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Side by Side Diff: src/gpu/effects/GrDistanceFieldTextureEffect.cpp

Issue 1013773002: Fix SDF gradient calculation for non-uniform xforms (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Move Jdx & Jdy calcs down to where they're used Created 5 years, 9 months ago
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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"
(...skipping 66 matching lines...) Expand 10 before | Expand all | Expand 10 after
77 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); 77 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());
78 78
79 fsBuilder->codeAppend("\tfloat texColor = "); 79 fsBuilder->codeAppend("\tfloat texColor = ");
80 fsBuilder->appendTextureLookup(args.fSamplers[0], 80 fsBuilder->appendTextureLookup(args.fSamplers[0],
81 "uv", 81 "uv",
82 kVec2f_GrSLType); 82 kVec2f_GrSLType);
83 fsBuilder->codeAppend(".r;\n"); 83 fsBuilder->codeAppend(".r;\n");
84 fsBuilder->codeAppend("\tfloat distance = " 84 fsBuilder->codeAppend("\tfloat distance = "
85 SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFie ldThreshold ");"); 85 SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFie ldThreshold ");");
86 86
87 // we adjust for the effect of the transformation on the distance by usi ng
88 // the length of the gradient of the texture coordinates. We use st coor dinates
89 // to ensure we're mapping 1:1 from texel space to pixel space.
90 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision , 87 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision ,
91 pb->ctxInfo().stand ard())); 88 pb->ctxInfo().stand ard()));
92 fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn()); 89 fsBuilder->codeAppendf("vec2 st = %s;", st.fsIn());
93 fsBuilder->codeAppend("\tfloat afwidth;\n"); 90 fsBuilder->codeAppend("float afwidth;");
94 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { 91 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) {
92 // For uniform scale, we adjust for the effect of the transformation on the distance
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.
95
95 // this gives us a smooth step across approximately one fragment 96 // this gives us a smooth step across approximately one fragment
96 fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "* dFdx(st.x));\n"); 97 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF dx(st.x));");
97 } else { 98 } else {
98 fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); 99 // For general transforms, to determine the amount of correction we multiply a unit
99 fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); 100 // vector pointing along the SDF gradient direction by the Jacobian of the st coords
100 101 // (which is the inverse transform for this fragment) and take the l ength of the result.
101 fsBuilder->codeAppend("\tvec2 uv_grad;\n"); 102 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di stance));");
102 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { 103 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) {
103 // this is to compensate for the Adreno, which likes to drop til es on division by 0 104 // this is to compensate for the Adreno, which likes to drop til es on division by 0
104 fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); 105 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad) ;");
105 fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); 106 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {");
106 fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); 107 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);");
107 fsBuilder->codeAppend("\t} else {\n"); 108 fsBuilder->codeAppend("} else {");
108 fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); 109 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2 );");
109 fsBuilder->codeAppend("\t}\n"); 110 fsBuilder->codeAppend("}");
110 } else { 111 } else {
111 fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); 112 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n");
112 } 113 }
113 fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); 114 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);");
114 fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); 115 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);");
116 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);");
115 118
116 // this gives us a smooth step across approximately one fragment 119 // this gives us a smooth step across approximately one fragment
117 fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*leng th(grad);\n"); 120 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length (grad);");
118 } 121 }
119 fsBuilder->codeAppend("\tfloat val = smoothstep(-afwidth, afwidth, dista nce);\n"); 122 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc e);");
120 123
121 #ifdef SK_GAMMA_APPLY_TO_A8 124 #ifdef SK_GAMMA_APPLY_TO_A8
122 // adjust based on gamma 125 // adjust based on gamma
123 const char* luminanceUniName = NULL; 126 const char* luminanceUniName = NULL;
124 // width, height, 1/(3*width) 127 // width, height, 1/(3*width)
125 fLuminanceUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visib ility, 128 fLuminanceUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visib ility,
126 kFloat_GrSLType, kDefault_GrSLPreci sion, 129 kFloat_GrSLType, kDefault_GrSLPreci sion,
127 "Luminance", &luminanceUniName); 130 "Luminance", &luminanceUniName);
128 131
129 fsBuilder->codeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName); 132 fsBuilder->codeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName);
(...skipping 231 matching lines...) Expand 10 before | Expand all | Expand 10 after
361 fsBuilder->codeAppendf("vec2 uv = %s;", v.fsIn()); 364 fsBuilder->codeAppendf("vec2 uv = %s;", v.fsIn());
362 365
363 fsBuilder->codeAppend("float texColor = "); 366 fsBuilder->codeAppend("float texColor = ");
364 fsBuilder->appendTextureLookup(args.fSamplers[0], 367 fsBuilder->appendTextureLookup(args.fSamplers[0],
365 "uv", 368 "uv",
366 kVec2f_GrSLType); 369 kVec2f_GrSLType);
367 fsBuilder->codeAppend(".r;"); 370 fsBuilder->codeAppend(".r;");
368 fsBuilder->codeAppend("float distance = " 371 fsBuilder->codeAppend("float distance = "
369 SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); 372 SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");");
370 373
371 // we adjust for the effect of the transformation on the distance by usi ng
372 // the length of the gradient of the texture coordinates. We use st coor dinates
373 // to ensure we're mapping 1:1 from texel space to pixel space.
374 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision , 374 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision ,
375 pb->ctxInfo().stand ard())); 375 pb->ctxInfo().stand ard()));
376 fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); 376 fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName);
377 fsBuilder->codeAppend("float afwidth;"); 377 fsBuilder->codeAppend("float afwidth;");
378 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { 378 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) {
379 // For uniform scale, we adjust for the effect of the transformation on the distance
380 // 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.
382
379 // this gives us a smooth step across approximately one fragment 383 // this gives us a smooth step across approximately one fragment
380 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF dx(st.x));"); 384 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF dx(st.x));");
381 } else { 385 } else {
386 // 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
388 // (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));");
390 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) {
391 // this is to compensate for the Adreno, which likes to drop til es on division by 0
392 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad) ;");
393 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {");
394 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);");
395 fsBuilder->codeAppend("} else {");
396 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2 );");
397 fsBuilder->codeAppend("}");
398 } else {
399 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);");
400 }
382 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); 401 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);");
383 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); 402 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);");
384 403 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra d.y*Jdy.x,");
385 fsBuilder->codeAppend("vec2 uv_grad;"); 404 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra d.y*Jdy.y);");
386 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) {
387 // this is to compensate for the Adreno, which likes to drop til es on division by 0
388 fsBuilder->codeAppend("float uv_len2 = dot(uv, uv);");
389 fsBuilder->codeAppend("if (uv_len2 < 0.0001) {");
390 fsBuilder->codeAppend("uv_grad = vec2(0.7071, 0.7071);");
391 fsBuilder->codeAppend("} else {");
392 fsBuilder->codeAppend("uv_grad = uv*inversesqrt(uv_len2);");
393 fsBuilder->codeAppend("}");
394 } else {
395 fsBuilder->codeAppend("uv_grad = normalize(uv);");
396 }
397 fsBuilder->codeAppend("vec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y* Jdy.x,");
398 fsBuilder->codeAppend(" uv_grad.x*Jdx.y + uv_grad.y* Jdy.y);");
399 405
400 // this gives us a smooth step across approximately one fragment 406 // this gives us a smooth step across approximately one fragment
401 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length (grad);"); 407 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length (grad);");
402 } 408 }
403 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc e);"); 409 fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distanc e);");
404 410
405 fsBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage); 411 fsBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage);
406 } 412 }
407 413
408 virtual void setData(const GrGLProgramDataManager& pdman, 414 virtual void setData(const GrGLProgramDataManager& pdman,
(...skipping 232 matching lines...) Expand 10 before | Expand all | Expand 10 after
641 // blue is distance to right offset 647 // blue is distance to right offset
642 fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n"); 648 fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n");
643 fsBuilder->codeAppend("\ttexColor = "); 649 fsBuilder->codeAppend("\ttexColor = ");
644 fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_ GrSLType); 650 fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_ GrSLType);
645 fsBuilder->codeAppend(";\n"); 651 fsBuilder->codeAppend(";\n");
646 fsBuilder->codeAppend("\tdistance.z = texColor.r;\n"); 652 fsBuilder->codeAppend("\tdistance.z = texColor.r;\n");
647 653
648 fsBuilder->codeAppend("\tdistance = " 654 fsBuilder->codeAppend("\tdistance = "
649 "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceF ieldThreshold"));"); 655 "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceF ieldThreshold"));");
650 656
651 // we adjust for the effect of the transformation on the distance by usi ng
652 // the length of the gradient of the texture coordinates. We use st coor dinates
653 // to ensure we're mapping 1:1 from texel space to pixel space.
654
655 // To be strictly correct, we should compute the anti-aliasing factor se parately 657 // To be strictly correct, we should compute the anti-aliasing factor se parately
656 // for each color component. However, this is only important when using perspective 658 // for each color component. However, this is only important when using perspective
657 // transformations, and even then using a single factor seems like a rea sonable 659 // transformations, and even then using a single factor seems like a rea sonable
658 // trade-off between quality and speed. 660 // trade-off between quality and speed.
659 fsBuilder->codeAppend("\tfloat afwidth;\n"); 661 fsBuilder->codeAppend("float afwidth;");
660 if (isUniformScale) { 662 if (isUniformScale) {
663 // For uniform scale, we adjust for the effect of the transformation on the distance
664 // 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.
666
661 // this gives us a smooth step across approximately one fragment 667 // this gives us a smooth step across approximately one fragment
662 fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "* dx);\n"); 668 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dx );");
663 } else { 669 } else {
664 fsBuilder->codeAppend("\tvec2 uv_grad;\n"); 670 // 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
672 // (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));");
665 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { 674 if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) {
666 // this is to compensate for the Adreno, which likes to drop til es on division by 0 675 // this is to compensate for the Adreno, which likes to drop til es on division by 0
667 fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); 676 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad) ;");
668 fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); 677 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {");
669 fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); 678 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);");
670 fsBuilder->codeAppend("\t} else {\n"); 679 fsBuilder->codeAppend("} else {");
671 fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); 680 fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2 );");
672 fsBuilder->codeAppend("\t}\n"); 681 fsBuilder->codeAppend("}");
673 } else { 682 } else {
674 fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); 683 fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n");
675 } 684 }
676 fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); 685 fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_gra d.y*Jdy.x,");
677 fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); 686 fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_gra d.y*Jdy.y);");
678 687
679 // this gives us a smooth step across approximately one fragment 688 // this gives us a smooth step across approximately one fragment
680 fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*leng th(grad);\n"); 689 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length (grad);");
681 } 690 }
682 691
683 fsBuilder->codeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3 (afwidth), distance), 1.0);\n"); 692 fsBuilder->codeAppend("vec4 val = vec4(smoothstep(vec3(-afwidth), vec3(a fwidth), distance), 1.0);");
684 693
685 // adjust based on gamma 694 // adjust based on gamma
686 const char* textColorUniName = NULL; 695 const char* textColorUniName = NULL;
687 fTextColorUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visib ility, 696 fTextColorUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visib ility,
688 kVec3f_GrSLType, kDefault_GrSLPreci sion, 697 kVec3f_GrSLType, kDefault_GrSLPreci sion,
689 "TextColor", &textColorUniName); 698 "TextColor", &textColorUniName);
690 699
691 fsBuilder->codeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName); 700 fsBuilder->codeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName);
692 fsBuilder->codeAppend("float gammaColor = "); 701 fsBuilder->codeAppend("float gammaColor = ");
693 fsBuilder->appendTextureLookup(args.fSamplers[1], "uv", kVec2f_GrSLType) ; 702 fsBuilder->appendTextureLookup(args.fSamplers[1], "uv", kVec2f_GrSLType) ;
(...skipping 162 matching lines...) Expand 10 before | Expand all | Expand 10 after
856 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; 865 uint32_t flags = kUseLCD_DistanceFieldEffectFlag;
857 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; 866 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0;
858 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; 867 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0;
859 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random), 868 return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random),
860 GrProcessorUnitTest::TestMatr ix(random), 869 GrProcessorUnitTest::TestMatr ix(random),
861 textures[texIdx], params, 870 textures[texIdx], params,
862 textures[texIdx2], params2, 871 textures[texIdx2], params2,
863 textColor, 872 textColor,
864 flags); 873 flags);
865 } 874 }
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