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

Issue 1713693002: Use unorm shorts for texture coordinates when rendering text. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix tabbing Created 4 years, 10 months ago
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Index: src/gpu/effects/GrDistanceFieldGeoProc.cpp
diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
index 50e78ccb44e428b95a9cf07e7dea5ad850071802..b77a1f5a5d21fce5660895dee26070a8c8b12254 100644
--- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp
+++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
@@ -78,23 +78,20 @@ public:
// add varyings
GrGLSLVertToFrag recipScale(kFloat_GrSLType);
- GrGLSLVertToFrag st(kVec2f_GrSLType);
+ GrGLSLVertToFrag uv(kVec2f_GrSLType);
bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
- varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = %s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName);
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
- SkScalar recipWidth = 1.0f / atlas->width();
- SkScalar recipHeight = 1.0f / atlas->height();
- GrGLSLVertToFrag uv(kVec2f_GrSLType);
- varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
+ GrGLSLVertToFrag st(kVec2f_GrSLType);
+ varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = vec2(%d, %d) * %s;", st.vsOut(),
+ atlas->width(), atlas->height(),
dfTexEffect.inTextureCoords()->fName);
// Use highp to work around aliasing issues
@@ -224,7 +221,8 @@ GrDistanceFieldA8TextGeoProc::GrDistanceFieldA8TextGeoProc(GrColor color,
kHigh_GrSLPrecision));
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
- kVec2s_GrVertexAttribType));
+ kVec2us_GrVertexAttribType,
+ kHigh_GrSLPrecision));
this->addTextureAccess(&fTextureAccess);
}
@@ -522,22 +520,19 @@ public:
// set up varyings
bool isUniformScale = SkToBool(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask);
GrGLSLVertToFrag recipScale(kFloat_GrSLType);
- GrGLSLVertToFrag st(kVec2f_GrSLType);
- varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
+ GrGLSLVertToFrag uv(kVec2f_GrSLType);
+ varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = %s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName);
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
- SkScalar recipWidth = 1.0f / atlas->width();
- SkScalar recipHeight = 1.0f / atlas->height();
- GrGLSLVertToFrag uv(kVec2f_GrSLType);
- varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
- vertBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
- GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
+ GrGLSLVertToFrag st(kVec2f_GrSLType);
+ varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
+ vertBuilder->codeAppendf("%s = vec2(%d, %d) * %s;", st.vsOut(),
+ atlas->width(), atlas->height(),
dfTexEffect.inTextureCoords()->fName);
// add frag shader code
@@ -708,7 +703,8 @@ GrDistanceFieldLCDTextGeoProc::GrDistanceFieldLCDTextGeoProc(
kHigh_GrSLPrecision));
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
- kVec2s_GrVertexAttribType));
+ kVec2us_GrVertexAttribType,
+ kHigh_GrSLPrecision));
this->addTextureAccess(&fTextureAccess);
}
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