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
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 @@
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 @@
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 @@
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);
+ // 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());
+ // 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());
+ }
}
- // 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());
+ // 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 aren't degenerate, emit some extra code, and accept a slightly
- // more complex coord.
- if (!fIsDegenerate) {
+ // 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());
+ }
- // ac4 = 4.0 * params[0] * c
- code->appendf("\tfloat %s = %s * 4.0 * %s;\n",
- ac4Name.c_str(), p0.c_str(),
- cName.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());
- // 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());
+ // If we aren't degenerate, emit some extra code, and accept a slightly
+ // more complex coord.
+ if (!fIsDegenerate) {
- // 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());
+ // 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) {