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Diffstat (limited to 'src/gpu/GrAARectRenderer.cpp')
-rw-r--r--src/gpu/GrAARectRenderer.cpp44
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,