| Index: src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| index e75466106541d61bb78066f06bf899785ff22ec3..afe5c89f7e31151e2e14b0a1085a29478fa6b21d 100644
|
| --- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| +++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| @@ -361,6 +361,7 @@ public:
|
| bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) ==
|
| kUniformScale_DistanceFieldEffectMask;
|
| bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
|
| + bool srgbOutput = SkToBool(dfTexEffect.getFlags() & kSRGB_DistanceFieldEffectFlag);
|
| if (isUniformScale) {
|
| // For uniform scale, we adjust for the effect of the transformation on the distance
|
| // by using the length of the gradient of the t coordinate in the y direction.
|
| @@ -401,7 +402,15 @@ public:
|
| // this gives us a smooth step across approximately one fragment
|
| fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);");
|
| }
|
| - fragBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);");
|
| + // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are
|
| + // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance
|
| + // mapped linearly to coverage, so use a linear step:
|
| + if (srgbOutput) {
|
| + fragBuilder->codeAppend(
|
| + "float val = clamp(distance + afwidth / (2.0 * afwidth), 0.0, 1.0);");
|
| + } else {
|
| + fragBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);");
|
| + }
|
|
|
| fragBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage);
|
| }
|
|
|