blob: 6e9894f87691c55a20a83111e480f87b9775c406 [file] [log] [blame]
/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
void main() {
half t = half(length(sk_TransformedCoords2D[0]));
sk_OutColor = half4(t, 1, 0, 0); // y = 1 for always valid
}
//////////////////////////////////////////////////////////////////////////////
@header {
#include "src/gpu/effects/GrMatrixEffect.h"
#include "src/gpu/gradients/GrGradientShader.h"
#include "src/shaders/gradients/SkRadialGradient.h"
}
// The radial gradient never rejects a pixel so it doesn't change opacity
@optimizationFlags {
kPreservesOpaqueInput_OptimizationFlag
}
@make {
static std::unique_ptr<GrFragmentProcessor> Make(const SkRadialGradient& gradient,
const GrFPArgs& args);
}
@cppEnd {
std::unique_ptr<GrFragmentProcessor> GrRadialGradientLayout::Make(
const SkRadialGradient& grad, const GrFPArgs& args) {
SkMatrix matrix;
if (!grad.totalLocalMatrix(args.fPreLocalMatrix)->invert(&matrix)) {
return nullptr;
}
matrix.postConcat(grad.getGradientMatrix());
return GrMatrixEffect::Make(
matrix, std::unique_ptr<GrFragmentProcessor>(new GrRadialGradientLayout()));
}
}
//////////////////////////////////////////////////////////////////////////////
@test(d) {
SkScalar scale = GrGradientShader::RandomParams::kGradientScale;
std::unique_ptr<GrFragmentProcessor> fp;
GrTest::TestAsFPArgs asFPArgs(d);
do {
GrGradientShader::RandomParams params(d->fRandom);
SkPoint center = {d->fRandom->nextRangeScalar(0.0f, scale),
d->fRandom->nextRangeScalar(0.0f, scale)};
SkScalar radius = d->fRandom->nextRangeScalar(0.0f, scale);
sk_sp<SkShader> shader = params.fUseColors4f
? SkGradientShader::MakeRadial(center, radius, params.fColors4f,
params.fColorSpace, params.fStops,
params.fColorCount, params.fTileMode)
: SkGradientShader::MakeRadial(center, radius, params.fColors,
params.fStops, params.fColorCount,
params.fTileMode);
// Degenerate params can create an Empty (non-null) shader, where fp will be nullptr
fp = shader ? as_SB(shader)->asFragmentProcessor(asFPArgs.args()) : nullptr;
} while (!fp);
return fp;
}