Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index 9159a701e32a966bbb0ba1a3d465b35cd3abc6d2..c8d61ffafd04ef063a12b3f3d290c651fbc25d5b 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -35,6 +35,8 @@ public: |
SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldTextureEffect>().numVertexAttribs()); |
SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ const GrDistanceFieldTextureEffect& dfTexEffect = |
+ drawEffect.castEffect<GrDistanceFieldTextureEffect>(); |
SkString fsCoordName; |
const char* vsCoordName; |
@@ -61,16 +63,37 @@ public: |
// we adjust for the effect of the transformation on the distance by using |
// the length of the gradient of the texture coordinates. We use st coordinates |
// to ensure we're mapping 1:1 from texel space to pixel space. |
- builder->fsCodeAppendf("\tvec2 st = %s*%s;\n", fsCoordName.c_str(), textureSizeUniName); |
- builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
- builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
- builder->fsCodeAppend("\tvec2 st_grad = normalize(st);\n"); |
- builder->fsCodeAppend("\tvec2 grad = vec2(st_grad.x*Jdx.x + st_grad.y*Jdy.x,\n"); |
- builder->fsCodeAppend("\t st_grad.x*Jdx.y + st_grad.y*Jdy.y);\n"); |
- |
- // this gives us a smooth step across approximately one fragment |
- // (assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2) |
- builder->fsCodeAppend("\tfloat afwidth = 0.7071*length(grad);\n"); |
+ builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
+ builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); |
+ builder->fsCodeAppend("\tfloat afwidth;\n"); |
+ if (dfTexEffect.isUniformScale()) { |
+ // this gives us a smooth step across approximately one fragment |
+ // (assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2) |
+ builder->fsCodeAppend("\tafwidth = 0.7071*dFdx(st.x);\n"); |
+ } else { |
+ builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
+ builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
+ |
+ builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
+#ifdef SK_BUILD_FOR_ANDROID |
bsalomon
2014/03/26 13:18:58
Can we make this a runtime check based on Vendor o
jvanverth1
2014/03/26 16:24:00
Done.
|
+ // this is to compensate for the Adreno, which likes to drop tiles on division by 0 |
+ builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
+ builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); |
+ builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
+ builder->fsCodeAppend("\t} else {\n"); |
+ builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); |
+ builder->fsCodeAppend("\t}\n"); |
+#else |
+ builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); |
+#endif |
+ builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); |
+ builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); |
+ |
+ // this gives us a smooth step across approximately one fragment |
+ // (assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2) |
+ builder->fsCodeAppend("\tafwidth = 0.7071*length(grad);\n"); |
+ } |
+ |
builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); |
builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
@@ -102,9 +125,11 @@ private: |
GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, |
const GrTextureParams& params, |
- const SkISize& size) |
+ const SkISize& size, |
+ bool uniformScale) |
: fTextureAccess(texture, params) |
- , fSize(SkSize::Make(SkIntToScalar(size.width()), SkIntToScalar(size.height()))) { |
+ , fSize(SkSize::Make(SkIntToScalar(size.width()), SkIntToScalar(size.height()))) |
+ , fUniformScale(uniformScale) { |
this->addTextureAccess(&fTextureAccess); |
this->addVertexAttrib(kVec2f_GrSLType); |
} |
@@ -151,5 +176,5 @@ GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random, |
GrTextureParams::kNone_FilterMode); |
SkISize size = SkISize::Make(1024, 2048); |
- return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, size); |
+ return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, size, random->nextBool()); |
} |