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Side by Side Diff: src/gpu/batches/GrPLSPathRenderer.cpp

Issue 1673093002: Use noperspective interpolation for 2D draws (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fName -> fVsOut Created 4 years, 10 months ago
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1 /* 1 /*
2 * Copyright 2015 Google Inc. 2 * Copyright 2015 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 "GrPLSPathRenderer.h" 8 #include "GrPLSPathRenderer.h"
9 9
10 #include "SkChunkAlloc.h" 10 #include "SkChunkAlloc.h"
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321 varyingHandler->addVarying("delta2", &delta2, kHigh_GrSLPrecision); 321 varyingHandler->addVarying("delta2", &delta2, kHigh_GrSLPrecision);
322 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 322 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;",
323 delta2.vsOut(), v2.vsOut(), v3.vsOut(), v3.vs Out(), v2.vsOut()); 323 delta2.vsOut(), v2.vsOut(), v3.vsOut(), v3.vs Out(), v2.vsOut());
324 324
325 GrGLSLVertToFrag delta3(kVec2f_GrSLType); 325 GrGLSLVertToFrag delta3(kVec2f_GrSLType);
326 varyingHandler->addVarying("delta3", &delta3, kHigh_GrSLPrecision); 326 varyingHandler->addVarying("delta3", &delta3, kHigh_GrSLPrecision);
327 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 327 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;",
328 delta3.vsOut(), v3.vsOut(), v1.vsOut(), v1.vs Out(), v3.vsOut()); 328 delta3.vsOut(), v3.vsOut(), v1.vsOut(), v1.vs Out(), v3.vsOut());
329 329
330 GrGLSLVertToFrag windings(kInt_GrSLType); 330 GrGLSLVertToFrag windings(kInt_GrSLType);
331 varyingHandler->addVarying("windings", &windings, kLow_GrSLPrecision ); 331 varyingHandler->addFlatVarying("windings", &windings, kLow_GrSLPreci sion);
332 vsBuilder->codeAppendf("%s = %s;", 332 vsBuilder->codeAppendf("%s = %s;",
333 windings.vsOut(), te.inWindings()->fName); 333 windings.vsOut(), te.inWindings()->fName);
334 334
335 // emit transforms 335 // emit transforms
336 this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpAr gs->fPositionVar, 336 this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpAr gs->fPositionVar,
337 te.inPosition()->fName, te.localMatrix(), args. fTransformsIn, 337 te.inPosition()->fName, te.localMatrix(), args. fTransformsIn,
338 args.fTransformsOut); 338 args.fTransformsOut);
339 339
340 GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder; 340 GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
341 SkAssertResult(fsBuilder->enableFeature( 341 SkAssertResult(fsBuilder->enableFeature(
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506 vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", ep2.vsOut(), 506 vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", ep2.vsOut(),
507 qe.inEndpoint2()->fName, qe.inEndpoint2()->fNa me); 507 qe.inEndpoint2()->fName, qe.inEndpoint2()->fNa me);
508 508
509 GrGLSLVertToFrag delta(kVec2f_GrSLType); 509 GrGLSLVertToFrag delta(kVec2f_GrSLType);
510 varyingHandler->addVarying("delta", &delta, kHigh_GrSLPrecision); 510 varyingHandler->addVarying("delta", &delta, kHigh_GrSLPrecision);
511 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 511 vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;",
512 delta.vsOut(), ep1.vsOut(), ep2.vsOut(), ep2. vsOut(), 512 delta.vsOut(), ep1.vsOut(), ep2.vsOut(), ep2. vsOut(),
513 ep1.vsOut()); 513 ep1.vsOut());
514 514
515 GrGLSLVertToFrag windings(kInt_GrSLType); 515 GrGLSLVertToFrag windings(kInt_GrSLType);
516 varyingHandler->addVarying("windings", &windings, kLow_GrSLPrecision ); 516 varyingHandler->addFlatVarying("windings", &windings, kLow_GrSLPreci sion);
517 vsBuilder->codeAppendf("%s = %s;", 517 vsBuilder->codeAppendf("%s = %s;",
518 windings.vsOut(), qe.inWindings()->fName); 518 windings.vsOut(), qe.inWindings()->fName);
519 519
520 // Setup position 520 // Setup position
521 this->setupPosition(vsBuilder, gpArgs, qe.inPosition()->fName); 521 this->setupPosition(vsBuilder, gpArgs, qe.inPosition()->fName);
522 522
523 // emit transforms 523 // emit transforms
524 this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpAr gs->fPositionVar, 524 this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpAr gs->fPositionVar,
525 qe.inPosition()->fName, qe.localMatrix(), args. fTransformsIn, 525 qe.inPosition()->fName, qe.localMatrix(), args. fTransformsIn,
526 args.fTransformsOut); 526 args.fTransformsOut);
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1003 DRAW_BATCH_TEST_DEFINE(PLSPathBatch) { 1003 DRAW_BATCH_TEST_DEFINE(PLSPathBatch) {
1004 PLSPathBatch::Geometry geometry; 1004 PLSPathBatch::Geometry geometry;
1005 geometry.fColor = GrRandomColor(random); 1005 geometry.fColor = GrRandomColor(random);
1006 geometry.fViewMatrix = GrTest::TestMatrixInvertible(random); 1006 geometry.fViewMatrix = GrTest::TestMatrixInvertible(random);
1007 geometry.fPath = GrTest::TestPathConvex(random); 1007 geometry.fPath = GrTest::TestPathConvex(random);
1008 1008
1009 return PLSPathBatch::Create(geometry); 1009 return PLSPathBatch::Create(geometry);
1010 } 1010 }
1011 1011
1012 #endif 1012 #endif
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