Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index dd370b6d4e66e32e37ff4f638c50d66015be1087..8a023cd1d08073ddc5c0fecb42b45a619d4a87ce 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -66,7 +66,7 @@ public: |
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()) { |
+ if (dfTexEffect.isSimilarity()) { |
// 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"); |
@@ -118,7 +118,7 @@ public: |
const GrDistanceFieldTextureEffect& dfTexEffect = |
drawEffect.castEffect<GrDistanceFieldTextureEffect>(); |
- return dfTexEffect.isUniformScale() ? 0x1 : 0x0; |
+ return dfTexEffect.isSimilarity() ? 0x1 : 0x0; |
} |
private: |
@@ -132,9 +132,9 @@ private: |
GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, |
const GrTextureParams& params, |
- bool uniformScale) |
+ bool similarity) |
: fTextureAccess(texture, params) |
- , fUniformScale(uniformScale) { |
+ , fIsSimilarity(similarity) { |
this->addTextureAccess(&fTextureAccess); |
this->addVertexAttrib(kVec2f_GrSLType); |
} |
@@ -180,5 +180,210 @@ GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random, |
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : |
GrTextureParams::kNone_FilterMode); |
- return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, random->nextBool()); |
+ return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, |
+ random->nextBool()); |
+} |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+ |
+class GrGLDistanceFieldLCDTextureEffect : public GrGLVertexEffect { |
+public: |
+ GrGLDistanceFieldLCDTextureEffect(const GrBackendEffectFactory& factory, |
+ const GrDrawEffect& drawEffect) |
+ : INHERITED (factory) |
+ , fTextureSize(SkISize::Make(-1,-1)) {} |
+ |
+ virtual void emitCode(GrGLFullShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TransformedCoordsArray&, |
+ const TextureSamplerArray& samplers) SK_OVERRIDE { |
+ SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>().numVertexAttribs()); |
+ |
+ SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>(); |
+ |
+ SkString fsCoordName; |
+ const char* vsCoordName; |
+ const char* fsCoordNamePtr; |
+ builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); |
+ fsCoordName = fsCoordNamePtr; |
+ |
+ const char* attrName0 = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str(); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); |
+ |
+ const char* textureSizeUniName = NULL; |
+ // width, height, 1/(3*width) |
+ fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
+ kVec3f_GrSLType, "TextureSize", |
+ &textureSizeUniName); |
+ |
+ // create LCD offset adjusted by inverse of transform |
+ builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
+ builder->fsCodeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); |
+ if (dfTexEffect.isUniformScale()) { |
+ builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n"); |
+ builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName); |
+ } else { |
+ builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
+ builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
+ builder->fsCodeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUniName); |
+ } |
+ |
+ // green is distance to uv center |
+ builder->fsCodeAppend("\tvec4 texColor = "); |
+ builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); |
+ builder->fsCodeAppend(";\n"); |
+ builder->fsCodeAppend("\tvec3 distance;\n"); |
+ builder->fsCodeAppend("\tdistance.y = " MULTIPLIER "*(texColor.r - " THRESHOLD ");\n"); |
+ // red is distance to left offset |
+ builder->fsCodeAppend("\tvec2 uv_adjusted = uv - offset;\n"); |
+ builder->fsCodeAppend("\ttexColor = "); |
+ builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); |
+ builder->fsCodeAppend(";\n"); |
+ builder->fsCodeAppend("\tdistance.x = " MULTIPLIER "*(texColor.r - " THRESHOLD ");\n"); |
+ // blue is distance to right offset |
+ builder->fsCodeAppend("\tuv_adjusted = uv + offset;\n"); |
+ builder->fsCodeAppend("\ttexColor = "); |
+ builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); |
+ builder->fsCodeAppend(";\n"); |
+ builder->fsCodeAppend("\tdistance.z = " MULTIPLIER "*(texColor.r - " THRESHOLD ");\n"); |
+ |
+ // 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. |
+ |
+ // To be strictly correct, we should compute the anti-aliasing factor separately |
+ // for each color component. However, this is only important when using perspective |
+ // transformations, and even then using a single factor seems like a reasonable |
+ // trade-off between quality and speed. |
+ 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*dx;\n"); |
+ } else { |
+ builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
+ if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
+ // 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"); |
+ } |
+ 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("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n"); |
+ |
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_str()); |
+ } |
+ |
+ virtual void setData(const GrGLUniformManager& uman, |
+ const GrDrawEffect& drawEffect) SK_OVERRIDE { |
+ SkASSERT(fTextureSizeUni.isValid()); |
+ |
+ GrTexture* texture = drawEffect.effect()->get()->texture(0); |
+ if (texture->width() != fTextureSize.width() || |
+ texture->height() != fTextureSize.height()) { |
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>(); |
+ fTextureSize = SkISize::Make(texture->width(), texture->height()); |
+ float delta = 1.0f/(3.0f*texture->width()); |
+ if (dfTexEffect.useBGR()) { |
+ delta = -delta; |
+ } |
+ uman.set3f(fTextureSizeUni, |
+ SkIntToScalar(fTextureSize.width()), |
+ SkIntToScalar(fTextureSize.height()), |
+ delta); |
+ } |
+ } |
+ |
+ static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>(); |
+ |
+ int uniformScale = dfTexEffect.isUniformScale() ? 0x01 : 0x00; |
+ int useBGR = dfTexEffect.useBGR() ? 0x10 : 0x00; |
+ return uniformScale | useBGR; |
+ } |
+ |
+private: |
+ GrGLUniformManager::UniformHandle fTextureSizeUni; |
+ SkISize fTextureSize; |
+ |
+ typedef GrGLVertexEffect INHERITED; |
+}; |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+ |
+GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(GrTexture* texture, |
+ const GrTextureParams& params, |
+ bool uniformScale, |
+ bool useBGR) |
+ : fTextureAccess(texture, params) |
+ , fUniformScale(uniformScale) |
+ , fUseBGR(useBGR) { |
+ this->addTextureAccess(&fTextureAccess); |
+ this->addVertexAttrib(kVec2f_GrSLType); |
+} |
+ |
+bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const { |
+ const GrDistanceFieldLCDTextureEffect& cte = CastEffect<GrDistanceFieldLCDTextureEffect>(other); |
+ return fTextureAccess == cte.fTextureAccess; |
+} |
+ |
+void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color, |
+ uint32_t* validFlags) const { |
+ if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color) && |
+ GrPixelConfigIsOpaque(this->texture(0)->config())) { |
+ *validFlags = kA_GrColorComponentFlag; |
+ } else { |
+ *validFlags = 0; |
+ } |
+} |
+ |
+const GrBackendEffectFactory& GrDistanceFieldLCDTextureEffect::getFactory() const { |
+ return GrTBackendEffectFactory<GrDistanceFieldLCDTextureEffect>::getInstance(); |
+} |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+ |
+GR_DEFINE_EFFECT_TEST(GrDistanceFieldLCDTextureEffect); |
+ |
+GrEffectRef* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* random, |
+ GrContext*, |
+ const GrDrawTargetCaps&, |
+ GrTexture* textures[]) { |
+ int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : |
+ GrEffectUnitTest::kAlphaTextureIdx; |
+ static const SkShader::TileMode kTileModes[] = { |
+ SkShader::kClamp_TileMode, |
+ SkShader::kRepeat_TileMode, |
+ SkShader::kMirror_TileMode, |
+ }; |
+ SkShader::TileMode tileModes[] = { |
+ kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
+ kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
+ }; |
+ GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : |
+ GrTextureParams::kNone_FilterMode); |
+ |
+ return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params, |
+ random->nextBool(), random->nextBool()); |
} |