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authorGravatar cdalton <cdalton@nvidia.com>2016-02-18 12:37:07 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2016-02-18 12:37:08 -0800
commit8528541dd7f09f5bd76f3f1ce5f45d08ac7347c7 (patch)
tree4460d0e509b06809417b72fe5287a0c3d823e9b5 /src/effects/gradients
parentd689bf874826d38c6ef0d8b802b74d61fab5ec2f (diff)
Add more specialized fragment builders
Adds specialized fragment builders for primitive and fragment processors. Removes fragment-specific functionality from the Xfer fragment builder. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1709153002 Review URL: https://codereview.chromium.org/1709153002
Diffstat (limited to 'src/effects/gradients')
-rw-r--r--src/effects/gradients/SkGradientShader.cpp2
-rw-r--r--src/effects/gradients/SkGradientShaderPriv.h2
-rw-r--r--src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp10
3 files changed, 7 insertions, 7 deletions
diff --git a/src/effects/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp
index 7a4290332d..3a4d0e52c6 100644
--- a/src/effects/gradients/SkGradientShader.cpp
+++ b/src/effects/gradients/SkGradientShader.cpp
@@ -1020,7 +1020,7 @@ uint32_t GrGLGradientEffect::GenBaseGradientKey(const GrProcessor& processor) {
return key;
}
-void GrGLGradientEffect::emitColor(GrGLSLFragmentBuilder* fragBuilder,
+void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder,
GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* glslCaps,
const GrGradientEffect& ge,
diff --git a/src/effects/gradients/SkGradientShaderPriv.h b/src/effects/gradients/SkGradientShaderPriv.h
index 601ac026a9..5ab8c0bd70 100644
--- a/src/effects/gradients/SkGradientShaderPriv.h
+++ b/src/effects/gradients/SkGradientShaderPriv.h
@@ -424,7 +424,7 @@ protected:
// emit code that gets a fragment's color from an expression for t; Has branches for 3 separate
// control flows inside -- 2 color gradients, 3 color symmetric gradients (both using
// native GLSL mix), and 4+ color gradients that use the traditional texture lookup.
- void emitColor(GrGLSLFragmentBuilder* fragBuilder,
+ void emitColor(GrGLSLFPFragmentBuilder* fragBuilder,
GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* caps,
const GrGradientEffect&,
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index b89f88a3a6..83d5af8614 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -245,7 +245,7 @@ void GLEdge2PtConicalEffect::emitCode(EmitArgs& args) {
SkASSERT(args.fCoords[0].getType() == args.fCoords[1].getType());
const char* coords2D;
SkString bVar;
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
if (kVec3f_GrSLType == args.fCoords[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(),
@@ -521,7 +521,7 @@ void GLFocalOutside2PtConicalEffect::emitCode(EmitArgs& args) {
uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
const char* coords2D = coords2DString.c_str();
@@ -730,7 +730,7 @@ void GLFocalInside2PtConicalEffect::emitCode(EmitArgs& args) {
GrGLSLShaderVar focal = uniformHandler->getUniformVariable(fFocalUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
const char* coords2D = coords2DString.c_str();
@@ -987,7 +987,7 @@ void GLCircleInside2PtConicalEffect::emitCode(EmitArgs& args) {
GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
const char* coords2D = coords2DString.c_str();
@@ -1224,7 +1224,7 @@ void GLCircleOutside2PtConicalEffect::emitCode(EmitArgs& args) {
GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
const char* coords2D = coords2DString.c_str();