Remove unneeded GrGLSLTransformedCoordsArray type
Rename GrGLSLFragmentBuilder::ensureFSCoords2D to ensureCoords2D and make it take an arbitrary GrShaderVar.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2324663004
Review-Url: https://codereview.chromium.org/2324663004
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index f11ca65..e89193f 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -243,19 +243,21 @@
p2.appendf("%s.z", uniformHandler->getUniformVariable(fParamUni).getName().c_str());
// We interpolate the linear component in coords[1].
- SkASSERT(args.fCoords[0].getType() == args.fCoords[1].getType());
+ SkASSERT(args.fTransformedCoords[0].getType() == args.fTransformedCoords[1].getType());
const char* coords2D;
SkString bVar;
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- if (kVec3f_GrSLType == args.fCoords[0].getType()) {
+ if (kVec3f_GrSLType == args.fTransformedCoords[0].getType()) {
fragBuilder->codeAppendf("\tvec3 interpolants = vec3(%s.xy / %s.z, %s.x / %s.z);\n",
- args.fCoords[0].c_str(), args.fCoords[0].c_str(),
- args.fCoords[1].c_str(), args.fCoords[1].c_str());
+ args.fTransformedCoords[0].c_str(),
+ args.fTransformedCoords[0].c_str(),
+ args.fTransformedCoords[1].c_str(),
+ args.fTransformedCoords[1].c_str());
coords2D = "interpolants.xy";
bVar = "interpolants.z";
} else {
- coords2D = args.fCoords[0].c_str();
- bVar.printf("%s.x", args.fCoords[1].c_str());
+ coords2D = args.fTransformedCoords[0].c_str();
+ bVar.printf("%s.x", args.fTransformedCoords[1].c_str());
}
// output will default to transparent black (we simply won't write anything
@@ -523,7 +525,7 @@
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
+ SkString coords2DString = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]);
const char* coords2D = coords2DString.c_str();
// t = p.x * focal.x +/- sqrt(p.x^2 + (1 - focal.x^2) * p.y^2)
@@ -731,7 +733,7 @@
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
+ SkString coords2DString = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]);
const char* coords2D = coords2DString.c_str();
// t = p.x * focalX + length(p)
@@ -994,7 +996,7 @@
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
+ SkString coords2DString = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]);
const char* coords2D = coords2DString.c_str();
// p = coords2D
@@ -1237,7 +1239,7 @@
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
+ SkString coords2DString = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]);
const char* coords2D = coords2DString.c_str();
// output will default to transparent black (we simply won't write anything