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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 "GrDistanceFieldGeoProc.h" | 8 #include "GrDistanceFieldGeoProc.h" |
9 #include "GrFontAtlasSizes.h" | 9 #include "GrFontAtlasSizes.h" |
10 #include "GrInvariantOutput.h" | 10 #include "GrInvariantOutput.h" |
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358 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision
, | 358 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision
, |
359 pb->ctxInfo().stand
ard())); | 359 pb->ctxInfo().stand
ard())); |
360 fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); | 360 fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); |
361 fsBuilder->codeAppend("float afwidth;"); | 361 fsBuilder->codeAppend("float afwidth;"); |
362 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { | 362 if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { |
363 // For uniform scale, we adjust for the effect of the transformation
on the distance | 363 // For uniform scale, we adjust for the effect of the transformation
on the distance |
364 // by using the length of the gradient of the texture coordinates. W
e use st coordinates | 364 // by using the length of the gradient of the texture coordinates. W
e use st coordinates |
365 // to ensure we're mapping 1:1 from texel space to pixel space. | 365 // to ensure we're mapping 1:1 from texel space to pixel space. |
366 | 366 |
367 // this gives us a smooth step across approximately one fragment | 367 // this gives us a smooth step across approximately one fragment |
368 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dx(st.x));"); | 368 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dF
dy(st.y));"); |
369 } else { | 369 } else { |
370 // For general transforms, to determine the amount of correction we
multiply a unit | 370 // For general transforms, to determine the amount of correction we
multiply a unit |
371 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords | 371 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords |
372 // (which is the inverse transform for this fragment) and take the l
ength of the result. | 372 // (which is the inverse transform for this fragment) and take the l
ength of the result. |
373 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); | 373 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(di
stance));"); |
374 // the length of the gradient may be 0, so we need to check for this | 374 // the length of the gradient may be 0, so we need to check for this |
375 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 | 375 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 |
376 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); | 376 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
377 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); | 377 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
378 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); | 378 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
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598 pb->ctxInfo().stand
ard())); | 598 pb->ctxInfo().stand
ard())); |
599 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); | 599 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); |
600 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision
, | 600 fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision
, |
601 pb->ctxInfo().stand
ard())); | 601 pb->ctxInfo().stand
ard())); |
602 if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { | 602 if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { |
603 fsBuilder->codeAppend("float delta = -" GR_FONT_ATLAS_LCD_DELTA ";\n
"); | 603 fsBuilder->codeAppend("float delta = -" GR_FONT_ATLAS_LCD_DELTA ";\n
"); |
604 } else { | 604 } else { |
605 fsBuilder->codeAppend("float delta = " GR_FONT_ATLAS_LCD_DELTA ";\n"
); | 605 fsBuilder->codeAppend("float delta = " GR_FONT_ATLAS_LCD_DELTA ";\n"
); |
606 } | 606 } |
607 if (isUniformScale) { | 607 if (isUniformScale) { |
608 fsBuilder->codeAppendf("float dy = dFdy(%s.y);", st.fsIn()); | 608 fsBuilder->codeAppendf("float dy = abs(dFdy(%s.y));", st.fsIn()); |
609 fsBuilder->codeAppend("vec2 offset = vec2(dy*delta, 0.0);"); | 609 fsBuilder->codeAppend("vec2 offset = vec2(dy*delta, 0.0);"); |
610 } else { | 610 } else { |
611 fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn()); | 611 fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn()); |
612 | 612 |
613 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); | 613 fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); |
614 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); | 614 fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); |
615 fsBuilder->codeAppend("vec2 offset = delta*Jdx;"); | 615 fsBuilder->codeAppend("vec2 offset = delta*Jdx;"); |
616 } | 616 } |
617 | 617 |
618 // green is distance to uv center | 618 // green is distance to uv center |
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648 // for each color component. However, this is only important when using
perspective | 648 // for each color component. However, this is only important when using
perspective |
649 // transformations, and even then using a single factor seems like a rea
sonable | 649 // transformations, and even then using a single factor seems like a rea
sonable |
650 // trade-off between quality and speed. | 650 // trade-off between quality and speed. |
651 fsBuilder->codeAppend("float afwidth;"); | 651 fsBuilder->codeAppend("float afwidth;"); |
652 if (isUniformScale) { | 652 if (isUniformScale) { |
653 // For uniform scale, we adjust for the effect of the transformation
on the distance | 653 // For uniform scale, we adjust for the effect of the transformation
on the distance |
654 // by using the length of the gradient of the texture coordinates. W
e use st coordinates | 654 // by using the length of the gradient of the texture coordinates. W
e use st coordinates |
655 // to ensure we're mapping 1:1 from texel space to pixel space. | 655 // to ensure we're mapping 1:1 from texel space to pixel space. |
656 | 656 |
657 // this gives us a smooth step across approximately one fragment | 657 // this gives us a smooth step across approximately one fragment |
658 fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dy
);"); | 658 fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*dy;"); |
659 } else { | 659 } else { |
660 // For general transforms, to determine the amount of correction we
multiply a unit | 660 // For general transforms, to determine the amount of correction we
multiply a unit |
661 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords | 661 // vector pointing along the SDF gradient direction by the Jacobian
of the st coords |
662 // (which is the inverse transform for this fragment) and take the l
ength of the result. | 662 // (which is the inverse transform for this fragment) and take the l
ength of the result. |
663 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(
distance.r));"); | 663 fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(
distance.r));"); |
664 // the length of the gradient may be 0, so we need to check for this | 664 // the length of the gradient may be 0, so we need to check for this |
665 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 | 665 // this also compensates for the Adreno, which likes to drop tiles o
n division by 0 |
666 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); | 666 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); |
667 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); | 667 fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); |
668 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); | 668 fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); |
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816 DistanceAdjust wa = { 0.0f, 0.1f, -0.1f }; | 816 DistanceAdjust wa = { 0.0f, 0.1f, -0.1f }; |
817 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; | 817 uint32_t flags = kUseLCD_DistanceFieldEffectFlag; |
818 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; | 818 flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; |
819 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; | 819 flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; |
820 return GrDistanceFieldLCDTextGeoProc::Create(GrRandomColor(random), | 820 return GrDistanceFieldLCDTextGeoProc::Create(GrRandomColor(random), |
821 GrProcessorUnitTest::TestMatrix
(random), | 821 GrProcessorUnitTest::TestMatrix
(random), |
822 textures[texIdx], params, | 822 textures[texIdx], params, |
823 wa, | 823 wa, |
824 flags); | 824 flags); |
825 } | 825 } |
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