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| 1 /* | 1 /* |
| 2 * Copyright 2013 Google Inc. | 2 * Copyright 2013 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 "GrDistanceFieldTextureEffect.h" | 8 #include "GrDistanceFieldTextureEffect.h" |
| 9 #include "GrFontAtlasSizes.h" | 9 #include "GrFontAtlasSizes.h" |
| 10 #include "GrInvariantOutput.h" | 10 #include "GrInvariantOutput.h" |
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| 93 // by using the length of the gradient of the texture coordinates. W
e use st coordinates | 93 // by using the length of the gradient of the texture coordinates. W
e use st coordinates |
| 94 // to ensure we're mapping 1:1 from texel space to pixel space. | 94 // to ensure we're mapping 1:1 from texel space to pixel space. |
| 95 | 95 |
| 96 // this gives us a smooth step across approximately one fragment | 96 // this gives us a smooth step across approximately one fragment |
| 97 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dx(st.x));"); | 97 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dx(st.x));"); |
| 98 } else { | 98 } else { |
| 99 // For general transforms, to determine the amount of correction we
multiply a unit | 99 // For general transforms, to determine the amount of correction we
multiply a unit |
| 100 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords | 100 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords |
| 101 // (which is the inverse transform for this fragment) and take the l
ength of the result. | 101 // (which is the inverse transform for this fragment) and take the l
ength of the result. |
| 102 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); | 102 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); |
| 103 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { | 103 // the length of the gradient may be 0, so we need to check for this |
| 104 // this is to compensate for the Adreno, which likes to drop til
es on division by 0 | 104 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 |
| 105 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad)
;"); | 105 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
| 106 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); | 106 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
| 107 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); | 107 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
| 108 fsBuilder->codeAppend("} else {"); | 108 fsBuilder->codeAppend("} else {"); |
| 109 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2
);"); | 109 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);")
; |
| 110 fsBuilder->codeAppend("}"); | 110 fsBuilder->codeAppend("}"); |
| 111 } else { | 111 |
| 112 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n"); | |
| 113 } | |
| 114 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); | 112 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
| 115 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); | 113 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
| 116 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); | 114 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); |
| 117 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); | 115 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); |
| 118 | 116 |
| 119 // this gives us a smooth step across approximately one fragment | 117 // this gives us a smooth step across approximately one fragment |
| 120 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); | 118 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); |
| 121 } | 119 } |
| 122 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc
e);"); | 120 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc
e);"); |
| 123 | 121 |
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| 380 // by using the length of the gradient of the texture coordinates. W
e use st coordinates | 378 // by using the length of the gradient of the texture coordinates. W
e use st coordinates |
| 381 // to ensure we're mapping 1:1 from texel space to pixel space. | 379 // to ensure we're mapping 1:1 from texel space to pixel space. |
| 382 | 380 |
| 383 // this gives us a smooth step across approximately one fragment | 381 // this gives us a smooth step across approximately one fragment |
| 384 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dx(st.x));"); | 382 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dx(st.x));"); |
| 385 } else { | 383 } else { |
| 386 // For general transforms, to determine the amount of correction we
multiply a unit | 384 // For general transforms, to determine the amount of correction we
multiply a unit |
| 387 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords | 385 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords |
| 388 // (which is the inverse transform for this fragment) and take the l
ength of the result. | 386 // (which is the inverse transform for this fragment) and take the l
ength of the result. |
| 389 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); | 387 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); |
| 390 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { | 388 // the length of the gradient may be 0, so we need to check for this |
| 391 // this is to compensate for the Adreno, which likes to drop til
es on division by 0 | 389 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 |
| 392 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad)
;"); | 390 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
| 393 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); | 391 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
| 394 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); | 392 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
| 395 fsBuilder->codeAppend("} else {"); | 393 fsBuilder->codeAppend("} else {"); |
| 396 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2
);"); | 394 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);")
; |
| 397 fsBuilder->codeAppend("}"); | 395 fsBuilder->codeAppend("}"); |
| 398 } else { | 396 |
| 399 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);"); | |
| 400 } | |
| 401 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); | 397 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
| 402 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); | 398 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
| 403 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); | 399 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); |
| 404 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); | 400 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); |
| 405 | 401 |
| 406 // this gives us a smooth step across approximately one fragment | 402 // this gives us a smooth step across approximately one fragment |
| 407 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); | 403 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); |
| 408 } | 404 } |
| 409 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc
e);"); | 405 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc
e);"); |
| 410 | 406 |
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| 664 // by using the length of the gradient of the texture coordinates. W
e use st coordinates | 660 // by using the length of the gradient of the texture coordinates. W
e use st coordinates |
| 665 // to ensure we're mapping 1:1 from texel space to pixel space. | 661 // to ensure we're mapping 1:1 from texel space to pixel space. |
| 666 | 662 |
| 667 // this gives us a smooth step across approximately one fragment | 663 // this gives us a smooth step across approximately one fragment |
| 668 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dx
);"); | 664 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dx
);"); |
| 669 } else { | 665 } else { |
| 670 // For general transforms, to determine the amount of correction we
multiply a unit | 666 // For general transforms, to determine the amount of correction we
multiply a unit |
| 671 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords | 667 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords |
| 672 // (which is the inverse transform for this fragment) and take the l
ength of the result. | 668 // (which is the inverse transform for this fragment) and take the l
ength of the result. |
| 673 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(
distance.r));"); | 669 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(
distance.r));"); |
| 674 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { | 670 // the length of the gradient may be 0, so we need to check for this |
| 675 // this is to compensate for the Adreno, which likes to drop til
es on division by 0 | 671 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 |
| 676 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad)
;"); | 672 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
| 677 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); | 673 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
| 678 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); | 674 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
| 679 fsBuilder->codeAppend("} else {"); | 675 fsBuilder->codeAppend("} else {"); |
| 680 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2
);"); | 676 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);")
; |
| 681 fsBuilder->codeAppend("}"); | 677 fsBuilder->codeAppend("}"); |
| 682 } else { | |
| 683 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n"); | |
| 684 } | |
| 685 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); | 678 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra
d.y*Jdy.x,"); |
| 686 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); | 679 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra
d.y*Jdy.y);"); |
| 687 | 680 |
| 688 // this gives us a smooth step across approximately one fragment | 681 // this gives us a smooth step across approximately one fragment |
| 689 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); | 682 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length
(grad);"); |
| 690 } | 683 } |
| 691 | 684 |
| 692 fsBuilder->codeAppend("vec4 val = vec4(smoothstep(vec3(-afwidth), vec3(a
fwidth), distance), 1.0);"); | 685 fsBuilder->codeAppend("vec4 val = vec4(smoothstep(vec3(-afwidth), vec3(a
fwidth), distance), 1.0);"); |
| 693 | 686 |
| 694 // adjust based on gamma | 687 // adjust based on gamma |
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| 865 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; | 858 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; |
| 866 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; | 859 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; |
| 867 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; | 860 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; |
| 868 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random), | 861 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random), |
| 869 GrProcessorUnitTest::TestMatr
ix(random), | 862 GrProcessorUnitTest::TestMatr
ix(random), |
| 870 textures[texIdx], params, | 863 textures[texIdx], params, |
| 871 textures[texIdx2], params2, | 864 textures[texIdx2], params2, |
| 872 textColor, | 865 textColor, |
| 873 flags); | 866 flags); |
| 874 } | 867 } |
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