diff options
Diffstat (limited to 'src/gpu/GrAARectRenderer.cpp')
-rw-r--r-- | src/gpu/GrAARectRenderer.cpp | 44 |
1 files changed, 21 insertions, 23 deletions
diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp index e5d1593bc0..18bba5a1b8 100644 --- a/src/gpu/GrAARectRenderer.cpp +++ b/src/gpu/GrAARectRenderer.cpp @@ -45,17 +45,17 @@ public: // setup the varying for the Axis aligned rect effect // xy -> interpolated offset // zw -> w/2+0.5, h/2+0.5 - const char *vsRectName, *fsRectName; - args.fPB->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectName); + GrGLVertToFrag v(kVec4f_GrSLType); + args.fPB->addVarying("Rect", &v); const GrShaderVar& inRect = args.fGP.cast<GrAlignedRectEffect>().inRect(); GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); - vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str()); + vsBuilder->codeAppendf("\t%s = %s;\n", v.fsIn(), inRect.c_str()); GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); // TODO: compute all these offsets, spans, and scales in the VS - fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName); - fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName); + fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", v.fsIn()); + fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", v.fsIn()); fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. @@ -69,12 +69,12 @@ public: // Compute the coverage for the rect's width fsBuilder->codeAppendf( - "\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", fsRectName, - fsRectName); + "\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", v.fsIn(), + v.fsIn()); // Compute the coverage for the rect's height and merge with the width fsBuilder->codeAppendf( "\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n", - fsRectName, fsRectName); + v.fsIn(), v.fsIn()); fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutput, @@ -163,26 +163,24 @@ public: virtual void emitCode(const EmitArgs& args) SK_OVERRIDE { // setup the varying for the center point and the unit vector // that points down the height of the rect - const char *vsRectEdgeName, *fsRectEdgeName; - args.fPB->addVarying(kVec4f_GrSLType, "RectEdge", - &vsRectEdgeName, &fsRectEdgeName); + GrGLVertToFrag rectEdge(kVec4f_GrSLType); + args.fPB->addVarying("RectEdge", &rectEdge); const GrRectEffect& rectEffect = args.fGP.cast<GrRectEffect>(); GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); - vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRectEdge().c_str()); + vsBuilder->codeAppendf("%s = %s;", rectEdge.vsOut(), rectEffect.inRectEdge().c_str()); // setup the varying for width/2+.5 and height/2+.5 - const char *vsWidthHeightName, *fsWidthHeightName; - args.fPB->addVarying(kVec2f_GrSLType, "WidthHeight", - &vsWidthHeightName, &fsWidthHeightName); + GrGLVertToFrag widthHeight(kVec2f_GrSLType); + args.fPB->addVarying("WidthHeight", &widthHeight); vsBuilder->codeAppendf("%s = %s;", - vsWidthHeightName, + widthHeight.vsOut(), rectEffect.inWidthHeight().c_str()); GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); // TODO: compute all these offsets, spans, and scales in the VS - fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName); - fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName); + fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", widthHeight.fsIn()); + fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", widthHeight.fsIn()); fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. @@ -196,19 +194,19 @@ public: // Compute the coverage for the rect's width fsBuilder->codeAppendf("\tvec2 offset = %s.xy - %s.xy;\n", - fsBuilder->fragmentPosition(), fsRectEdgeName); + fsBuilder->fragmentPosition(), rectEdge.fsIn()); fsBuilder->codeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n", - fsRectEdgeName, fsRectEdgeName); + rectEdge.fsIn(), rectEdge.fsIn()); fsBuilder->codeAppendf( "\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0);\n", - fsWidthHeightName); + widthHeight.fsIn()); // Compute the coverage for the rect's height and merge with the width fsBuilder->codeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n", - fsRectEdgeName); + rectEdge.fsIn()); fsBuilder->codeAppendf( "\tcoverage = coverage*scaleH*clamp((%s.y-perpDot)/spanH, 0.0, 1.0);\n", - fsWidthHeightName); + widthHeight.fsIn()); fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutput, |