Move GPU gradients into src/effects/gradients.
Review URL: https://codereview.appspot.com/6453055

git-svn-id: http://skia.googlecode.com/svn/trunk@4805 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp
index 27eb5aa..d2612a4 100644
--- a/src/effects/gradients/SkTwoPointRadialGradient.cpp
+++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp
@@ -362,3 +362,259 @@
     fPtsToUnit.postScale(inv, inv);
 }
 
+/////////////////////////////////////////////////////////////////////
+
+// For brevity
+typedef GrGLUniformManager::UniformHandle UniformHandle;
+static const UniformHandle kInvalidUniformHandle = GrGLUniformManager::kInvalidUniformHandle;
+
+class GrGLRadial2Gradient : public GrGLGradientStage {
+
+public:
+
+    GrGLRadial2Gradient(const GrProgramStageFactory& factory,
+                        const GrCustomStage&);
+    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 char* samplerName) SK_OVERRIDE;
+    virtual void setData(const GrGLUniformManager&,
+                         const GrCustomStage&,
+                         const GrRenderTarget*,
+                         int stageNum) SK_OVERRIDE;
+
+    static StageKey GenKey(const GrCustomStage& s) {
+        return (static_cast<const GrRadial2Gradient&>(s).isDegenerate());
+    }
+
+protected:
+
+    UniformHandle   fVSParamUni;
+    UniformHandle   fFSParamUni;
+
+    const char* fVSVaryingName;
+    const char* fFSVaryingName;
+
+    bool fIsDegenerate;
+
+    // @{
+    /// Values last uploaded as uniforms
+
+    GrScalar fCachedCenter;
+    GrScalar fCachedRadius;
+    bool     fCachedPosRoot;
+
+    // @}
+
+private:
+
+    typedef GrGLGradientStage INHERITED;
+
+};
+
+GrGLRadial2Gradient::GrGLRadial2Gradient(
+        const GrProgramStageFactory& factory,
+        const GrCustomStage& baseData)
+    : INHERITED(factory)
+    , fVSParamUni(kInvalidUniformHandle)
+    , fFSParamUni(kInvalidUniformHandle)
+    , fVSVaryingName(NULL)
+    , fFSVaryingName(NULL)
+    , fCachedCenter(GR_ScalarMax)
+    , fCachedRadius(-GR_ScalarMax)
+    , fCachedPosRoot(0) {
+
+    const GrRadial2Gradient& data =
+        static_cast<const GrRadial2Gradient&>(baseData);
+    fIsDegenerate = data.isDegenerate();
+}
+
+void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* 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.
+    fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType,
+                                           kFloat_GrSLType, "Radial2VSParams", 6);
+    fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+                                           kFloat_GrSLType, "Radial2FSParams", 6);
+
+    // For radial gradients without perspective we can pass the linear
+    // part of the quadratic as a varying.
+    if (builder->fVaryingDims == builder->fCoordDims) {
+        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->fVaryingDims == builder->fCoordDims) {
+        // 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 char* samplerName) {
+    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->fCoordDims == builder->fVaryingDims) {
+        bVar = fFSVaryingName;
+        GrAssert(2 == builder->fVaryingDims);
+    } else {
+        GrAssert(3 == builder->fVaryingDims);
+        bVar = "b";
+        //bVar.appendS32(stageNum);
+        code->appendf("\tfloat %s = 2.0 * (%s * %s.x - %s);\n",
+                      bVar.c_str(), p2.c_str(),
+                      builder->fSampleCoords.c_str(), p3.c_str());
+    }
+
+    // c = (x^2)+(y^2) - params[4]
+    code->appendf("\tfloat %s = dot(%s, %s) - %s;\n",
+                  cName.c_str(), builder->fSampleCoords.c_str(),
+                  builder->fSampleCoords.c_str(),
+                  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, samplerName);
+}
+
+void GrGLRadial2Gradient::setData(const GrGLUniformManager& uman,
+                                  const GrCustomStage& baseData,
+                                  const GrRenderTarget*,
+                                  int stageNum) {
+    const GrRadial2Gradient& data =
+        static_cast<const GrRadial2Gradient&>(baseData);
+    GrAssert(data.isDegenerate() == fIsDegenerate);
+    GrScalar centerX1 = data.center();
+    GrScalar radius0 = data.radius();
+    if (fCachedCenter != centerX1 ||
+        fCachedRadius != radius0 ||
+        fCachedPosRoot != data.isPosRoot()) {
+
+        GrScalar a = GrMul(centerX1, centerX1) - GR_Scalar1;
+
+        // When we're in the degenerate (linear) case, the second
+        // value will be INF but the program doesn't read it. (We
+        // use the same 6 uniforms even though we don't need them
+        // all in the linear case just to keep the code complexity
+        // down).
+        float values[6] = {
+            GrScalarToFloat(a),
+            1 / (2.f * GrScalarToFloat(a)),
+            GrScalarToFloat(centerX1),
+            GrScalarToFloat(radius0),
+            GrScalarToFloat(GrMul(radius0, radius0)),
+            data.isPosRoot() ? 1.f : -1.f
+        };
+
+        uman.set1fv(fVSParamUni, 0, 6, values);
+        uman.set1fv(fFSParamUni, 0, 6, values);
+        fCachedCenter = centerX1;
+        fCachedRadius = radius0;
+        fCachedPosRoot = data.isPosRoot();
+    }
+}
+
+
+/////////////////////////////////////////////////////////////////////
+
+GrRadial2Gradient::GrRadial2Gradient(GrTexture* texture,
+                                     GrScalar center,
+                                     GrScalar radius,
+                                     bool posRoot)
+    : INHERITED(texture)
+    , fCenterX1 (center)
+    , fRadius0 (radius)
+    , fPosRoot (posRoot) {
+
+}
+
+GrRadial2Gradient::GrRadial2Gradient(GrContext* ctx, 
+                                     const SkShader& shader, 
+                                     GrSamplerState* sampler,
+                                     SkScalar center,
+                                     SkScalar startRadius,
+                                     SkScalar diffRadius)
+                                     : INHERITED(ctx, shader, sampler)
+                                     , fCenterX1(center)
+                                     , fRadius0(startRadius) 
+                                     , fPosRoot(diffRadius < 0) {
+}
+
+GrRadial2Gradient::~GrRadial2Gradient() {
+
+}
+
+
+const GrProgramStageFactory& GrRadial2Gradient::getFactory() const {
+    return GrTProgramStageFactory<GrRadial2Gradient>::getInstance();
+}
+
+bool GrRadial2Gradient::isEqual(const GrCustomStage& sBase) const {
+    const GrRadial2Gradient& s = static_cast<const GrRadial2Gradient&>(sBase);
+    return (INHERITED::isEqual(sBase) &&
+            this->fCenterX1 == s.fCenterX1 &&
+            this->fRadius0 == s.fRadius0 &&
+            this->fPosRoot == s.fPosRoot);
+}
+