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Side by Side Diff: src/effects/SkPerlinNoiseShader.cpp

Issue 16818013: Enabling Perlin Noise on Android (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Update Created 7 years, 6 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkDither.h" 8 #include "SkDither.h"
9 #include "SkPerlinNoiseShader.h" 9 #include "SkPerlinNoiseShader.h"
10 #include "SkFlattenableBuffers.h" 10 #include "SkFlattenableBuffers.h"
(...skipping 476 matching lines...) Expand 10 before | Expand all | Expand 10 after
487 for (int i = 0; i < count; ++i) { 487 for (int i = 0; i < count; ++i) {
488 unsigned dither = DITHER_VALUE(x); 488 unsigned dither = DITHER_VALUE(x);
489 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither); 489 result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
490 DITHER_INC_X(x); 490 DITHER_INC_X(x);
491 point.fX += SK_Scalar1; 491 point.fX += SK_Scalar1;
492 } 492 }
493 } 493 }
494 494
495 ///////////////////////////////////////////////////////////////////// 495 /////////////////////////////////////////////////////////////////////
496 496
497 #if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) 497 #if SK_SUPPORT_GPU
498 // CPU noise is faster on Android, so the GPU implementation is only for desktop
499 498
500 #include "GrTBackendEffectFactory.h" 499 #include "GrTBackendEffectFactory.h"
501 500
502 class GrGLNoise : public GrGLEffect { 501 class GrGLNoise : public GrGLEffect {
503 public: 502 public:
504 GrGLNoise(const GrBackendEffectFactory& factory, 503 GrGLNoise(const GrBackendEffectFactory& factory,
505 const GrDrawEffect& drawEffect); 504 const GrDrawEffect& drawEffect);
506 virtual ~GrGLNoise() {} 505 virtual ~GrGLNoise() {}
507 506
508 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); 507 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
(...skipping 492 matching lines...) Expand 10 before | Expand all | Expand 10 after
1001 const char* uv = "uv"; 1000 const char* uv = "uv";
1002 const char* ab = "ab"; 1001 const char* ab = "ab";
1003 const char* latticeIdx = "latticeIdx"; 1002 const char* latticeIdx = "latticeIdx";
1004 const char* lattice = "lattice"; 1003 const char* lattice = "lattice";
1005 const char* perlinNoise = "4096.0"; 1004 const char* perlinNoise = "4096.0";
1006 const char* inc8bit = "0.00390625"; // 1.0 / 256.0 1005 const char* inc8bit = "0.00390625"; // 1.0 / 256.0
1007 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a 1006 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
1008 // [-1,1] vector and perform a dot product between that vector and the provi ded vector. 1007 // [-1,1] vector and perform a dot product between that vector and the provi ded vector.
1009 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);"; 1008 const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec 2(1.0)), %s);";
1010 1009
1010 // Android precision fix for NON Tegra devices, like, for example: Nexus 10 (ARM's Mali-T604)
1011 // The value of perlinNoise is 4096.0, so we need a high precision float to store this
1012 const GrGLShaderVar::Precision precision = GrGLShaderVar::kHigh_Precision;
1013 const char* precisionString =
1014 GrGLShaderVar::PrecisionString(precision, builder->ctxInfo().binding());
1015
1011 // Add noise function 1016 // Add noise function
1012 static const GrGLShaderVar gPerlinNoiseArgs[] = { 1017 static const GrGLShaderVar gPerlinNoiseArgs[] = {
1013 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1018 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1014 GrGLShaderVar(noiseVec, kVec2f_GrSLType) 1019 GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, preci sion)
1015 }; 1020 };
1016 1021
1017 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { 1022 static const GrGLShaderVar gPerlinNoiseStitchArgs[] = {
1018 GrGLShaderVar(chanCoord, kFloat_GrSLType), 1023 GrGLShaderVar(chanCoord, kFloat_GrSLType),
1019 GrGLShaderVar(noiseVec, kVec2f_GrSLType), 1024 GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, preci sion),
1020 GrGLShaderVar(stitchData, kVec4f_GrSLType) 1025 GrGLShaderVar(stitchData, kVec4f_GrSLType, GrGLShaderVar::kNonArray, pre cision)
1021 }; 1026 };
1022 1027
1023 SkString noiseCode; 1028 SkString noiseCode;
1024 1029
1025 noiseCode.appendf( 1030 noiseCode.appendf(
1026 "\tvec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));", 1031 "\t%svec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));",
1027 noiseXY, noiseVec, perlinNoise, noiseVec); 1032 precisionString, noiseXY, noiseVec, perlinNoise, noiseVec);
1028 1033
1029 // smooth curve : t * t * (3 - 2 * t) 1034 // smooth curve : t * t * (3 - 2 * t)
1030 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s .zw);", 1035 noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s .zw);",
1031 noiseSmooth, noiseXY, noiseXY, noiseXY); 1036 noiseSmooth, noiseXY, noiseXY, noiseXY);
1032 1037
1033 // Adjust frequencies if we're stitching tiles 1038 // Adjust frequencies if we're stitching tiles
1034 if (fStitchTiles) { 1039 if (fStitchTiles) {
1035 noiseCode.appendf("\n\tif(%s.x >= %s.y) { %s.x -= %s.x; }", 1040 noiseCode.appendf("\n\tif(%s.x >= %s.y) { %s.x -= %s.x; }",
1036 noiseXY, stitchData, noiseXY, stitchData); 1041 noiseXY, stitchData, noiseXY, stitchData);
1037 noiseCode.appendf("\n\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }", 1042 noiseCode.appendf("\n\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }",
(...skipping 21 matching lines...) Expand all
1059 // Get permutation for x + 1 1064 // Get permutation for x + 1
1060 { 1065 {
1061 SkString xCoords(""); 1066 SkString xCoords("");
1062 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit); 1067 xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit);
1063 1068
1064 noiseCode.appendf("\n\t%s.y = ", latticeIdx); 1069 noiseCode.appendf("\n\t%s.y = ", latticeIdx);
1065 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType); 1070 builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), k Vec2f_GrSLType);
1066 noiseCode.append(".r;"); 1071 noiseCode.append(".r;");
1067 } 1072 }
1068 1073
1074 #if defined(SK_BUILD_FOR_ANDROID)
1075 // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Ne xus 7 (Tegra 3).
1076 // The issue is that colors aren't accurate enough on Tegra devices. For exa mple, if an 8 bit
1077 // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
1078 // (or 0.484368 here). The following rounding operation prevents these preci sion issues from
1079 // affecting the result of the noise by making sure that we only have multip les of 1/255.
1080 // (Note that 1/255 is about 0.003921569, which is the value used here).
1081 noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003 921569);",
1082 latticeIdx, latticeIdx);
1083 #endif
1084
1069 // Get (x,y) coordinates with the permutated x 1085 // Get (x,y) coordinates with the permutated x
1070 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noi seXY); 1086 noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noi seXY);
1071 1087
1072 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY); 1088 noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
1073 1089
1074 noiseCode.appendf("\n\n\tvec2 %s;", uv); 1090 noiseCode.appendf("\n\n\tvec2 %s;", uv);
1075 // Compute u, at offset (0,0) 1091 // Compute u, at offset (0,0)
1076 { 1092 {
1077 SkString latticeCoords(""); 1093 SkString latticeCoords("");
1078 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord); 1094 latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord);
1079 noiseCode.appendf("\n\tvec4 %s = ", lattice); 1095 noiseCode.appendf("\n\tvec4 %s = ", lattice);
1080 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1096 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1081 kVec2f_GrSLType); 1097 kVec2f_GrSLType);
1082 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1098 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1083 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1099 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1084 } 1100 }
1085 1101
1086 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); 1102 noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
1087 // Compute v, at offset (-1,0) 1103 // Compute v, at offset (-1,0)
1088 { 1104 {
1089 SkString latticeCoords(""); 1105 SkString latticeCoords("");
1090 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); 1106 latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord);
1091 noiseCode.append("lattice = "); 1107 noiseCode.append("\n\tlattice = ");
1092 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1108 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1093 kVec2f_GrSLType); 1109 kVec2f_GrSLType);
1094 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1110 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1095 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1111 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1096 } 1112 }
1097 1113
1098 // Compute 'a' as a linear interpolation of 'u' and 'v' 1114 // Compute 'a' as a linear interpolation of 'u' and 'v'
1099 noiseCode.appendf("\n\tvec2 %s;", ab); 1115 noiseCode.appendf("\n\tvec2 %s;", ab);
1100 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1116 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1101 1117
1102 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); 1118 noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
1103 // Compute v, at offset (-1,-1) 1119 // Compute v, at offset (-1,-1)
1104 { 1120 {
1105 SkString latticeCoords(""); 1121 SkString latticeCoords("");
1106 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); 1122 latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord);
1107 noiseCode.append("lattice = "); 1123 noiseCode.append("\n\tlattice = ");
1108 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1124 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1109 kVec2f_GrSLType); 1125 kVec2f_GrSLType);
1110 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); 1126 noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
1111 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1127 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1112 } 1128 }
1113 1129
1114 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); 1130 noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
1115 // Compute u, at offset (0,-1) 1131 // Compute u, at offset (0,-1)
1116 { 1132 {
1117 SkString latticeCoords(""); 1133 SkString latticeCoords("");
1118 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); 1134 latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord);
1119 noiseCode.append("lattice = "); 1135 noiseCode.append("\n\tlattice = ");
1120 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(), 1136 builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_st r(),
1121 kVec2f_GrSLType); 1137 kVec2f_GrSLType);
1122 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); 1138 noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
1123 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); 1139 noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
1124 } 1140 }
1125 1141
1126 // Compute 'b' as a linear interpolation of 'u' and 'v' 1142 // Compute 'b' as a linear interpolation of 'u' and 'v'
1127 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th); 1143 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmoo th);
1128 // Compute the noise as a linear interpolation of 'a' and 'b' 1144 // Compute the noise as a linear interpolation of 'a' and 'b'
1129 noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth ); 1145 noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth );
1130 1146
1131 SkString noiseFuncName; 1147 SkString noiseFuncName;
1132 if (fStitchTiles) { 1148 if (fStitchTiles) {
1133 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType, "perlinnoise", 1149 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType,
1134 SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoi seStitchArgs, 1150 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchAr gs),
1135 noiseCode.c_str(), &noiseFuncName); 1151 gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseF uncName);
1136 } else { 1152 } else {
1137 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType, "perlinnoise", 1153 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_Gr SLType,
1138 SK_ARRAY_COUNT(gPerlinNoiseArgs), gPerlinNoiseArgs , 1154 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
1139 noiseCode.c_str(), &noiseFuncName); 1155 gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncNam e);
1140 } 1156 }
1141 1157
1142 // There are rounding errors if the floor operation is not performed here 1158 // There are rounding errors if the floor operation is not performed here
1143 builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s; ", 1159 builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s; ",
1144 noiseVec, invMatrixUni, vCoords, baseFrequencyUni); 1160 noiseVec, invMatrixUni, vCoords, baseFrequencyUni);
1145 1161
1146 // Clear the color accumulator 1162 // Clear the color accumulator
1147 builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor); 1163 builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
1148 1164
1149 if (fStitchTiles) { 1165 if (fStitchTiles) {
1150 // Set up TurbulenceInitial stitch values. 1166 // Set up TurbulenceInitial stitch values.
1151 builder->fsCodeAppendf("\n\t\tvec4 %s = %s;", stitchData, stitchDataUni) ; 1167 builder->fsCodeAppendf("\n\t\t%s vec4 %s = %s;", precisionString, stitch Data, stitchDataUni);
1152 } 1168 }
1153 1169
1154 builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio); 1170 builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio);
1155 1171
1156 // Loop over all octaves 1172 // Loop over all octaves
1157 builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {" , fNumOctaves); 1173 builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {" , fNumOctaves);
1158 1174
1159 builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor); 1175 builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor);
1160 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1176 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
1161 builder->fsCodeAppend("abs("); 1177 builder->fsCodeAppend("abs(");
(...skipping 18 matching lines...) Expand all
1180 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { 1196 if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
1181 builder->fsCodeAppendf(")"); // end of "abs(" 1197 builder->fsCodeAppendf(")"); // end of "abs("
1182 } 1198 }
1183 builder->fsCodeAppendf(" * %s;", ratio); 1199 builder->fsCodeAppendf(" * %s;", ratio);
1184 1200
1185 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); 1201 builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
1186 builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio); 1202 builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio);
1187 1203
1188 if (fStitchTiles) { 1204 if (fStitchTiles) {
1189 builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData); 1205 builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData);
1190 builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);", stitchData, stitchData, perlinNoise); 1206 builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);",
1207 stitchData, stitchData, perlinNoise);
1191 } 1208 }
1192 builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves 1209 builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves
1193 1210
1194 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { 1211 if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
1195 // The value of turbulenceFunctionResult comes from ((turbulenceFunction Result) + 1) / 2 1212 // The value of turbulenceFunctionResult comes from ((turbulenceFunction Result) + 1) / 2
1196 // by fractalNoise and (turbulenceFunctionResult) by turbulence. 1213 // by fractalNoise and (turbulenceFunctionResult) by turbulence.
1197 builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputC olor, outputColor); 1214 builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputC olor, outputColor);
1198 } 1215 }
1199 1216
1200 builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni); 1217 builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
(...skipping 126 matching lines...) Expand 10 before | Expand all | Expand 10 after
1327 GrUnlockAndUnrefCachedBitmapTexture(noiseTexture); 1344 GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
1328 } 1345 }
1329 #endif 1346 #endif
1330 1347
1331 return effect; 1348 return effect;
1332 } 1349 }
1333 1350
1334 #else 1351 #else
1335 1352
1336 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { 1353 GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const {
1337 #if !defined(SK_BUILD_FOR_ANDROID)
1338 SkDEBUGFAIL("Should not call in GPU-less build"); 1354 SkDEBUGFAIL("Should not call in GPU-less build");
1339 #endif
1340 return NULL; 1355 return NULL;
1341 } 1356 }
1342 1357
1343 #endif 1358 #endif
1344 1359
1345 #ifdef SK_DEVELOPER 1360 #ifdef SK_DEVELOPER
1346 void SkPerlinNoiseShader::toString(SkString* str) const { 1361 void SkPerlinNoiseShader::toString(SkString* str) const {
1347 str->append("SkPerlinNoiseShader: ("); 1362 str->append("SkPerlinNoiseShader: (");
1348 1363
1349 str->append("type: "); 1364 str->append("type: ");
(...skipping 17 matching lines...) Expand all
1367 str->append(" seed: "); 1382 str->append(" seed: ");
1368 str->appendScalar(fSeed); 1383 str->appendScalar(fSeed);
1369 str->append(" stitch tiles: "); 1384 str->append(" stitch tiles: ");
1370 str->append(fStitchTiles ? "true " : "false "); 1385 str->append(fStitchTiles ? "true " : "false ");
1371 1386
1372 this->INHERITED::toString(str); 1387 this->INHERITED::toString(str);
1373 1388
1374 str->append(")"); 1389 str->append(")");
1375 } 1390 }
1376 #endif 1391 #endif
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