Chromium Code Reviews| Index: src/gpu/GrAAConvexPathRenderer.cpp |
| =================================================================== |
| --- src/gpu/GrAAConvexPathRenderer.cpp (revision 8448) |
| +++ src/gpu/GrAAConvexPathRenderer.cpp (working copy) |
| @@ -11,12 +11,15 @@ |
| #include "GrContext.h" |
| #include "GrDrawState.h" |
| #include "GrDrawTargetCaps.h" |
| +#include "GrEffect.h" |
| #include "GrPathUtils.h" |
| +#include "GrTBackendEffectFactory.h" |
| #include "SkString.h" |
| #include "SkStrokeRec.h" |
| #include "SkTrace.h" |
| -#include "effects/GrEdgeEffect.h" |
| +#include "gl/GrGLEffect.h" |
| +#include "gl/GrGLSL.h" |
| GrAAConvexPathRenderer::GrAAConvexPathRenderer() { |
| } |
| @@ -431,6 +434,126 @@ |
| } |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +/* |
| + * Quadratic specified by 0=u^2-v canonical coords. u and v are the first |
| + * two components of the vertex attribute. Coverage is based on signed |
| + * distance with negative being inside, positive outside. The edge is specified in |
| + * window space (y-down). If either the third or fourth component of the interpolated |
| + * vertex coord is > 0 then the pixel is considered outside the edge. This is used to |
| + * attempt to trim to a portion of the infinite quad. |
| + * Requires shader derivative instruction support. |
| + */ |
| + |
| +class QuadEdgeEffect : public GrEffect { |
| +public: |
| + |
| + static GrEffectRef* Create() { |
| + // we go through this so we only have one copy of each effect |
| + static GrEffectRef* gQuadEdgeEffectRef = |
| + CreateEffectRef(AutoEffectUnref(SkNEW(QuadEdgeEffect))); |
| + static SkAutoTUnref<GrEffectRef> gUnref(gQuadEdgeEffectRef); |
| + |
| + gQuadEdgeEffectRef->ref(); |
| + return gQuadEdgeEffectRef; |
| + } |
| + |
| + virtual ~QuadEdgeEffect() {} |
| + |
| + static const char* Name() { return "QuadEdge"; } |
| + |
| + virtual void getConstantColorComponents(GrColor* color, |
| + uint32_t* validFlags) const SK_OVERRIDE { |
| + *validFlags = 0; |
| + } |
| + |
| + virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
| + return GrTBackendEffectFactory<QuadEdgeEffect>::getInstance(); |
| + } |
| + |
| + class GLEffect : public GrGLEffect { |
| + public: |
| + GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&) |
| + : INHERITED (factory) {} |
| + |
| + virtual void emitCode(GrGLShaderBuilder* builder, |
| + const GrDrawEffect& drawEffect, |
| + EffectKey key, |
| + const char* outputColor, |
| + const char* inputColor, |
| + const TextureSamplerArray& samplers) SK_OVERRIDE { |
| + const char *vsName, *fsName; |
| + const SkString* attrName = |
| + builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
| + builder->fsCodeAppendf("\t\tfloat edgeAlpha;\n"); |
| + |
| + GrAssert(builder->ctxInfo().caps()->shaderDerivativeSupport()); |
| + builder->addVarying(kVec4f_GrSLType, "QuadEdge", &vsName, &fsName); |
| + |
| + // keep the derivative instructions outside the conditional |
| + builder->fsCodeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName); |
| + builder->fsCodeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName); |
| + builder->fsCodeAppendf("\t\tif (%s.z > 0.0 && %s.w > 0.0) {\n", fsName, fsName); |
| + // today we know z and w are in device space. We could use derivatives |
| + builder->fsCodeAppendf("\t\t\tedgeAlpha = min(min(%s.z, %s.w) + 0.5, 1.0);\n", fsName, |
| + fsName); |
| + builder->fsCodeAppendf ("\t\t} else {\n"); |
| + builder->fsCodeAppendf("\t\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n" |
|
robertphillips
2013/03/31 22:59:08
line these up?
|
| + "\t\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n", |
| + fsName, fsName); |
| + builder->fsCodeAppendf("\t\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, |
| + fsName); |
| + builder->fsCodeAppendf("\t\t\tedgeAlpha = " |
|
robertphillips
2013/03/31 22:59:08
same here?
|
| + "clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);\n\t\t}\n"); |
| + if (kES2_GrGLBinding == builder->ctxInfo().binding()) { |
|
robertphillips
2013/03/31 22:59:08
I thought I saw this done differently recently (in
|
| + builder->fHeader.append("#extension GL_OES_standard_derivatives: enable\n"); |
| + } |
| + |
| + SkString modulate; |
| + GrGLSLModulate4f(&modulate, inputColor, "edgeAlpha"); |
| + builder->fsCodeAppendf("\t%s = %s;\n", outputColor, modulate.c_str()); |
| + |
| + builder->vsCodeAppendf("\t%s = %s;\n", vsName, attrName->c_str()); |
| + } |
| + |
| + static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
| + return 0x0; |
| + } |
| + |
| + virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {} |
| + |
| + private: |
| + typedef GrGLEffect INHERITED; |
| + }; |
| + |
| +private: |
| + QuadEdgeEffect() { |
| + this->addVertexAttrib(kVec4f_GrSLType); |
| + } |
| + |
| + virtual bool onIsEqual(const GrEffect& other) const SK_OVERRIDE { |
| + return true; |
| + } |
| + |
| + GR_DECLARE_EFFECT_TEST; |
| + |
| + typedef GrEffect INHERITED; |
| +}; |
| + |
| +GR_DEFINE_EFFECT_TEST(QuadEdgeEffect); |
| + |
| +GrEffectRef* QuadEdgeEffect::TestCreate(SkMWCRandom* random, |
| + GrContext*, |
| + const GrDrawTargetCaps& caps, |
| + GrTexture*[]) { |
| + // Doesn't work without derivative instructions. |
| + GrAssert(caps.shaderDerivativeSupport()); |
| + return QuadEdgeEffect::Create(); |
| +} |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| bool GrAAConvexPathRenderer::canDrawPath(const SkPath& path, |
| const SkStrokeRec& stroke, |
| const GrDrawTarget* target, |
| @@ -500,7 +623,7 @@ |
| kEdgeEffectStage = GrPaint::kTotalStages, |
| }; |
| static const int kEdgeAttrIndex = 1; |
| - GrEffectRef* quadEffect = GrEdgeEffect::Create(GrEdgeEffect::kQuad_EdgeType); |
| + GrEffectRef* quadEffect = QuadEdgeEffect::Create(); |
| drawState->setEffect(kEdgeEffectStage, quadEffect, kEdgeAttrIndex)->unref(); |
| GrDrawTarget::AutoReleaseGeometry arg(target, vCount, iCount); |