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authorGravatar robertphillips <robertphillips@google.com>2016-09-08 09:02:43 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-09-08 09:02:44 -0700
commit05a4cf59591024d838b204bb0f6fac42598ead28 (patch)
tree9744866d58622ba2e16ec391cc8859972fbd928f /src/effects
parent51761d12d00fb1ebe7c63efce91b0e84b4afac5c (diff)
Add GM/slide to simulate Android-style reveal clip
Hopefully, this will let us play w/ geometric and shader-based solutions. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2316593003 Committed: https://skia.googlesource.com/skia/+/ffac5c4aae18fc706e4077763c190a89c8507fb0 Review-Url: https://codereview.chromium.org/2316593003
Diffstat (limited to 'src/effects')
-rw-r--r--src/effects/SkGaussianEdgeShader.cpp27
1 files changed, 17 insertions, 10 deletions
diff --git a/src/effects/SkGaussianEdgeShader.cpp b/src/effects/SkGaussianEdgeShader.cpp
index d73bfadbd7..01b0606c01 100644
--- a/src/effects/SkGaussianEdgeShader.cpp
+++ b/src/effects/SkGaussianEdgeShader.cpp
@@ -67,17 +67,25 @@ public:
GLSLGaussianEdgeFP() {}
void emitCode(EmitArgs& args) override {
-
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
- fragBuilder->codeAppend("float radius = color.g*64.0;");
- fragBuilder->codeAppend("float pad = color.b*64.0;");
-
- fragBuilder->codeAppendf("float factor = 1.0 - clamp((%s.z - pad)/radius, 0.0, 1.0);",
- fragBuilder->distanceVectorName());
- fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
- fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);", args.fOutputColor);
+ if (!args.fGpImplementsDistanceVector) {
+ fragBuilder->codeAppendf("// GP does not implement fsDistanceVector - "
+ " returning grey in GLSLGaussianEdgeFP\n");
+ fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
+ fragBuilder->codeAppendf("%s = vec4(0, 0, 0, color.r);", args.fOutputColor);
+ } else {
+ fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
+ fragBuilder->codeAppend("float radius = color.g*64.0;");
+ fragBuilder->codeAppend("float pad = color.b*64.0;");
+
+ fragBuilder->codeAppendf("float factor = 1.0 - clamp((%s.z - pad)/radius,"
+ "0.0, 1.0);",
+ fragBuilder->distanceVectorName());
+ fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
+ fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);",
+ args.fOutputColor);
+ }
}
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
@@ -133,7 +141,6 @@ sk_sp<SkFlattenable> SkGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) {
}
void SkGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const {
- this->INHERITED::flatten(buf);
}
///////////////////////////////////////////////////////////////////////////////