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Unified Diff: src/gpu/effects/GrDistanceFieldTextureEffect.cpp

Issue 1029423003: Calculate inverse scale for distance fields in vertex shader (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix gradients and textalign issues Created 5 years, 9 months ago
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Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
index d44c193260dac3f674c62a52db885206b2486a13..2a4b65e7b7ab82abb3f35f4f6c68fba9eb66c01b 100755
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
@@ -51,16 +51,6 @@ public:
// emit attributes
vsBuilder->emitAttributes(dfTexEffect);
- GrGLVertToFrag st(kVec2f_GrSLType);
- args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
-
- GrGLVertToFrag uv(kVec2f_GrSLType);
- args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- // this is only used with text, so our texture bounds always match the glyph atlas
- vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
- GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
- dfTexEffect.inTextureCoords()->fName);
#ifdef SK_GAMMA_APPLY_TO_A8
// adjust based on gamma
const char* distanceAdjustUniName = NULL;
@@ -81,6 +71,30 @@ public:
this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName,
dfTexEffect.localMatrix(), args.fTransformsIn, args.fTransformsOut);
+ // add varyings
+ GrGLVertToFrag recipScale(kFloat_GrSLType);
+ GrGLVertToFrag st(kVec2f_GrSLType);
+ bool isSimilarity = !!(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
bsalomon 2015/04/03 21:16:30 SkToBool?
jvanverth1 2015/04/06 14:14:47 Done.
+ const char* viewMatrixName = this->uViewM();
+ if (isSimilarity && viewMatrixName) {
+ args.fPB->addVarying("RecipScale", &recipScale, kHigh_GrSLPrecision);
+ vsBuilder->codeAppendf("vec2 tx = vec2(%s[0][0], %s[1][0]);",
+ viewMatrixName, viewMatrixName);
+ vsBuilder->codeAppend("float tx2 = dot(tx, tx);");
+ vsBuilder->codeAppendf("%s = inversesqrt(tx2);", recipScale.vsOut());
+ } else {
+ args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ }
+
+ GrGLVertToFrag uv(kVec2f_GrSLType);
+ args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ // this is only used with text, so our texture bounds always match the glyph atlas
+ vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
+ GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
+ dfTexEffect.inTextureCoords()->fName);
+
+
// Use highp to work around aliasing issues
fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision,
pb->ctxInfo().standard()));
@@ -100,16 +114,23 @@ public:
fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision,
pb->ctxInfo().standard()));
- fsBuilder->codeAppendf("vec2 st = %s;", st.fsIn());
fsBuilder->codeAppend("float afwidth;");
- if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) {
+ if (isSimilarity) {
// For uniform scale, we adjust for the effect of the transformation on the distance
+ // either by using the inverse scale in the view matrix, or (if there is no view matrix)
// 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.
+ // with the latter 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));");
+ if (viewMatrixName) {
+ fsBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*%s);",
+ recipScale.fsIn());
+ } else {
+ fsBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(%s.x));",
+ st.fsIn());
+ }
} else {
+ fsBuilder->codeAppendf("vec2 st = %s;", st.fsIn());
// 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.
@@ -188,13 +209,14 @@ private:
GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrColor color,
const SkMatrix& viewMatrix,
+ const SkMatrix& localMatrix,
GrTexture* texture,
const GrTextureParams& params,
#ifdef SK_GAMMA_APPLY_TO_A8
float distanceAdjust,
#endif
uint32_t flags, bool opaqueVertexColors)
- : INHERITED(color, viewMatrix, SkMatrix::I(), opaqueVertexColors)
+ : INHERITED(color, viewMatrix, localMatrix, opaqueVertexColors)
, fTextureAccess(texture, params)
#ifdef SK_GAMMA_APPLY_TO_A8
, fDistanceAdjust(distanceAdjust)
@@ -281,6 +303,7 @@ GrGeometryProcessor* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random,
return GrDistanceFieldTextureEffect::Create(GrRandomColor(random),
GrProcessorUnitTest::TestMatrix(random),
+ GrProcessorUnitTest::TestMatrix(random),
textures[texIdx], params,
#ifdef SK_GAMMA_APPLY_TO_A8
random->nextF(),
@@ -564,17 +587,6 @@ public:
// emit attributes
vsBuilder->emitAttributes(dfTexEffect);
- GrGLVertToFrag st(kVec2f_GrSLType);
- args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
-
- GrGLVertToFrag uv(kVec2f_GrSLType);
- args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- // this is only used with text, so our texture bounds always match the glyph atlas
- vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
- GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
- dfTexEffect.inTextureCoords()->fName);
-
// setup pass through color
this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, NULL,
&fColorUniform);
@@ -586,6 +598,30 @@ public:
this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName,
dfTexEffect.localMatrix(), args.fTransformsIn, args.fTransformsOut);
+ // set up varyings
+ bool isUniformScale = !!(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask);
bsalomon 2015/04/03 21:16:30 SkToBool?
jvanverth1 2015/04/06 14:14:47 Done.
+ GrGLVertToFrag recipScale(kFloat_GrSLType);
+ GrGLVertToFrag st(kVec2f_GrSLType);
+ const char* viewMatrixName = this->uViewM();
+ if (isUniformScale && viewMatrixName) {
+ args.fPB->addVarying("RecipScale", &recipScale, kHigh_GrSLPrecision);
+ vsBuilder->codeAppendf("vec2 tx = vec2(%s[0][0], %s[1][0]);",
+ viewMatrixName, viewMatrixName);
+ vsBuilder->codeAppend("float tx2 = dot(tx, tx);");
+ vsBuilder->codeAppendf("%s = inversesqrt(tx2);", recipScale.vsOut());
+ } else {
+ args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ }
+
+ GrGLVertToFrag uv(kVec2f_GrSLType);
+ args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ // this is only used with text, so our texture bounds always match the glyph atlas
+ vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
+ GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
+ dfTexEffect.inTextureCoords()->fName);
+
+ // add frag shader code
GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
SkAssertResult(fsBuilder->enableFeature(
@@ -598,21 +634,24 @@ public:
fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());
fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision,
pb->ctxInfo().standard()));
- fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn());
- bool isUniformScale = !!(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask);
-
if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) {
fsBuilder->codeAppend("float delta = -" GR_FONT_ATLAS_LCD_DELTA ";\n");
} else {
fsBuilder->codeAppend("float delta = " GR_FONT_ATLAS_LCD_DELTA ";\n");
}
if (isUniformScale) {
- fsBuilder->codeAppend("\tfloat dx = dFdx(st.x);\n");
- fsBuilder->codeAppend("\tvec2 offset = vec2(dx*delta, 0.0);\n");
+ if (viewMatrixName) {
+ fsBuilder->codeAppendf("float dx = %s;", recipScale.fsIn());
+ } else {
+ fsBuilder->codeAppendf("float dx = dFdx(%s.x);", st.fsIn());
+ }
+ fsBuilder->codeAppend("vec2 offset = vec2(dx*delta, 0.0);");
} else {
- fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n");
- fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n");
- fsBuilder->codeAppend("\tvec2 offset = delta*Jdx;\n");
+ fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn());
+
+ fsBuilder->codeAppend("vec2 Jdx = dFdx(st);");
+ fsBuilder->codeAppend("vec2 Jdy = dFdy(st);");
+ fsBuilder->codeAppend("vec2 offset = delta*Jdx;");
}
// green is distance to uv center
@@ -737,10 +776,11 @@ private:
GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(
GrColor color, const SkMatrix& viewMatrix,
+ const SkMatrix& localMatrix,
GrTexture* texture, const GrTextureParams& params,
DistanceAdjust distanceAdjust,
uint32_t flags)
- : INHERITED(color, viewMatrix, SkMatrix::I())
+ : INHERITED(color, viewMatrix, localMatrix)
, fTextureAccess(texture, params)
, fDistanceAdjust(distanceAdjust)
, fFlags(flags & kLCD_DistanceFieldEffectMask){
@@ -821,6 +861,7 @@ GrGeometryProcessor* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* rando
flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0;
return GrDistanceFieldLCDTextureEffect::Create(GrRandomColor(random),
GrProcessorUnitTest::TestMatrix(random),
+ GrProcessorUnitTest::TestMatrix(random),
textures[texIdx], params,
wa,
flags);
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