class DitherEffect : public GrFragmentProcessor {
public:
static GrFragmentProcessor* Create() {
- GR_CREATE_STATIC_FRAGMENT_PROCESSOR(gDitherEffect, DitherEffect, ())
+ GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ())
return SkRef(gDitherEffect);
}
typedef GLDitherEffect GLProcessor;
- virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE;
-
virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERRIDE {
return GrTBackendFragmentProcessorFactory<DitherEffect>::getInstance();
}
}
// All dither effects are equal
- virtual bool onIsEqual(const GrProcessor&) const SK_OVERRIDE { return true; }
+ virtual bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE { return true; }
+
+ virtual void onComputeInvariantOutput(InvariantOutput* inout) const SK_OVERRIDE;
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
typedef GrFragmentProcessor INHERITED;
};
-void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
- *validFlags = 0;
+void DitherEffect::onComputeInvariantOutput(InvariantOutput* inout) const {
+ inout->setToUnknown(InvariantOutput::kWill_ReadInput);
}
//////////////////////////////////////////////////////////////////////////////
public:
GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&);
- virtual void emitCode(GrGLProgramBuilder* builder,
+ virtual void emitCode(GrGLFPBuilder* builder,
const GrFragmentProcessor& fp,
const GrProcessorKey& key,
const char* outputColor,
: INHERITED (factory) {
}
-void GLDitherEffect::emitCode(GrGLProgramBuilder* builder,
+void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
const GrFragmentProcessor& fp,
const GrProcessorKey& key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray& samplers) {
- GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// Generate a random number based on the fragment position. For this
// random number generator, we use the "GLSL rand" function
// that seems to be floating around on the internet. It works under