| Index: src/effects/gradients/SkTwoPointRadialGradient.cpp
|
| diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp
|
| index 53d980aea8a83c49a477dcb818ce41af20ccc18d..923ed1e6ba795449eb06429664e75066e65b92f5 100644
|
| --- a/src/effects/gradients/SkTwoPointRadialGradient.cpp
|
| +++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp
|
| @@ -397,8 +397,7 @@ public:
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|
|
| protected:
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|
|
| - UniformHandle fVSParamUni;
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| - UniformHandle fFSParamUni;
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| + UniformHandle fParamUni;
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|
|
| const char* fVSVaryingName;
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| const char* fFSVaryingName;
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| @@ -463,7 +462,19 @@ private:
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| : INHERITED(ctx, shader, matrix, tm)
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| , fCenterX1(shader.getCenterX1())
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| , fRadius0(shader.getStartRadius())
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| - , fPosRoot(shader.getDiffRadius() < 0) { }
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| + , fPosRoot(shader.getDiffRadius() < 0) {
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| + // We pass the linear part of the quadratic as a varying.
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| + // float b = 2.0 * (fCenterX1 * x - fRadius0 * z)
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| + fBTransform = this->getCoordTransform();
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| + SkMatrix& bMatrix = *fBTransform.accessMatrix();
|
| + bMatrix[SkMatrix::kMScaleX] = 2 * (SkScalarMul(fCenterX1, bMatrix[SkMatrix::kMScaleX]) -
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| + SkScalarMul(fRadius0, bMatrix[SkMatrix::kMPersp0]));
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| + bMatrix[SkMatrix::kMSkewX] = 2 * (SkScalarMul(fCenterX1, bMatrix[SkMatrix::kMSkewX]) -
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| + SkScalarMul(fRadius0, bMatrix[SkMatrix::kMPersp1]));
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| + bMatrix[SkMatrix::kMTransX] = 2 * (SkScalarMul(fCenterX1, bMatrix[SkMatrix::kMTransX]) -
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| + SkScalarMul(fRadius0, bMatrix[SkMatrix::kMPersp2]));
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| + this->addCoordTransform(&fBTransform);
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| + }
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|
|
| GR_DECLARE_EFFECT_TEST;
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|
|
| @@ -471,9 +482,10 @@ private:
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| // Cache of values - these can change arbitrarily, EXCEPT
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| // we shouldn't change between degenerate and non-degenerate?!
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|
|
| - SkScalar fCenterX1;
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| - SkScalar fRadius0;
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| - SkBool8 fPosRoot;
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| + GrCoordTransform fBTransform;
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| + SkScalar fCenterX1;
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| + SkScalar fRadius0;
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| + SkBool8 fPosRoot;
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|
|
| // @}
|
|
|
| @@ -535,103 +547,68 @@ void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
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| const TextureSamplerArray& samplers) {
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|
|
| this->emitUniforms(builder, key);
|
| - // 2 copies of uniform array, 1 for each of vertex & fragment shader,
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| - // to work around Xoom bug. Doesn't seem to cause performance decrease
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| - // in test apps, but need to keep an eye on it.
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| - fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_Visibility,
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| - kFloat_GrSLType, "Radial2VSParams", 6);
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| - fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
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| - kFloat_GrSLType, "Radial2FSParams", 6);
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| -
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| - // For radial gradients without perspective we can pass the linear
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| - // part of the quadratic as a varying.
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| - GrGLShaderBuilder::VertexBuilder* vertexBuilder =
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| - (kVec2f_GrSLType == coords[0].type()) ? builder->getVertexBuilder() : NULL;
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| - if (NULL != vertexBuilder) {
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| - vertexBuilder->addVarying(kFloat_GrSLType, "Radial2BCoeff",
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| - &fVSVaryingName, &fFSVaryingName);
|
| + fParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
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| + kFloat_GrSLType, "Radial2FSParams", 6);
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| +
|
| + SkString cName("c");
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| + SkString ac4Name("ac4");
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| + SkString rootName("root");
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| + SkString t;
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| + SkString p0;
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| + SkString p1;
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| + SkString p2;
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| + SkString p3;
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| + SkString p4;
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| + SkString p5;
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(2, &p2);
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(3, &p3);
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(4, &p4);
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| + builder->getUniformVariable(fParamUni).appendArrayAccess(5, &p5);
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| +
|
| + // We interpolate the linear component in coords[1].
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| + SkASSERT(coords[0].type() == coords[1].type());
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| + const char* coords2D;
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| + SkString bVar;
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| + if (kVec3f_GrSLType == coords[0].type()) {
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| + builder->fsCodeAppendf("\tvec3 interpolants = vec3(%s.xy, %s.x) / %s.z;\n",
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| + coords[0].c_str(), coords[1].c_str(), coords[0].c_str());
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| + coords2D = "interpolants.xy";
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| + bVar = "interpolants.z";
|
| + } else {
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| + coords2D = coords[0].c_str();
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| + bVar.printf("%s.x", coords[1].c_str());
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| }
|
|
|
| - // VS
|
| - {
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| - SkString p2;
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| - SkString p3;
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| - builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
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| - builder->getUniformVariable(fVSParamUni).appendArrayAccess(3, &p3);
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| -
|
| - // For radial gradients without perspective we can pass the linear
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| - // part of the quadratic as a varying.
|
| - if (NULL != vertexBuilder) {
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| - // r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
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| - vertexBuilder->vsCodeAppendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
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| - fVSVaryingName, p2.c_str(),
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| - coords[0].getVSName().c_str(), p3.c_str());
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| - }
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| - }
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| + // c = (x^2)+(y^2) - params[4]
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| + builder->fsCodeAppendf("\tfloat %s = dot(%s, %s) - %s;\n",
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| + cName.c_str(), coords2D, coords2D, p4.c_str());
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|
|
| - // FS
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| - {
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| - SkString coords2D = builder->ensureFSCoords2D(coords, 0);
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| - SkString cName("c");
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| - SkString ac4Name("ac4");
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| - SkString rootName("root");
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| - SkString t;
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| - SkString p0;
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| - SkString p1;
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| - SkString p2;
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| - SkString p3;
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| - SkString p4;
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| - SkString p5;
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| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(0, &p0);
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| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(1, &p1);
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| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(2, &p2);
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| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(3, &p3);
|
| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(4, &p4);
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| - builder->getUniformVariable(fFSParamUni).appendArrayAccess(5, &p5);
|
| -
|
| - // If we we're able to interpolate the linear component,
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| - // bVar is the varying; otherwise compute it
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| - SkString bVar;
|
| - if (NULL != vertexBuilder) {
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| - bVar = fFSVaryingName;
|
| - } else {
|
| - bVar = "b";
|
| - builder->fsCodeAppendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
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| - bVar.c_str(), p2.c_str(), coords2D.c_str(), p3.c_str());
|
| - }
|
| + // If we aren't degenerate, emit some extra code, and accept a slightly
|
| + // more complex coord.
|
| + if (!fIsDegenerate) {
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|
|
| - // c = (x^2)+(y^2) - params[4]
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| - builder->fsCodeAppendf("\tfloat %s = dot(%s, %s) - %s;\n",
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| - cName.c_str(),
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| - coords2D.c_str(),
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| - coords2D.c_str(),
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| - p4.c_str());
|
| -
|
| - // If we aren't degenerate, emit some extra code, and accept a slightly
|
| - // more complex coord.
|
| - if (!fIsDegenerate) {
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| -
|
| - // ac4 = 4.0 * params[0] * c
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| - builder->fsCodeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
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| - ac4Name.c_str(), p0.c_str(),
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| - cName.c_str());
|
| -
|
| - // root = sqrt(b^2-4ac)
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| - // (abs to avoid exception due to fp precision)
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| - builder->fsCodeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
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| - rootName.c_str(), bVar.c_str(), bVar.c_str(),
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| - ac4Name.c_str());
|
| -
|
| - // t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
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| - t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
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| - rootName.c_str(), p1.c_str());
|
| - } else {
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| - // t is: -c/b
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| - t.printf("-%s / %s", cName.c_str(), bVar.c_str());
|
| - }
|
| + // ac4 = 4.0 * params[0] * c
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| + builder->fsCodeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
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| + ac4Name.c_str(), p0.c_str(),
|
| + cName.c_str());
|
| +
|
| + // root = sqrt(b^2-4ac)
|
| + // (abs to avoid exception due to fp precision)
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| + builder->fsCodeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
|
| + rootName.c_str(), bVar.c_str(), bVar.c_str(),
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| + ac4Name.c_str());
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|
|
| - this->emitColor(builder, t.c_str(), key, outputColor, inputColor, samplers);
|
| + // t is: (-b + params[5] * sqrt(b^2-4ac)) * params[1]
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| + t.printf("(-%s + %s * %s) * %s", bVar.c_str(), p5.c_str(),
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| + rootName.c_str(), p1.c_str());
|
| + } else {
|
| + // t is: -c/b
|
| + t.printf("-%s / %s", cName.c_str(), bVar.c_str());
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| }
|
| +
|
| + this->emitColor(builder, t.c_str(), key, outputColor, inputColor, samplers);
|
| }
|
|
|
| void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman,
|
| @@ -661,8 +638,7 @@ void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman,
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| data.isPosRoot() ? 1.f : -1.f
|
| };
|
|
|
| - uman.set1fv(fVSParamUni, 0, 6, values);
|
| - uman.set1fv(fFSParamUni, 0, 6, values);
|
| + uman.set1fv(fParamUni, 0, 6, values);
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| fCachedCenter = centerX1;
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| fCachedRadius = radius0;
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| fCachedPosRoot = data.isPosRoot();
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|
|