Make GrGLGradientEffect derive directly from GrGLEffect.
authorbsalomon@google.com <bsalomon@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>
Mon, 29 Oct 2012 12:43:38 +0000 (12:43 +0000)
committerbsalomon@google.com <bsalomon@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>
Mon, 29 Oct 2012 12:43:38 +0000 (12:43 +0000)
Review URL: https://codereview.appspot.com/6784053

git-svn-id: http://skia.googlecode.com/svn/branches/gpu_dev@6163 2bbb7eff-a529-9590-31e7-b0007b416f81

src/effects/gradients/SkGradientShader.cpp
src/effects/gradients/SkGradientShaderPriv.h
src/effects/gradients/SkLinearGradient.cpp
src/effects/gradients/SkRadialGradient.cpp
src/effects/gradients/SkSweepGradient.cpp
src/effects/gradients/SkTwoPointConicalGradient.cpp
src/effects/gradients/SkTwoPointRadialGradient.cpp

index 04e3019..d71195c 100644 (file)
@@ -682,7 +682,7 @@ GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory)
 
 GrGLGradientEffect::~GrGLGradientEffect() { }
 
-void GrGLGradientEffect::setupVariables(GrGLShaderBuilder* builder) {
+void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) {
     fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
                                   kFloat_GrSLType, "GradientYCoordFS");
 }
index 435e69d..9f14e7f 100644 (file)
@@ -271,17 +271,21 @@ private:
 ///////////////////////////////////////////////////////////////////////////////
 
 // Base class for GL gradient effects
-class GrGLGradientEffect : public GrGLLegacyEffect {
+class GrGLGradientEffect : public GrGLEffect {
 public:
-
     GrGLGradientEffect(const GrBackendEffectFactory& factory);
     virtual ~GrGLGradientEffect();
 
-    virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
     virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
 
-    // emit code that gets a fragment's color from an expression for t; for now
-    // this always uses the texture, but for simpler cases we'll be able to lerp
+protected:
+    // Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
+    // should call this method from their emitCode().
+    void emitYCoordUniform(GrGLShaderBuilder* builder);
+
+    // emit code that gets a fragment's color from an expression for t; for now this always uses the
+    // texture, but for simpler cases we'll be able to lerp. Subclasses should call this method from
+    // their emitCode().
     void emitColorLookup(GrGLShaderBuilder* builder,
                          const char* gradientTValue,
                          const char* outputColor,
@@ -289,11 +293,10 @@ public:
                          const GrGLShaderBuilder::TextureSampler&);
 
 private:
-
     GrScalar fCachedYCoord;
     GrGLUniformManager::UniformHandle fFSYUni;
 
-    typedef GrGLLegacyEffect INHERITED;
+    typedef GrGLEffect INHERITED;
 };
 
 #endif
index 61824a0..0e08ec0 100644 (file)
@@ -485,12 +485,14 @@ public:
 
     virtual ~GrGLLinearGradient() { }
 
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE { }
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
+
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
 
 private:
@@ -548,10 +550,14 @@ GrEffect* GrLinearGradient::TestCreate(SkRandom* random,
 
 /////////////////////////////////////////////////////////////////////
 
-void GrGLLinearGradient::emitFS(GrGLShaderBuilder* builder,
-                                const char* outputColor,
-                                const char* inputColor,
-                                const TextureSamplerArray& samplers) {
+void GrGLLinearGradient::emitCode(GrGLShaderBuilder* builder,
+                                  const GrEffect&,
+                                  EffectKey,
+                                  const char* vertexCoords,
+                                  const char* outputColor,
+                                  const char* inputColor,
+                                  const TextureSamplerArray& samplers) {
+    this->emitYCoordUniform(builder);
     SkString t;
     t.printf("%s.x", builder->defaultTexCoordsName());
     this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
index 6b9a678..6fa29a7 100644 (file)
@@ -480,12 +480,13 @@ public:
                        const GrEffect&) : INHERITED (factory) { }
     virtual ~GrGLRadialGradient() { }
 
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE { }
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
 
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
 
@@ -547,10 +548,14 @@ GrEffect* GrRadialGradient::TestCreate(SkRandom* random,
 
 /////////////////////////////////////////////////////////////////////
 
-void GrGLRadialGradient::emitFS(GrGLShaderBuilder* builder,
-                                const char* outputColor,
-                                const char* inputColor,
-                                const TextureSamplerArray& samplers) {
+void GrGLRadialGradient::emitCode(GrGLShaderBuilder* builder,
+                                  const GrEffect&,
+                                  EffectKey,
+                                  const char* vertexCoords,
+                                  const char* outputColor,
+                                  const char* inputColor,
+                                  const TextureSamplerArray& samplers) {
+    this->emitYCoordUniform(builder);
     SkString t;
     t.printf("length(%s.xy)", builder->defaultTexCoordsName());
     this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
index c606bba..b264075 100644 (file)
@@ -389,12 +389,13 @@ public:
                       const GrEffect&) : INHERITED (factory) { }
     virtual ~GrGLSweepGradient() { }
 
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE { }
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
 
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
 
@@ -453,10 +454,14 @@ GrEffect* GrSweepGradient::TestCreate(SkRandom* random,
 
 /////////////////////////////////////////////////////////////////////
 
-void GrGLSweepGradient::emitFS(GrGLShaderBuilder* builder,
-                              const char* outputColor,
-                              const char* inputColor,
-                              const TextureSamplerArray& samplers) {
+void GrGLSweepGradient::emitCode(GrGLShaderBuilder* builder,
+                                 const GrEffect&,
+                                 EffectKey,
+                                 const char* vertexCoords,
+                                 const char* outputColor,
+                                 const char* inputColor,
+                                 const TextureSamplerArray& samplers) {
+    this->emitYCoordUniform(builder);
     SkString t;
     t.printf("atan(- %s.y, - %s.x) * 0.1591549430918 + 0.5",
         builder->defaultTexCoordsName(), builder->defaultTexCoordsName());
index 5305b44..396981f 100644 (file)
@@ -326,13 +326,13 @@ public:
                          const GrEffect&);
     virtual ~GrGLConical2Gradient() { }
 
-    virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE;
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
     virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
 
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
@@ -465,8 +465,14 @@ GrGLConical2Gradient::GrGLConical2Gradient(
     fIsDegenerate = data.isDegenerate();
 }
 
-void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
-    INHERITED::setupVariables(builder);
+void GrGLConical2Gradient::emitCode(GrGLShaderBuilder* builder,
+                                    const GrEffect&,
+                                    EffectKey,
+                                    const char* vertexCoords,
+                                    const char* outputColor,
+                                    const char* inputColor,
+                                    const TextureSamplerArray& samplers) {
+    this->emitYCoordUniform(builder);
     // 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.
@@ -481,148 +487,146 @@ void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
         builder->addVarying(kFloat_GrSLType, "Conical2BCoeff",
                             &fVSVaryingName, &fFSVaryingName);
     }
-}
-
-void GrGLConical2Gradient::emitVS(GrGLShaderBuilder* builder,
-                                  const char* vertexCoords) {
-    SkString* code = &builder->fVSCode;
-    SkString p2; // distance between centers
-    SkString p3; // start radius
-    SkString p5; // difference in radii (r1 - r0)
-    builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
-    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 (!builder->defaultTextureMatrixIsPerspective()) {
-        // r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
-        code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
-                      fVSVaryingName, p2.c_str(),
-                      vertexCoords, p3.c_str(), p5.c_str());
+    // VS
+    {
+        SkString* code = &builder->fVSCode;
+        SkString p2; // distance between centers
+        SkString p3; // start radius
+        SkString p5; // difference in radii (r1 - r0)
+        builder->getUniformVariable(fVSParamUni).appendArrayAccess(2, &p2);
+        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 (!builder->defaultTextureMatrixIsPerspective()) {
+            // r2Var = -2 * (r2Parm[2] * varCoord.x - r2Param[3] * r2Param[5])
+            code->appendf("\t%s = -2.0 * (%s * %s.x + %s * %s);\n",
+                          fVSVaryingName, p2.c_str(),
+                          vertexCoords, p3.c_str(), p5.c_str());
+        }
     }
-}
 
-void GrGLConical2Gradient::emitFS(GrGLShaderBuilder* builder,
-                                  const char* outputColor,
-                                  const char* inputColor,
-                                  const TextureSamplerArray& samplers) {
-    SkString* code = &builder->fFSCode;
-
-    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 (!builder->defaultTextureMatrixIsPerspective()) {
-        bVar = fFSVaryingName;
-    } else {
-        bVar = "b";
-        code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
-                      bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
-                      p3.c_str(), p5.c_str());
-    }
+    // FS
+    {
+        SkString* code = &builder->fFSCode;
+
+        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 (!builder->defaultTextureMatrixIsPerspective()) {
+            bVar = fFSVaryingName;
+        } else {
+            bVar = "b";
+            code->appendf("\tfloat %s = -2.0 * (%s * %s.x + %s * %s);\n",
+                          bVar.c_str(), p2.c_str(), builder->defaultTexCoordsName(),
+                          p3.c_str(), p5.c_str());
+        }
 
-    // output will default to transparent black (we simply won't write anything
-    // else to it if invalid, instead of discarding or returning prematurely)
-    code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
-
-    // c = (x^2)+(y^2) - params[4]
-    code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
-                  builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
-                  p4.c_str());
-
-    // Non-degenerate case (quadratic)
-    if (!fIsDegenerate) {
-
-        // ac4 = params[0] * c
-        code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
-                      cName.c_str());
-
-        // d = b^2 - ac4
-        code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
-                      bVar.c_str(), bVar.c_str(), ac4Name.c_str());
-
-        // only proceed if discriminant is >= 0
-        code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
-
-        // intermediate value we'll use to compute the roots
-        // q = -0.5 * (b +/- sqrt(d))
-        code->appendf("\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]
-        code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
-                      qName.c_str(), p1.c_str());
-        // r1 = c / q
-        code->appendf("\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:
-        code->appendf("\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
-        code->appendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
-                      p5.c_str(), p3.c_str());
-
-        code->appendf("\t\t");
-        this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
-
-        // otherwise, if r(t) for the larger root was <= 0, try the other root
-        code->appendf("\t\t} else {\n");
-        code->appendf("\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
-        code->appendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
-                      tName.c_str(), p5.c_str(), p3.c_str());
-
-        code->appendf("\t\t\t");
-        this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
-
-        // end if (r(t) > 0) for smaller root
-        code->appendf("\t\t\t}\n");
-        // end if (r(t) > 0), else, for larger root
-        code->appendf("\t\t}\n");
-        // end if (discriminant >= 0)
-        code->appendf("\t}\n");
-    } else {
+        // output will default to transparent black (we simply won't write anything
+        // else to it if invalid, instead of discarding or returning prematurely)
+        code->appendf("\t%s = vec4(0.0,0.0,0.0,0.0);\n", outputColor);
+
+        // c = (x^2)+(y^2) - params[4]
+        code->appendf("\tfloat %s = dot(%s, %s) - %s;\n", cName.c_str(),
+                      builder->defaultTexCoordsName(), builder->defaultTexCoordsName(),
+                      p4.c_str());
+
+        // Non-degenerate case (quadratic)
+        if (!fIsDegenerate) {
+
+            // ac4 = params[0] * c
+            code->appendf("\tfloat %s = %s * %s;\n", ac4Name.c_str(), p0.c_str(),
+                          cName.c_str());
+
+            // d = b^2 - ac4
+            code->appendf("\tfloat %s = %s * %s - %s;\n", dName.c_str(),
+                          bVar.c_str(), bVar.c_str(), ac4Name.c_str());
+
+            // only proceed if discriminant is >= 0
+            code->appendf("\tif (%s >= 0.0) {\n", dName.c_str());
+
+            // intermediate value we'll use to compute the roots
+            // q = -0.5 * (b +/- sqrt(d))
+            code->appendf("\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]
+            code->appendf("\t\tfloat %s = %s * %s;\n", r0Name.c_str(),
+                          qName.c_str(), p1.c_str());
+            // r1 = c / q
+            code->appendf("\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:
+            code->appendf("\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
+            code->appendf("\t\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
+                          p5.c_str(), p3.c_str());
+
+            code->appendf("\t\t");
+            this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
+
+            // otherwise, if r(t) for the larger root was <= 0, try the other root
+            code->appendf("\t\t} else {\n");
+            code->appendf("\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
+            code->appendf("\t\t\tif (%s * %s + %s > 0.0) {\n",
+                          tName.c_str(), p5.c_str(), p3.c_str());
+
+            code->appendf("\t\t\t");
+            this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
+
+            // end if (r(t) > 0) for smaller root
+            code->appendf("\t\t\t}\n");
+            // end if (r(t) > 0), else, for larger root
+            code->appendf("\t\t}\n");
+            // end if (discriminant >= 0)
+            code->appendf("\t}\n");
+        } else {
 
-        // linear case: t = -c/b
-        code->appendf("\tfloat %s = -(%s / %s);\n", tName.c_str(),
-                      cName.c_str(), bVar.c_str());
+            // linear case: t = -c/b
+            code->appendf("\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
-        code->appendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
-                      p5.c_str(), p3.c_str());
-        code->appendf("\t");
-        this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
-        code->appendf("\t}\n");
+            // if r(t) > 0, then t will be the x coordinate
+            code->appendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
+                          p5.c_str(), p3.c_str());
+            code->appendf("\t");
+            this->emitColorLookup(builder, tName.c_str(), outputColor, inputColor, samplers[0]);
+            code->appendf("\t}\n");
+        }
     }
 }
 
index 1758b45..2aac667 100644 (file)
@@ -361,13 +361,13 @@ public:
                         const GrEffect&);
     virtual ~GrGLRadial2Gradient() { }
 
-    virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE;
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
     virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
 
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
@@ -498,8 +498,15 @@ GrGLRadial2Gradient::GrGLRadial2Gradient(
     fIsDegenerate = data.isDegenerate();
 }
 
-void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder) {
-    INHERITED::setupVariables(builder);
+void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
+                                   const GrEffect&,
+                                   EffectKey,
+                                   const char* vertexCoords,
+                                   const char* outputColor,
+                                   const char* inputColor,
+                                   const TextureSamplerArray& samplers) {
+
+    this->emitYCoordUniform(builder);
     // 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.
@@ -514,91 +521,89 @@ void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder) {
         builder->addVarying(kFloat_GrSLType, "Radial2BCoeff",
                           &fVSVaryingName, &fFSVaryingName);
     }
-}
-
-void GrGLRadial2Gradient::emitVS(GrGLShaderBuilder* builder,
-                                 const char* vertexCoords) {
-    SkString* code = &builder->fVSCode;
-    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 (!builder->defaultTextureMatrixIsPerspective()) {
-        // r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
-        code->appendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
-                      fVSVaryingName, p2.c_str(),
-                      vertexCoords, p3.c_str());
+    // VS
+    {
+        SkString* code = &builder->fVSCode;
+        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 (!builder->defaultTextureMatrixIsPerspective()) {
+            // r2Var = 2 * (r2Parm[2] * varCoord.x - r2Param[3])
+            code->appendf("\t%s = 2.0 *(%s * %s.x - %s);\n",
+                          fVSVaryingName, p2.c_str(),
+                          vertexCoords, p3.c_str());
+        }
     }
-}
 
-void GrGLRadial2Gradient::emitFS(GrGLShaderBuilder* builder,
-                                 const char* outputColor,
-                                 const char* inputColor,
-                                 const TextureSamplerArray& samplers) {
-    SkString* code = &builder->fFSCode;
-    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 (!builder->defaultTextureMatrixIsPerspective()) {
-        bVar = fFSVaryingName;
-    } else {
-        bVar = "b";
-        code->appendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
-                      bVar.c_str(), p2.c_str(),
-                      builder->defaultTexCoordsName(), p3.c_str());
-    }
+    // FS
+    {
+        SkString* code = &builder->fFSCode;
+        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 (!builder->defaultTextureMatrixIsPerspective()) {
+            bVar = fFSVaryingName;
+        } else {
+            bVar = "b";
+            code->appendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
+                          bVar.c_str(), p2.c_str(),
+                          builder->defaultTexCoordsName(), p3.c_str());
+        }
 
-    // c = (x^2)+(y^2) - params[4]
-    code->appendf("\tfloat %s = dot(%s, %s) - %s;\n",
-                  cName.c_str(),
-                  builder->defaultTexCoordsName(),
-                  builder->defaultTexCoordsName(),
-                  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
-        code->appendf("\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)
-        code->appendf("\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());
-    }
+        // c = (x^2)+(y^2) - params[4]
+        code->appendf("\tfloat %s = dot(%s, %s) - %s;\n",
+                      cName.c_str(),
+                      builder->defaultTexCoordsName(),
+                      builder->defaultTexCoordsName(),
+                      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
+            code->appendf("\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)
+            code->appendf("\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->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
+        this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);
+    }
 }
 
 void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman, const GrEffectStage& stage) {