| OLD | NEW |
| 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" |
| (...skipping 347 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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);"); |
| (...skipping 219 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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 |
| (...skipping 29 matching lines...) Expand all Loading... |
| 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);"); |
| (...skipping 147 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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 } |
| OLD | NEW |