Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index 89a634c5c40406a1663f7fbe9a1880be9bad1993..c1c84b58715ba3bff1f0dcbdfde5c943b0f0f442 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -84,39 +84,42 @@ public: |
fsBuilder->codeAppend("\tfloat distance = " |
SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); |
- // we adjust for the effect of the transformation on the distance by using |
- // the length of the gradient of the texture coordinates. We use st coordinates |
- // to ensure we're mapping 1:1 from texel space to pixel space. |
fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, |
pb->ctxInfo().standard())); |
- fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn()); |
- fsBuilder->codeAppend("\tfloat afwidth;\n"); |
+ fsBuilder->codeAppendf("vec2 st = %s;", st.fsIn()); |
+ fsBuilder->codeAppend("float afwidth;"); |
if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { |
+ // For uniform scale, we adjust for the effect of the transformation on the distance |
+ // by using the length of the gradient of the texture coordinates. We use st coordinates |
+ // to ensure we're mapping 1:1 from texel space to pixel space. |
+ |
// this gives us a smooth step across approximately one fragment |
- fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));\n"); |
+ fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));"); |
} else { |
- fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); |
- fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); |
- |
- fsBuilder->codeAppend("\tvec2 uv_grad;\n"); |
+ // For general transforms, to determine the amount of correction we multiply a unit |
+ // vector pointing along the SDF gradient direction by the Jacobian of the st coords |
+ // (which is the inverse transform for this fragment) and take the length of the result. |
+ fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(distance));"); |
if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
// this is to compensate for the Adreno, which likes to drop tiles on division by 0 |
- fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
- fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); |
- fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
- fsBuilder->codeAppend("\t} else {\n"); |
- fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); |
- fsBuilder->codeAppend("\t}\n"); |
+ fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
+ fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
+ fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
+ fsBuilder->codeAppend("} else {"); |
+ fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); |
+ fsBuilder->codeAppend("}"); |
} else { |
- fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); |
+ fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n"); |
} |
- fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); |
- fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); |
+ fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
+ fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
+ fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); |
+ fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); |
// this gives us a smooth step across approximately one fragment |
- fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); |
+ fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); |
} |
- fsBuilder->codeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); |
+ fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);"); |
#ifdef SK_GAMMA_APPLY_TO_A8 |
// adjust based on gamma |
@@ -368,34 +371,37 @@ public: |
fsBuilder->codeAppend("float distance = " |
SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); |
- // we adjust for the effect of the transformation on the distance by using |
- // the length of the gradient of the texture coordinates. We use st coordinates |
- // to ensure we're mapping 1:1 from texel space to pixel space. |
fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, |
pb->ctxInfo().standard())); |
fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); |
fsBuilder->codeAppend("float afwidth;"); |
if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { |
+ // For uniform scale, we adjust for the effect of the transformation on the distance |
+ // by using the length of the gradient of the texture coordinates. We use st coordinates |
+ // to ensure we're mapping 1:1 from texel space to pixel space. |
+ |
// this gives us a smooth step across approximately one fragment |
fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));"); |
} else { |
- fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
- fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
- |
- fsBuilder->codeAppend("vec2 uv_grad;"); |
+ // For general transforms, to determine the amount of correction we multiply a unit |
+ // vector pointing along the SDF gradient direction by the Jacobian of the st coords |
+ // (which is the inverse transform for this fragment) and take the length of the result. |
+ fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(distance));"); |
if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
// this is to compensate for the Adreno, which likes to drop tiles on division by 0 |
- fsBuilder->codeAppend("float uv_len2 = dot(uv, uv);"); |
- fsBuilder->codeAppend("if (uv_len2 < 0.0001) {"); |
- fsBuilder->codeAppend("uv_grad = vec2(0.7071, 0.7071);"); |
+ fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
+ fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
+ fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
fsBuilder->codeAppend("} else {"); |
- fsBuilder->codeAppend("uv_grad = uv*inversesqrt(uv_len2);"); |
+ fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); |
fsBuilder->codeAppend("}"); |
} else { |
- fsBuilder->codeAppend("uv_grad = normalize(uv);"); |
+ fsBuilder->codeAppend("dist_grad = normalize(dist_grad);"); |
} |
- fsBuilder->codeAppend("vec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,"); |
- fsBuilder->codeAppend(" uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);"); |
+ fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
+ fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
+ fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); |
+ fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); |
// this gives us a smooth step across approximately one fragment |
fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); |
@@ -648,39 +654,42 @@ public: |
fsBuilder->codeAppend("\tdistance = " |
"vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"));"); |
- // we adjust for the effect of the transformation on the distance by using |
- // the length of the gradient of the texture coordinates. We use st coordinates |
- // to ensure we're mapping 1:1 from texel space to pixel space. |
- |
// To be strictly correct, we should compute the anti-aliasing factor separately |
// for each color component. However, this is only important when using perspective |
// transformations, and even then using a single factor seems like a reasonable |
// trade-off between quality and speed. |
- fsBuilder->codeAppend("\tfloat afwidth;\n"); |
+ fsBuilder->codeAppend("float afwidth;"); |
if (isUniformScale) { |
+ // For uniform scale, we adjust for the effect of the transformation on the distance |
+ // by using the length of the gradient of the texture coordinates. We use st coordinates |
+ // to ensure we're mapping 1:1 from texel space to pixel space. |
+ |
// this gives us a smooth step across approximately one fragment |
- fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "*dx);\n"); |
+ fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dx);"); |
} else { |
- fsBuilder->codeAppend("\tvec2 uv_grad;\n"); |
+ // For general transforms, to determine the amount of correction we multiply a unit |
+ // vector pointing along the SDF gradient direction by the Jacobian of the st coords |
+ // (which is the inverse transform for this fragment) and take the length of the result. |
+ fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(distance.r));"); |
if (args.fPB->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
// this is to compensate for the Adreno, which likes to drop tiles on division by 0 |
- fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
- fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); |
- fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
- fsBuilder->codeAppend("\t} else {\n"); |
- fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); |
- fsBuilder->codeAppend("\t}\n"); |
+ fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
+ fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
+ fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
+ fsBuilder->codeAppend("} else {"); |
+ fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); |
+ fsBuilder->codeAppend("}"); |
} else { |
- fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); |
+ fsBuilder->codeAppend("dist_grad = normalize(dist_grad);\n"); |
} |
- fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); |
- fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); |
+ fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); |
+ fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); |
// this gives us a smooth step across approximately one fragment |
- fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); |
+ fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); |
} |
- fsBuilder->codeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n"); |
+ fsBuilder->codeAppend("vec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);"); |
// adjust based on gamma |
const char* textColorUniName = NULL; |