| Index: src/gpu/GrAARectRenderer.cpp
|
| diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp
|
| index 1d350c335bf721cd444a58931ab5886de49de2d0..b4790bb99d9d309f640a9ca0ce0dd217afc5cfb9 100644
|
| --- a/src/gpu/GrAARectRenderer.cpp
|
| +++ b/src/gpu/GrAARectRenderer.cpp
|
| @@ -5,10 +5,10 @@
|
| * found in the LICENSE file.
|
| */
|
|
|
| +#include "gl/builders/GrGLProgramBuilder.h"
|
| #include "GrAARectRenderer.h"
|
| #include "GrGpu.h"
|
| #include "gl/GrGLEffect.h"
|
| -#include "gl/GrGLShaderBuilder.h"
|
| #include "gl/GrGLVertexEffect.h"
|
| #include "GrTBackendEffectFactory.h"
|
| #include "SkColorPriv.h"
|
| @@ -44,7 +44,7 @@ public:
|
| GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&)
|
| : INHERITED (factory) {}
|
|
|
| - virtual void emitCode(GrGLFullShaderBuilder* builder,
|
| + virtual void emitCode(GrGLFullProgramBuilder* builder,
|
| const GrDrawEffect& drawEffect,
|
| const GrEffectKey& key,
|
| const char* outputColor,
|
| @@ -56,35 +56,38 @@ public:
|
| // zw -> w/2+0.5, h/2+0.5
|
| const char *vsRectName, *fsRectName;
|
| builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectName);
|
| +
|
| + GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
|
| const SkString* attr0Name =
|
| - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
|
| - builder->vsCodeAppendf("\t%s = %s;\n", vsRectName, attr0Name->c_str());
|
| + vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
|
| + vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, attr0Name->c_str());
|
|
|
| + GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| // TODO: compute all these offsets, spans, and scales in the VS
|
| - builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
|
| - builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
|
| - builder->fsCodeAppend("\tfloat outset = 0.5;\n");
|
| + fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
|
| + fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
|
| + fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
|
| // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
|
| // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
|
| - builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
|
| - builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
|
| + fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
|
| + fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
|
| // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
|
| // value of coverage that is used. In other words it is the coverage that is
|
| // used in the interior of the rect after the ramp.
|
| - builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
|
| - builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
|
| + fsBuilder->codeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
|
| + fsBuilder->codeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
|
|
|
| // Compute the coverage for the rect's width
|
| - builder->fsCodeAppendf(
|
| + fsBuilder->codeAppendf(
|
| "\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", fsRectName,
|
| fsRectName);
|
| // Compute the coverage for the rect's height and merge with the width
|
| - builder->fsCodeAppendf(
|
| + fsBuilder->codeAppendf(
|
| "\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n",
|
| fsRectName, fsRectName);
|
|
|
|
|
| - builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
|
| + fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
|
| (GrGLSLExpr4(inputColor) * GrGLSLExpr1("coverage")).c_str());
|
| }
|
|
|
| @@ -160,7 +163,7 @@ public:
|
| GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&)
|
| : INHERITED (factory) {}
|
|
|
| - virtual void emitCode(GrGLFullShaderBuilder* builder,
|
| + virtual void emitCode(GrGLFullProgramBuilder* builder,
|
| const GrDrawEffect& drawEffect,
|
| const GrEffectKey& key,
|
| const char* outputColor,
|
| @@ -172,50 +175,53 @@ public:
|
| const char *vsRectEdgeName, *fsRectEdgeName;
|
| builder->addVarying(kVec4f_GrSLType, "RectEdge",
|
| &vsRectEdgeName, &fsRectEdgeName);
|
| +
|
| + GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
|
| const SkString* attr0Name =
|
| - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
|
| - builder->vsCodeAppendf("\t%s = %s;\n", vsRectEdgeName, attr0Name->c_str());
|
| + vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
|
| + vsBuilder->codeAppendf("\t%s = %s;\n", vsRectEdgeName, attr0Name->c_str());
|
|
|
| // setup the varying for width/2+.5 and height/2+.5
|
| const char *vsWidthHeightName, *fsWidthHeightName;
|
| builder->addVarying(kVec2f_GrSLType, "WidthHeight",
|
| &vsWidthHeightName, &fsWidthHeightName);
|
| const SkString* attr1Name =
|
| - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
|
| - builder->vsCodeAppendf("\t%s = %s;\n", vsWidthHeightName, attr1Name->c_str());
|
| + vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
|
| + vsBuilder->codeAppendf("\t%s = %s;\n", vsWidthHeightName, attr1Name->c_str());
|
|
|
| + GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| // TODO: compute all these offsets, spans, and scales in the VS
|
| - builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
|
| - builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
|
| - builder->fsCodeAppend("\tfloat outset = 0.5;\n");
|
| + fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
|
| + fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
|
| + fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
|
| // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
|
| // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
|
| - builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
|
| - builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
|
| + fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
|
| + fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
|
| // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
|
| // value of coverage that is used. In other words it is the coverage that is
|
| // used in the interior of the rect after the ramp.
|
| - builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
|
| - builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
|
| + fsBuilder->codeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
|
| + fsBuilder->codeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
|
|
|
| // Compute the coverage for the rect's width
|
| - builder->fsCodeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
|
| - builder->fragmentPosition(), fsRectEdgeName);
|
| - builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
|
| + fsBuilder->codeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
|
| + fsBuilder->fragmentPosition(), fsRectEdgeName);
|
| + fsBuilder->codeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
|
| fsRectEdgeName, fsRectEdgeName);
|
| - builder->fsCodeAppendf(
|
| + fsBuilder->codeAppendf(
|
| "\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0);\n",
|
| fsWidthHeightName);
|
|
|
| // Compute the coverage for the rect's height and merge with the width
|
| - builder->fsCodeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n",
|
| + fsBuilder->codeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n",
|
| fsRectEdgeName);
|
| - builder->fsCodeAppendf(
|
| + fsBuilder->codeAppendf(
|
| "\tcoverage = coverage*scaleH*clamp((%s.y-perpDot)/spanH, 0.0, 1.0);\n",
|
| fsWidthHeightName);
|
|
|
|
|
| - builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
|
| + fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
|
| (GrGLSLExpr4(inputColor) * GrGLSLExpr1("coverage")).c_str());
|
| }
|
|
|
|
|