fTileMode = SkShader::kClamp_TileMode;
}
+ const SkMatrix* fLocalMatrix;
const SkColor* fColors;
const SkScalar* fPos;
int fCount;
};
public:
- SkGradientShaderBase(const Descriptor& desc, const SkMatrix* localMatrix);
+ SkGradientShaderBase(const Descriptor& desc);
virtual ~SkGradientShaderBase();
// The cache is initialized on-demand when getCache16/32 is called.
GrGLGradientEffect(const GrBackendEffectFactory& factory);
virtual ~GrGLGradientEffect();
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+ virtual void setData(const GrGLProgramDataManager&, const GrDrawEffect&) SK_OVERRIDE;
protected:
+ /**
+ * Subclasses must call this. It will return a key for the part of the shader code controlled
+ * by the base class. The subclasses must stick it in their key and then pass it to the below
+ * emit* functions from their emitCode function.
+ */
+ static uint32_t GenBaseGradientKey(const GrDrawEffect&);
+
+ // Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
+ // should call this method from their emitCode().
+ void emitUniforms(GrGLShaderBuilder* builder, uint32_t baseKey);
+
+
+ // emit code that gets a fragment's color from an expression for t; Has branches for 3 separate
+ // control flows inside -- 2 color gradients, 3 color symmetric gradients (both using
+ // native GLSL mix), and 4+ color gradients that use the traditional texture lookup.
+ void emitColor(GrGLShaderBuilder* builder,
+ const char* gradientTValue,
+ uint32_t baseKey,
+ const char* outputColor,
+ const char* inputColor,
+ const TextureSamplerArray& samplers);
+
+private:
enum {
kPremulTypeKeyBitCnt = 1,
kPremulTypeMask = 1,
// and combine with the result of GenBaseGradientKey.
kBaseKeyBitCnt = (kPremulTypeKeyBitCnt + kColorKeyBitCnt)
};
+ GR_STATIC_ASSERT(kBaseKeyBitCnt <= 32);
- static SkGradientShaderBase::GpuColorType ColorTypeFromKey(EffectKey key){
- if (kTwoColorKey == (key & kColorKeyMask)) {
+ static SkGradientShaderBase::GpuColorType ColorTypeFromKey(uint32_t baseKey){
+ if (kTwoColorKey == (baseKey & kColorKeyMask)) {
return SkGradientShaderBase::kTwo_GpuColorType;
- } else if (kThreeColorKey == (key & kColorKeyMask)) {
+ } else if (kThreeColorKey == (baseKey & kColorKeyMask)) {
return SkGradientShaderBase::kThree_GpuColorType;
} else {return SkGradientShaderBase::kTexture_GpuColorType;}
}
- static GrGradientEffect::PremulType PremulTypeFromKey(EffectKey key){
- if (kPremulBeforeInterpKey == (key & kPremulTypeMask)) {
+ static GrGradientEffect::PremulType PremulTypeFromKey(uint32_t baseKey){
+ if (kPremulBeforeInterpKey == (baseKey & kPremulTypeMask)) {
return GrGradientEffect::kBeforeInterp_PremulType;
} else {
return GrGradientEffect::kAfterInterp_PremulType;
}
}
- /**
- * Subclasses must call this. It will return a value restricted to the lower kBaseKeyBitCnt
- * bits.
- */
- static EffectKey GenBaseGradientKey(const GrDrawEffect&);
-
- // Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
- // should call this method from their emitCode().
- void emitUniforms(GrGLShaderBuilder* builder, EffectKey key);
-
-
- // emit code that gets a fragment's color from an expression for t; Has branches for 3 separate
- // control flows inside -- 2 color gradients, 3 color symmetric gradients (both using
- // native GLSL mix), and 4+ color gradients that use the traditional texture lookup.
- void emitColor(GrGLShaderBuilder* builder,
- const char* gradientTValue,
- EffectKey key,
- const char* outputColor,
- const char* inputColor,
- const TextureSamplerArray& samplers);
-
-private:
SkScalar fCachedYCoord;
- GrGLUniformManager::UniformHandle fFSYUni;
- GrGLUniformManager::UniformHandle fColorStartUni;
- GrGLUniformManager::UniformHandle fColorMidUni;
- GrGLUniformManager::UniformHandle fColorEndUni;
+ GrGLProgramDataManager::UniformHandle fFSYUni;
+ GrGLProgramDataManager::UniformHandle fColorStartUni;
+ GrGLProgramDataManager::UniformHandle fColorMidUni;
+ GrGLProgramDataManager::UniformHandle fColorEndUni;
typedef GrGLEffect INHERITED;
};