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Issue 2109603003: gpu, cmaa: Don't blend large L shape because it would be the intended shape with high probability. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 5 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h" 5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h"
6 6
7 #include "base/logging.h" 7 #include "base/logging.h"
8 #include "gpu/command_buffer/service/framebuffer_manager.h" 8 #include "gpu/command_buffer/service/framebuffer_manager.h"
9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" 9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
10 #include "ui/gl/gl_context.h" 10 #include "ui/gl/gl_context.h"
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1486 int _y = _i / 2; 1486 int _y = _i / 2;
1487 1487
1488 ivec3 screenPosI = screenPosIBase + ivec3(_x, _y, 0); 1488 ivec3 screenPosI = screenPosIBase + ivec3(_x, _y, 0);
1489 1489
1490 uint packedEdgesC = packedEdgesArray[(1 + _x) * 4 + (1 + _y)]; 1490 uint packedEdgesC = packedEdgesArray[(1 + _x) * 4 + (1 + _y)];
1491 1491
1492 uvec4 edges = UnpackEdge(packedEdgesC); 1492 uvec4 edges = UnpackEdge(packedEdgesC);
1493 vec4 edgesFlt = vec4(edges); 1493 vec4 edgesFlt = vec4(edges);
1494 1494
1495 float numberOfEdges = dot(edgesFlt, vec4(1, 1, 1, 1)); 1495 float numberOfEdges = dot(edgesFlt, vec4(1, 1, 1, 1));
1496 if (numberOfEdges < 2.0) 1496 if (numberOfEdges <= 1.0)
1497 continue; 1497 continue;
1498 1498
1499 float fromRight = edgesFlt.r; 1499 float fromRight = edgesFlt.r;
1500 float fromAbove = edgesFlt.g; 1500 float fromAbove = edgesFlt.g;
1501 float fromLeft = edgesFlt.b; 1501 float fromLeft = edgesFlt.b;
1502 float fromBelow = edgesFlt.a; 1502 float fromBelow = edgesFlt.a;
1503 1503
1504 vec4 xFroms = vec4(fromBelow, fromAbove, fromRight, fromLeft); 1504 vec4 xFroms = vec4(fromBelow, fromAbove, fromRight, fromLeft);
1505 1505
1506 float blurCoeff = 0.0; 1506 float blurCoeff = 0.0;
1507 1507
1508 // These are additional blurs that complement the main line-based 1508 // These are additional blurs that complement the main line-based
1509 // blurring; Unlike line-based, these do not necessarily preserve 1509 // blurring; Unlike line-based, these do not necessarily preserve
1510 // the total amount of screen colour as they will take 1510 // the total amount of screen colour as they will take
1511 // neighbouring pixel colours and apply them to the one currently 1511 // neighbouring pixel colours and apply them to the one currently
1512 // processed. 1512 // processed.
1513 1513
1514 // 1.) L-like shape. 1514 // 1.) L-like shape.
1515 // For this shape, the total amount of screen colour will be 1515 // For this shape, the total amount of screen colour will be
1516 // preserved when this is a part of a (zigzag) diagonal line as the 1516 // preserved when this is a part of a (zigzag) diagonal line as the
1517 // corners from the other side will do the same and take some of 1517 // corners from the other side will do the same and take some of
1518 // the current pixel's colour in return. 1518 // the current pixel's colour in return.
1519 // However, in the case when this is an actual corner, the pixel's 1519 // However, in the case when this is an actual corner, the pixel's
1520 // colour will be partially overwritten by it's 2 neighbours. 1520 // colour will be partially overwritten by it's 2 neighbours.
1521 // if( numberOfEdges > 1.0 ) 1521 if( numberOfEdges == 2.0 )
1522 { 1522 {
1523 // with value of 0.15, the pixel will retain approx 77% of its 1523 // with value of 0.15, the pixel will retain approx 77% of its
1524 // colour and the remaining 23% will come from its 2 neighbours 1524 // colour and the remaining 23% will come from its 2 neighbours
1525 // (which are likely to be blurred too in the opposite direction) 1525 // (which are likely to be blurred too in the opposite direction)
1526 blurCoeff = 0.08; 1526 blurCoeff = 0.08;
1527 1527
1528 // Only do blending if it's L shape - if we're between two 1528 // Only do blending if it's L shape - if we're between two
1529 // parallel edges, don't do anything 1529 // parallel edges, don't do anything
1530 blurCoeff *= (1.0 - fromBelow * fromAbove) * 1530 blurCoeff *= (1.0 - fromBelow * fromAbove) *
1531 (1.0 - fromRight * fromLeft); 1531 (1.0 - fromRight * fromLeft);
1532
1533 if (blurCoeff == 0.0)
1534 continue;
1535
1536 uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)];
1537 uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (0 + _y)];
1538 uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)];
1539 uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (2 + _y)];
1540
1541 // Don't blend large L shape because it would be the intended shape
1542 // with high probability. e.g. rectangle
1543 // large_l1 large_l2 large_l3 large_l4
1544 // _ _ | | _ _
1545 // X| X| |X |X
1546 // | ¯¯¯¯ ¯¯¯¯ |
1547 bool large_l1 = (packedEdgesC == (0x01u | 0x02u)) &&
1548 bool(packedEdgesL & 0x02u) &&
1549 bool(packedEdgesB & 0x01u);
1550 bool large_l2 = (packedEdgesC == (0x01u | 0x08u)) &&
1551 bool(packedEdgesL & 0x08u) &&
1552 bool(packedEdgesT & 0x01u);
1553 bool large_l3 = (packedEdgesC == (0x04u | 0x08u)) &&
1554 bool(packedEdgesR & 0x08u) &&
1555 bool(packedEdgesT & 0x04u);
1556 bool large_l4 = (packedEdgesC == (0x02u | 0x04u)) &&
1557 bool(packedEdgesR & 0x02u) &&
1558 bool(packedEdgesB & 0x04u);
1559 if (large_l1 || large_l2 || large_l3 || large_l4)
1560 continue;
1532 } 1561 }
1533 1562
1534 // 2.) U-like shape (surrounded with edges from 3 sides) 1563 // 2.) U-like shape (surrounded with edges from 3 sides)
1535 if (numberOfEdges > 2.0) { 1564 if (numberOfEdges == 3.0) {
1536 // with value of 0.13, the pixel will retain approx 72% of its 1565 // with value of 0.13, the pixel will retain approx 72% of its
1537 // colour and the remaining 28% will be picked from its 3 1566 // colour and the remaining 28% will be picked from its 3
1538 // neighbours (which are unlikely to be blurred too but could be) 1567 // neighbours (which are unlikely to be blurred too but could be)
1539 blurCoeff = 0.11; 1568 blurCoeff = 0.11;
1540 } 1569 }
1541 1570
1542 // 3.) Completely surrounded with edges from all 4 sides 1571 // 3.) Completely surrounded with edges from all 4 sides
1543 if (numberOfEdges > 3.0) { 1572 if (numberOfEdges == 4.0) {
1544 // with value of 0.07, the pixel will retain 78% of its colour 1573 // with value of 0.07, the pixel will retain 78% of its colour
1545 // and the remaining 22% will come from its 4 neighbours (which 1574 // and the remaining 22% will come from its 4 neighbours (which
1546 // are unlikely to be blurred) 1575 // are unlikely to be blurred)
1547 blurCoeff = 0.05; 1576 blurCoeff = 0.05;
1548 } 1577 }
1549 1578
1550 if (blurCoeff == 0.0) { 1579 if (blurCoeff == 0.0) {
adrian.belgun 2016/06/29 10:42:27 Nit: this no longer needed. See line 1533.
dshwang 2016/06/29 12:22:10 That's right. Done, with new assertion comment.
1551 // this avoids Z search below as well but that's ok because a Z 1580 // this avoids Z search below as well but that's ok because a Z
1552 // shape will also always have some blurCoeff 1581 // shape will also always have some blurCoeff
1553 continue; 1582 continue;
1554 } 1583 }
1555 1584
1556 vec4 blurMap = xFroms * blurCoeff; 1585 vec4 blurMap = xFroms * blurCoeff;
1557 1586
1558 vec4 pixelC = texelFetch(g_screenTexture, screenPosI.xy, 0); 1587 vec4 pixelC = texelFetch(g_screenTexture, screenPosI.xy, 0);
1559 1588
1560 const float centerWeight = 1.0; 1589 const float centerWeight = 1.0;
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1839 \n#ifdef OUT_FBO\n 1868 \n#ifdef OUT_FBO\n
1840 outColor = pixel; 1869 outColor = pixel;
1841 \n#else\n 1870 \n#else\n
1842 imageStore(outTexture, screenPosI, pixel); 1871 imageStore(outTexture, screenPosI, pixel);
1843 \n#endif\n 1872 \n#endif\n
1844 } 1873 }
1845 ); 1874 );
1846 /* clang-format on */ 1875 /* clang-format on */
1847 1876
1848 } // namespace gpu 1877 } // namespace gpu
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