From f78df33efc72167f94da1b0476c9a86ba18a5f2c Mon Sep 17 00:00:00 2001 From: "bsalomon@google.com" Date: Mon, 29 Oct 2012 12:43:38 +0000 Subject: [PATCH] Make GrGLGradientEffect derive directly from GrGLEffect. 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 | 2 +- src/effects/gradients/SkGradientShaderPriv.h | 17 +- src/effects/gradients/SkLinearGradient.cpp | 26 +- src/effects/gradients/SkRadialGradient.cpp | 25 +- src/effects/gradients/SkSweepGradient.cpp | 25 +- .../gradients/SkTwoPointConicalGradient.cpp | 294 +++++++++++---------- src/effects/gradients/SkTwoPointRadialGradient.cpp | 183 ++++++------- 7 files changed, 300 insertions(+), 272 deletions(-) diff --git a/src/effects/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp index 04e3019..d71195c 100644 --- a/src/effects/gradients/SkGradientShader.cpp +++ b/src/effects/gradients/SkGradientShader.cpp @@ -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"); } diff --git a/src/effects/gradients/SkGradientShaderPriv.h b/src/effects/gradients/SkGradientShaderPriv.h index 435e69d..9f14e7f 100644 --- a/src/effects/gradients/SkGradientShaderPriv.h +++ b/src/effects/gradients/SkGradientShaderPriv.h @@ -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 diff --git a/src/effects/gradients/SkLinearGradient.cpp b/src/effects/gradients/SkLinearGradient.cpp index 61824a0..0e08ec0 100644 --- a/src/effects/gradients/SkLinearGradient.cpp +++ b/src/effects/gradients/SkLinearGradient.cpp @@ -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]); diff --git a/src/effects/gradients/SkRadialGradient.cpp b/src/effects/gradients/SkRadialGradient.cpp index 6b9a678..6fa29a7 100644 --- a/src/effects/gradients/SkRadialGradient.cpp +++ b/src/effects/gradients/SkRadialGradient.cpp @@ -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]); diff --git a/src/effects/gradients/SkSweepGradient.cpp b/src/effects/gradients/SkSweepGradient.cpp index c606bba..b264075 100644 --- a/src/effects/gradients/SkSweepGradient.cpp +++ b/src/effects/gradients/SkSweepGradient.cpp @@ -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()); diff --git a/src/effects/gradients/SkTwoPointConicalGradient.cpp b/src/effects/gradients/SkTwoPointConicalGradient.cpp index 5305b44..396981f 100644 --- a/src/effects/gradients/SkTwoPointConicalGradient.cpp +++ b/src/effects/gradients/SkTwoPointConicalGradient.cpp @@ -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"); + } } } diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp index 1758b45..2aac667 100644 --- a/src/effects/gradients/SkTwoPointRadialGradient.cpp +++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp @@ -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) { -- 2.7.4