Use highp for gpu bezier effects
BUG=skia:2860
R=bsalomon@google.com
Author: egdaniel@google.com
Review URL: https://codereview.chromium.org/519473003
diff --git a/expectations/gm/ignored-tests.txt b/expectations/gm/ignored-tests.txt
index 47a40c6..3cceb25 100644
--- a/expectations/gm/ignored-tests.txt
+++ b/expectations/gm/ignored-tests.txt
@@ -36,6 +36,9 @@
# To be rebaselined (fmalita)
textblob
+# Expected diffs on gpu cubics (egdaniel)
+bezier_cubic_effects
+
# reed
matrixconvolution
diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp
index 7384f62..e3fb8c1 100644
--- a/src/gpu/effects/GrBezierEffect.cpp
+++ b/src/gpu/effects/GrBezierEffect.cpp
@@ -57,67 +57,97 @@
GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
const SkString* attr0Name =
vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
- vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
+ vsBuilder->codeAppendf("%s = %s;", vsName, attr0Name->c_str());
GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
- fsBuilder->codeAppend("\t\tfloat edgeAlpha;\n");
+
+ GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar dfdx("dfdx", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar dfdy("dfdy", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar gF("gF", kVec2f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar gFM("gFM", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+ GrGLShaderVar func("func", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+
+ fsBuilder->declAppend(edgeAlpha);
+ fsBuilder->declAppend(dklmdx);
+ fsBuilder->declAppend(dklmdy);
+ fsBuilder->declAppend(dfdx);
+ fsBuilder->declAppend(dfdy);
+ fsBuilder->declAppend(gF);
+ fsBuilder->declAppend(gFM);
+ fsBuilder->declAppend(func);
switch (fEdgeType) {
case kHairlineAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
- "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
- fsName, fsName, fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
- "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
- fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
- fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
- fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
- fsName, fsName);
- fsBuilder->codeAppend("\t\tfunc = abs(func);\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+ fsBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), fsName);
+ fsBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), fsName);
+ fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+ dfdx.c_str(), fsName, dklmdx.c_str(), fsName, dklmdx.c_str(),
+ fsName, dklmdx.c_str());
+ fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+ dfdy.c_str(), fsName, dklmdy.c_str(), fsName, dklmdy.c_str(),
+ fsName, dklmdy.c_str());
+ fsBuilder->codeAppendf("%s = vec2(%s, %s);",
+ gF.c_str(), dfdx.c_str(), dfdy.c_str());
+ fsBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
+ gFM.c_str(), gF.c_str(), gF.c_str());
+ fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+ func.c_str(), fsName, fsName, fsName, fsName);
+ fsBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
+ fsBuilder->codeAppendf("%s = %s / %s;",
+ edgeAlpha.c_str(), func.c_str(), gFM.c_str());
+ fsBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
+ edgeAlpha.c_str(), edgeAlpha.c_str());
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
+ // edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
+ // edgeAlpha.c_str());
break;
}
case kFillAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
- "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
- fsName, fsName, fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
- "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
- fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
- fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
- fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
- fsName, fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+ fsBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), fsName);
+ fsBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), fsName);
+ fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+ dfdx.c_str(), fsName, dklmdx.c_str(), fsName, dklmdx.c_str(),
+ fsName, dklmdx.c_str());
+ fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+ dfdy.c_str(), fsName, dklmdy.c_str(), fsName, dklmdy.c_str(),
+ fsName, dklmdy.c_str());
+ fsBuilder->codeAppendf("%s = vec2(%s, %s);",
+ gF.c_str(), dfdx.c_str(), dfdy.c_str());
+ fsBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
+ gFM.c_str(), gF.c_str(), gF.c_str());
+ fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+ func.c_str(), fsName, fsName, fsName, fsName);
+ fsBuilder->codeAppendf("%s = %s / %s;",
+ edgeAlpha.c_str(), func.c_str(), gFM.c_str());
+ fsBuilder->codeAppendf("%s = clamp(1.0 - %s, 0.0, 1.0);",
+ edgeAlpha.c_str(), edgeAlpha.c_str());
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
+ // edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
+ // edgeAlpha.c_str());
break;
}
case kFillBW_GrEffectEdgeType: {
- fsBuilder->codeAppendf("\t\tedgeAlpha = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
- fsName, fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+ fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+ edgeAlpha.c_str(), fsName, fsName, fsName, fsName);
+ fsBuilder->codeAppendf("%s = float(%s < 0.0);",
+ edgeAlpha.c_str(), edgeAlpha.c_str());
break;
}
default:
SkFAIL("Shouldn't get here");
}
- fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
+ fsBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr1(edgeAlpha.c_str())).c_str());
}
void GrGLConicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&,
@@ -208,55 +238,52 @@
GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
const SkString* attrName =
vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
- vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attrName->c_str());
+ vsBuilder->codeAppendf("%s = %s;", vsName, attrName->c_str());
GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
- fsBuilder->codeAppendf("\t\tfloat edgeAlpha;\n");
+ fsBuilder->codeAppendf("float edgeAlpha;");
switch (fEdgeType) {
case kHairlineAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
- "\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
+ fsBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", fsName);
+ fsBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", fsName);
+ fsBuilder->codeAppendf("vec2 gF = vec2(2.0 * %s.x * duvdx.x - duvdx.y,"
+ " 2.0 * %s.x * duvdy.x - duvdy.y);",
fsName, fsName);
- fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
- fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+ fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+ fsBuilder->codeAppend("edgeAlpha = sqrt(edgeAlpha * edgeAlpha / dot(gF, gF));");
+ fsBuilder->codeAppend("edgeAlpha = max(1.0 - edgeAlpha, 0.0);");
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
break;
}
case kFillAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
- "\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
+ fsBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", fsName);
+ fsBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", fsName);
+ fsBuilder->codeAppendf("vec2 gF = vec2(2.0 * %s.x * duvdx.x - duvdx.y,"
+ " 2.0 * %s.x * duvdy.x - duvdy.y);",
fsName, fsName);
- fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
- fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha / sqrt(dot(gF, gF));\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+ fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+ fsBuilder->codeAppend("edgeAlpha = edgeAlpha / sqrt(dot(gF, gF));");
+ fsBuilder->codeAppend("edgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);");
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
break;
}
case kFillBW_GrEffectEdgeType: {
- fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
- fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+ fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+ fsBuilder->codeAppend("edgeAlpha = float(edgeAlpha < 0.0);");
break;
}
default:
SkFAIL("Shouldn't get here");
}
- fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
+ fsBuilder->codeAppendf("%s = %s;", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
}
@@ -350,66 +377,66 @@
GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
const SkString* attr0Name =
vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
- vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
+ vsBuilder->codeAppendf("%s = %s;", vsName, attr0Name->c_str());
GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
- fsBuilder->codeAppend("\t\tfloat edgeAlpha;\n");
+ fsBuilder->codeAppend("float edgeAlpha;");
switch (fEdgeType) {
case kHairlineAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
- "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
+ fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", fsName);
+ fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", fsName);
+ fsBuilder->codeAppendf("float dfdx ="
+ "3.0*%s.x*%s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
fsName, fsName, fsName, fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
- "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
+ fsBuilder->codeAppendf("float dfdy ="
+ "3.0*%s.x*%s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
fsName, fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
- fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
- fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+ fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
+ fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
+ fsBuilder->codeAppendf("float func = %s.x * %s.x * %s.x - %s.y * %s.z;",
fsName, fsName, fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tfunc = abs(func);\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+ fsBuilder->codeAppend("func = abs(func);");
+ fsBuilder->codeAppend("edgeAlpha = func / gFM;");
+ fsBuilder->codeAppend("edgeAlpha = max(1.0 - edgeAlpha, 0.0);");
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
break;
}
case kFillAA_GrEffectEdgeType: {
SkAssertResult(fsBuilder->enableFeature(
GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
- fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
- "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
+ fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", fsName);
+ fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", fsName);
+ fsBuilder->codeAppendf("float dfdx ="
+ "3.0*%s.x*%s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
fsName, fsName, fsName, fsName);
- fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
- "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
+ fsBuilder->codeAppendf("float dfdy ="
+ "3.0*%s.x*%s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
fsName, fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
- fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
- fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+ fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
+ fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
+ fsBuilder->codeAppendf("float func = %s.x * %s.x * %s.x - %s.y * %s.z;",
fsName, fsName, fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
- fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+ fsBuilder->codeAppend("edgeAlpha = func / gFM;");
+ fsBuilder->codeAppend("edgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);");
// Add line below for smooth cubic ramp
- // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+ // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
break;
}
case kFillBW_GrEffectEdgeType: {
- fsBuilder->codeAppendf("\t\tedgeAlpha = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+ fsBuilder->codeAppendf("edgeAlpha = %s.x * %s.x * %s.x - %s.y * %s.z;",
fsName, fsName, fsName, fsName, fsName);
- fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+ fsBuilder->codeAppend("edgeAlpha = float(edgeAlpha < 0.0);");
break;
}
default:
SkFAIL("Shouldn't get here");
}
- fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
+ fsBuilder->codeAppendf("%s = %s;", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
}
diff --git a/src/gpu/gl/builders/GrGLShaderBuilder.cpp b/src/gpu/gl/builders/GrGLShaderBuilder.cpp
index 4dea142..6b3e1d1 100644
--- a/src/gpu/gl/builders/GrGLShaderBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLShaderBuilder.cpp
@@ -62,6 +62,12 @@
, fFeaturesAddedMask(0) {
}
+void GrGLShaderBuilder::declAppend(const GrGLShaderVar& var) {
+ SkString tempDecl;
+ var.appendDecl(fProgramBuilder->ctxInfo(), &tempDecl);
+ this->codeAppendf("%s;", tempDecl.c_str());
+}
+
void GrGLShaderBuilder::emitFunction(GrSLType returnType,
const char* name,
int argCnt,
diff --git a/src/gpu/gl/builders/GrGLShaderBuilder.h b/src/gpu/gl/builders/GrGLShaderBuilder.h
index 1d0fa6a..ffb3247 100644
--- a/src/gpu/gl/builders/GrGLShaderBuilder.h
+++ b/src/gpu/gl/builders/GrGLShaderBuilder.h
@@ -94,6 +94,11 @@
va_end(args);
}
+ /**
+ * Appends a variable declaration to one of the shaders
+ */
+ void declAppend(const GrGLShaderVar& var);
+
/** Emits a helper function outside of main() in the fragment shader. */
void emitFunction(GrSLType returnType,
const char* name,