Loading libs/renderengine/skia/filters/BlurFilter.cpp +8 −8 Original line number Diff line number Diff line Loading @@ -34,19 +34,19 @@ namespace skia { BlurFilter::BlurFilter() { SkString blurString(R"( uniform shader input; uniform shader child; uniform float2 in_blurOffset; uniform float2 in_maxSizeXY; half4 main(float2 xy) { half4 c = input.eval(xy); c += input.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), half4 c = child.eval(xy); c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); return half4(c.rgb * 0.2, 1.0); Loading Loading @@ -101,7 +101,7 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t // start by downscaling and doing the first blur pass SkSamplingOptions linear(SkFilterMode::kLinear, SkMipmapMode::kNone); SkRuntimeShaderBuilder blurBuilder(mBlurEffect); blurBuilder.child("input") = blurBuilder.child("child") = input->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear, blurMatrix); blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInputScale, stepY * kInputScale}; blurBuilder.uniform("in_maxSizeXY") = Loading @@ -112,7 +112,7 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t // And now we'll build our chain of scaled blur stages for (auto i = 1; i < numberOfPasses; i++) { const float stepScale = (float)i * kInputScale; blurBuilder.child("input") = blurBuilder.child("child") = tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale}; blurBuilder.uniform("in_maxSizeXY") = Loading libs/renderengine/skia/filters/LinearEffect.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -389,9 +389,9 @@ static void generateOETF(ui::Dataspace dataspace, SkString& shader) { static void generateEffectiveOOTF(bool undoPremultipliedAlpha, SkString& shader) { shader.append(R"( uniform shader input; uniform shader child; half4 main(float2 xy) { float4 c = float4(input.eval(xy)); float4 c = float4(child.eval(xy)); )"); if (undoPremultipliedAlpha) { shader.append(R"( Loading Loading @@ -451,7 +451,7 @@ sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader, const LinearEff ATRACE_CALL(); SkRuntimeShaderBuilder effectBuilder(runtimeEffect); effectBuilder.child("input") = shader; effectBuilder.child("child") = shader; if (linearEffect.inputDataspace == linearEffect.outputDataspace) { effectBuilder.uniform("in_rgbToXyz") = mat4(); Loading Loading
libs/renderengine/skia/filters/BlurFilter.cpp +8 −8 Original line number Diff line number Diff line Loading @@ -34,19 +34,19 @@ namespace skia { BlurFilter::BlurFilter() { SkString blurString(R"( uniform shader input; uniform shader child; uniform float2 in_blurOffset; uniform float2 in_maxSizeXY; half4 main(float2 xy) { half4 c = input.eval(xy); c += input.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), half4 c = child.eval(xy); c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); c += input.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x), clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y))); return half4(c.rgb * 0.2, 1.0); Loading Loading @@ -101,7 +101,7 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t // start by downscaling and doing the first blur pass SkSamplingOptions linear(SkFilterMode::kLinear, SkMipmapMode::kNone); SkRuntimeShaderBuilder blurBuilder(mBlurEffect); blurBuilder.child("input") = blurBuilder.child("child") = input->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear, blurMatrix); blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInputScale, stepY * kInputScale}; blurBuilder.uniform("in_maxSizeXY") = Loading @@ -112,7 +112,7 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t // And now we'll build our chain of scaled blur stages for (auto i = 1; i < numberOfPasses; i++) { const float stepScale = (float)i * kInputScale; blurBuilder.child("input") = blurBuilder.child("child") = tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale}; blurBuilder.uniform("in_maxSizeXY") = Loading
libs/renderengine/skia/filters/LinearEffect.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -389,9 +389,9 @@ static void generateOETF(ui::Dataspace dataspace, SkString& shader) { static void generateEffectiveOOTF(bool undoPremultipliedAlpha, SkString& shader) { shader.append(R"( uniform shader input; uniform shader child; half4 main(float2 xy) { float4 c = float4(input.eval(xy)); float4 c = float4(child.eval(xy)); )"); if (undoPremultipliedAlpha) { shader.append(R"( Loading Loading @@ -451,7 +451,7 @@ sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader, const LinearEff ATRACE_CALL(); SkRuntimeShaderBuilder effectBuilder(runtimeEffect); effectBuilder.child("input") = shader; effectBuilder.child("child") = shader; if (linearEffect.inputDataspace == linearEffect.outputDataspace) { effectBuilder.uniform("in_rgbToXyz") = mat4(); Loading