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

Issue 219243012: Add LCD support for distance field text (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Rebase to master 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 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());
}
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