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Use make_shader() helper function to create ColorSelector shaders
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@ -655,35 +655,22 @@ bool ColorSelector::buildEffects()
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if (!m_mainEffect) {
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if (const char* code = getMainAreaShader())
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m_mainEffect = buildEffect(code);
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m_mainEffect = make_shader(code);
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}
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if (!m_bottomEffect) {
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if (const char* code = getBottomBarShader())
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m_bottomEffect = buildEffect(code);
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m_bottomEffect = make_shader(code);
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}
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if (!m_alphaEffect) {
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if (const char* code = getAlphaBarShader())
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m_alphaEffect = buildEffect(code);
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m_alphaEffect = make_shader(code);
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}
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return (m_mainEffect && m_bottomEffect && m_alphaEffect);
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}
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sk_sp<SkRuntimeEffect> ColorSelector::buildEffect(const char* code)
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{
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auto result = SkRuntimeEffect::MakeForShader(SkString(code));
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if (!result.errorText.isEmpty()) {
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LOG(ERROR, "Shader error: %s\n", result.errorText.c_str());
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std::printf("Shader error: %s\n", result.errorText.c_str());
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return nullptr;
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}
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else {
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return result.effect;
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}
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}
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void ColorSelector::resetBottomEffect()
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{
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m_bottomEffect.reset();
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@ -121,7 +121,6 @@ namespace app {
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#if SK_ENABLE_SKSL
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static const char* getAlphaBarShader();
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bool buildEffects();
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sk_sp<SkRuntimeEffect> buildEffect(const char* code);
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#endif
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// Internal flag used to lock the modification of m_color.
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