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| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 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 "GrConvolutionEffect.h" | 8 #include "GrConvolutionEffect.h" |
| 9 #include "gl/GrGLEffect.h" | 9 #include "gl/GrGLEffect.h" |
| 10 #include "gl/GrGLEffectMatrix.h" | 10 #include "gl/GrGLEffectMatrix.h" |
| (...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 55 fUseBounds = c.useBounds(); | 55 fUseBounds = c.useBounds(); |
| 56 fDirection = c.direction(); | 56 fDirection = c.direction(); |
| 57 } | 57 } |
| 58 | 58 |
| 59 void GrGLConvolutionEffect::emitCode(GrGLShaderBuilder* builder, | 59 void GrGLConvolutionEffect::emitCode(GrGLShaderBuilder* builder, |
| 60 const GrDrawEffect&, | 60 const GrDrawEffect&, |
| 61 EffectKey key, | 61 EffectKey key, |
| 62 const char* outputColor, | 62 const char* outputColor, |
| 63 const char* inputColor, | 63 const char* inputColor, |
| 64 const TextureSamplerArray& samplers) { | 64 const TextureSamplerArray& samplers) { |
| 65 const char* coords; | 65 SkString coords; |
| 66 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords); | 66 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords); |
| 67 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Shader
Type, | 67 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Shader
Type, |
| 68 kVec2f_GrSLType, "ImageIncrement"); | 68 kVec2f_GrSLType, "ImageIncrement"); |
| 69 if (this->useBounds()) { | 69 if (this->useBounds()) { |
| 70 fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType
, | 70 fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType
, |
| 71 kVec2f_GrSLType, "Bounds"); | 71 kVec2f_GrSLType, "Bounds"); |
| 72 } | 72 } |
| 73 fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderTyp
e, | 73 fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderTyp
e, |
| 74 kFloat_GrSLType, "Kernel", this->width
()); | 74 kFloat_GrSLType, "Kernel", this->width
()); |
| 75 | 75 |
| 76 builder->fsCodeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor); | 76 builder->fsCodeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor); |
| 77 | 77 |
| 78 int width = this->width(); | 78 int width = this->width(); |
| 79 const GrGLShaderVar& kernel = builder->getUniformVariable(fKernelUni); | 79 const GrGLShaderVar& kernel = builder->getUniformVariable(fKernelUni); |
| 80 const char* imgInc = builder->getUniformCStr(fImageIncrementUni); | 80 const char* imgInc = builder->getUniformCStr(fImageIncrementUni); |
| 81 | 81 |
| 82 builder->fsCodeAppendf("\t\tvec2 coord = %s - %d.0 * %s;\n", coords, fRadius
, imgInc); | 82 builder->fsCodeAppendf("\t\tvec2 coord = %s - %d.0 * %s;\n", coords.c_str(),
fRadius, imgInc); |
| 83 | 83 |
| 84 // Manually unroll loop because some drivers don't; yields 20-30% speedup. | 84 // Manually unroll loop because some drivers don't; yields 20-30% speedup. |
| 85 for (int i = 0; i < width; i++) { | 85 for (int i = 0; i < width; i++) { |
| 86 SkString index; | 86 SkString index; |
| 87 SkString kernelIndex; | 87 SkString kernelIndex; |
| 88 index.appendS32(i); | 88 index.appendS32(i); |
| 89 kernel.appendArrayAccess(index.c_str(), &kernelIndex); | 89 kernel.appendArrayAccess(index.c_str(), &kernelIndex); |
| 90 builder->fsCodeAppendf("\t\t%s += ", outputColor); | 90 builder->fsCodeAppendf("\t\t%s += ", outputColor); |
| 91 builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, sa
mplers[0], "coord"); | 91 builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, sa
mplers[0], "coord"); |
| 92 if (this->useBounds()) { | 92 if (this->useBounds()) { |
| (...skipping 144 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 237 } | 237 } |
| 238 | 238 |
| 239 bool useBounds = random->nextBool(); | 239 bool useBounds = random->nextBool(); |
| 240 return GrConvolutionEffect::Create(textures[texIdx], | 240 return GrConvolutionEffect::Create(textures[texIdx], |
| 241 dir, | 241 dir, |
| 242 radius, | 242 radius, |
| 243 kernel, | 243 kernel, |
| 244 useBounds, | 244 useBounds, |
| 245 bounds); | 245 bounds); |
| 246 } | 246 } |
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