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

Issue 205343008: Distance field fixes for Android (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Add uniform scale shader Created 6 years, 9 months ago
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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());
}

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