d32296cc00ee6 100644
--- a/src/effects/gradients/SkTwoPointRadialGradient.cpp
+++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp
@@ -384,6 +384,14 @@ public:
GrGLRadial2Gradient(const GrBackendEffectFactory& factory, const GrDrawEffect&);
virtual ~GrGLRadial2Gradient() { }
+ virtual void emitCode(GrGLFullShaderBuilder*,
+ const GrDrawEffect&,
+ EffectKey,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray&,
+ const TextureSamplerArray&) SK_OVERRIDE;
+
virtual void emitCode(GrGLShaderBuilder*,
const GrDrawEffect&,
EffectKey,
@@ -391,6 +399,16 @@ 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);
@@ -526,15 +544,47 @@ GrGLRadial2Gradient::GrGLRadial2Gradient(const GrBackendEffectFactory& factory,
fIsDegenerate = data.isDegenerate();
}
-void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
+void GrGLRadial2Gradient::emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray& coords,
const TextureSamplerArray& samplers) {
+ this->emitUniforms(builder, key);
+
+ if (kVec2f_GrSLType == coords[0].type()) {
+ // For radial gradients without perspective we can pass the linear
+ // part of the quadratic as a varying.
+ SkString p2;
+ SkString p3;
+ builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
+ builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
+
+ builder->addVarying(kFloat_GrSLType, "Radial2BCoeff", &fVSVaryingName, &fFSVaryingName);
+
+ // r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
+ builder->vsCodeAppendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
+ fVSVaryingName, p2.c_str(),
+ coords[0].getVSName().c_str(), p3.c_str());
+ }
+
+ this->emitFragmentCode(builder, key, outputColor, inputColor, coords, samplers);
+}
+void GrGLRadial2Gradient::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);
+}
+
+void GrGLRadial2Gradient::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.
@@ -542,96 +592,74 @@ void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
kFloat_GrSLType, "Radial2VSParams", 6);
fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Radial2FSParams", 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, "Radial2BCoeff",
- &fVSVaryingName, &fFSVaryingName);
+void GrGLRadial2Gradient::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 rootName("root");
+ SkString t;
+ SkString p0;
+ SkString p1;
+ SkString p2;
+ SkString p3;
+ SkString p4;
+ SkString p5;
+ 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);\n",
+ bVar.c_str(), p2.c_str(), coords2D.c_str(), p3.c_str());
}
- // VS
- {
- SkString p2;
- SkString p3;
- builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
- builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
-
- // 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])
- vertexBuilder->vsCodeAppendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
- fVSVaryingName, p2.c_str(),
- coords[0].getVSName().c_str(), p3.c_str());
- }
+ // 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());
+
+ // If we aren't degenerate, emit some extra code, and accept a slightly
+ // more complex coord.
+ if (!fIsDegenerate) {
+
+ // ac4 = 4.0 * params[0] * c
+ builder->fsCodeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
+ ac4Name.c_str(), p0.c_str(),
+ cName.c_str());
+
+ // root = sqrt(b^2-4ac)
+ // (abs to avoid exception due to fp precision)
+ builder->fsCodeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
+ rootName.c_str(), bVar.c_str(), bVar.c_str(),
+ ac4Name.c_str());
+
+ // t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
+ t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
+ rootName.c_str(), p1.c_str());
+ } else {
+ // t is: -c/b
+ t.printf("-%s / %s", cName.c_str(), bVar.c_str());
}
- // FS
- {
- SkString coords2D = builder->ensureFSCoords2D(coords, 0);
- SkString cName("c");
- SkString ac4Name("ac4");
- SkString rootName("root");
- SkString t;
- SkString p0;
- SkString p1;
- SkString p2;
- SkString p3;
- SkString p4;
- SkString p5;
- 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);\n",
- bVar.c_str(), p2.c_str(), coords2D.c_str(), p3.c_str());
- }
-
- // 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());
-
- // If we aren't degenerate, emit some extra code, and accept a slightly
- // more complex coord.
- if (!fIsDegenerate) {
-
- // ac4 = 4.0 * params[0] * c
- builder->fsCodeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
- ac4Name.c_str(), p0.c_str(),
- cName.c_str());
-
- // root = sqrt(b^2-4ac)
- // (abs to avoid exception due to fp precision)
- builder->fsCodeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
- rootName.c_str(), bVar.c_str(), bVar.c_str(),
- ac4Name.c_str());
-
- // t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
- t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
- rootName.c_str(), p1.c_str());
- } else {
- // t is: -c/b
- t.printf("-%s / %s", cName.c_str(), bVar.c_str());
- }
-
- this->emitColor(builder, t.c_str(), key, outputColor, inputColor, samplers);
- }
+ this->emitColor(builder, t.c_str(), key, outputColor, inputColor, samplers);
}
void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman,

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