renamed SkSL types in preparation for killing precision modifiers
Bug: skia:
Change-Id: Iff0289e25355a89cdc289a0892ed755dd1b1c900
Reviewed-on: https://skia-review.googlesource.com/27703
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/glsl/GrGLSLBlend.cpp b/src/gpu/glsl/GrGLSLBlend.cpp
index bee5a83..b37169b 100644
--- a/src/gpu/glsl/GrGLSLBlend.cpp
+++ b/src/gpu/glsl/GrGLSLBlend.cpp
@@ -120,14 +120,14 @@
// Adds a function that takes two colors and an alpha as input. It produces a color with the
// hue and saturation of the first color, the luminosity of the second color, and the input
// alpha. It has this signature:
-// vec3 set_luminance(vec3 hueSatColor, float alpha, vec3 lumColor).
+// float3 set_luminance(float3 hueSatColor, float alpha, float3 lumColor).
static void add_lum_function(GrGLSLFragmentBuilder* fsBuilder, SkString* setLumFunction) {
// Emit a helper that gets the luminance of a color.
SkString getFunction;
GrShaderVar getLumArgs[] = {
GrShaderVar("color", kVec3f_GrSLType),
};
- SkString getLumBody("return dot(vec3(0.3, 0.59, 0.11), color);");
+ SkString getLumBody("return dot(float3(0.3, 0.59, 0.11), color);");
fsBuilder->emitFunction(kFloat_GrSLType,
"luminance",
SK_ARRAY_COUNT(getLumArgs), getLumArgs,
@@ -142,17 +142,17 @@
};
SkString setLumBody;
setLumBody.printf("float diff = %s(lumColor - hueSat);", getFunction.c_str());
- setLumBody.append("vec3 outColor = hueSat + diff;");
+ setLumBody.append("float3 outColor = hueSat + diff;");
setLumBody.appendf("float outLum = %s(outColor);", getFunction.c_str());
setLumBody.append("float minComp = min(min(outColor.r, outColor.g), outColor.b);"
"float maxComp = max(max(outColor.r, outColor.g), outColor.b);"
"if (minComp < 0.0 && outLum != minComp) {"
- "outColor = outLum + ((outColor - vec3(outLum, outLum, outLum)) * outLum) /"
+ "outColor = outLum + ((outColor - float3(outLum, outLum, outLum)) * outLum) /"
"(outLum - minComp);"
"}"
"if (maxComp > alpha && maxComp != outLum) {"
"outColor = outLum +"
- "((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /"
+ "((outColor - float3(outLum, outLum, outLum)) * (alpha - outLum)) /"
"(maxComp - outLum);"
"}"
"return outColor;");
@@ -165,7 +165,7 @@
// Adds a function that creates a color with the hue and luminosity of one input color and
// the saturation of another color. It will have this signature:
-// float set_saturation(vec3 hueLumColor, vec3 satColor)
+// float set_saturation(float3 hueLumColor, float3 satColor)
static void add_sat_function(GrGLSLFragmentBuilder* fsBuilder, SkString* setSatFunction) {
// Emit a helper that gets the saturation of a color
SkString getFunction;
@@ -181,7 +181,7 @@
// Emit a helper that sets the saturation given sorted input channels. This used
// to use inout params for min, mid, and max components but that seems to cause
- // problems on PowerVR drivers. So instead it returns a vec3 where r, g ,b are the
+ // problems on PowerVR drivers. So instead it returns a float3 where r, g ,b are the
// adjusted min, mid, and max inputs, respectively.
SkString helperFunction;
GrShaderVar helperArgs[] = {
@@ -191,13 +191,13 @@
GrShaderVar("sat", kFloat_GrSLType),
};
static const char kHelperBody[] = "if (minComp < maxComp) {"
- "vec3 result;"
+ "float3 result;"
"result.r = 0.0;"
"result.g = sat * (midComp - minComp) / (maxComp - minComp);"
"result.b = sat;"
"return result;"
"} else {"
- "return vec3(0, 0, 0);"
+ "return float3(0, 0, 0);"
"}";
fsBuilder->emitFunction(kVec3f_GrSLType,
"set_saturation_helper",
@@ -311,7 +311,7 @@
SkString setSat, setLum;
add_sat_function(fsBuilder, &setSat);
add_lum_function(fsBuilder, &setLum);
- fsBuilder->codeAppendf("vec4 dstSrcAlpha = %s * %s.a;",
+ fsBuilder->codeAppendf("float4 dstSrcAlpha = %s * %s.a;",
dstColor, srcColor);
fsBuilder->codeAppendf("%s.rgb = %s(%s(%s.rgb * %s.a, dstSrcAlpha.rgb),"
"dstSrcAlpha.a, dstSrcAlpha.rgb);",
@@ -326,7 +326,7 @@
SkString setSat, setLum;
add_sat_function(fsBuilder, &setSat);
add_lum_function(fsBuilder, &setLum);
- fsBuilder->codeAppendf("vec4 dstSrcAlpha = %s * %s.a;",
+ fsBuilder->codeAppendf("float4 dstSrcAlpha = %s * %s.a;",
dstColor, srcColor);
fsBuilder->codeAppendf("%s.rgb = %s(%s(dstSrcAlpha.rgb, %s.rgb * %s.a),"
"dstSrcAlpha.a, dstSrcAlpha.rgb);",
@@ -340,7 +340,7 @@
// SetLum(S * Da, Sa* Da, D * Sa) + (1 - Sa) * D + (1 - Da) * S
SkString setLum;
add_lum_function(fsBuilder, &setLum);
- fsBuilder->codeAppendf("vec4 srcDstAlpha = %s * %s.a;",
+ fsBuilder->codeAppendf("float4 srcDstAlpha = %s * %s.a;",
srcColor, dstColor);
fsBuilder->codeAppendf("%s.rgb = %s(srcDstAlpha.rgb, srcDstAlpha.a, %s.rgb * %s.a);",
outputColor, setLum.c_str(), dstColor, srcColor);
@@ -352,7 +352,7 @@
// SetLum(D * Sa, Sa* Da, S * Da) + (1 - Sa) * D + (1 - Da) * S
SkString setLum;
add_lum_function(fsBuilder, &setLum);
- fsBuilder->codeAppendf("vec4 srcDstAlpha = %s * %s.a;",
+ fsBuilder->codeAppendf("float4 srcDstAlpha = %s * %s.a;",
srcColor, dstColor);
fsBuilder->codeAppendf("%s.rgb = %s(%s.rgb * %s.a, srcDstAlpha.a, srcDstAlpha.rgb);",
outputColor, setLum.c_str(), dstColor, srcColor);
@@ -387,13 +387,13 @@
fsBuilder->codeAppendf(" * %s", srcColorName);
break;
case SkBlendModeCoeff::kISC:
- fsBuilder->codeAppendf(" * (vec4(1.0) - %s)", srcColorName);
+ fsBuilder->codeAppendf(" * (float4(1.0) - %s)", srcColorName);
break;
case SkBlendModeCoeff::kDC:
fsBuilder->codeAppendf(" * %s", dstColorName);
break;
case SkBlendModeCoeff::kIDC:
- fsBuilder->codeAppendf(" * (vec4(1.0) - %s)", dstColorName);
+ fsBuilder->codeAppendf(" * (float4(1.0) - %s)", dstColorName);
break;
case SkBlendModeCoeff::kSA:
fsBuilder->codeAppendf(" * %s.a", srcColorName);
@@ -434,7 +434,7 @@
false);
// append dst blend
if(!append_porterduff_term(fsBuilder, dstCoeff, dstColor, srcColor, dstColor, didAppend)) {
- fsBuilder->codeAppend("vec4(0, 0, 0, 0)");
+ fsBuilder->codeAppend("float4(0, 0, 0, 0)");
}
if (clamp) {
fsBuilder->codeAppend(", 0, 1);");
@@ -486,7 +486,7 @@
false);
// append dst blend
if(!append_porterduff_term(fsBuilder, dstCoeff, dstColor, srcColor, dstColor, didAppend)) {
- fsBuilder->codeAppend("vec4(0, 0, 0, 0)");
+ fsBuilder->codeAppend("float4(0, 0, 0, 0)");
}
fsBuilder->codeAppend(";");
}