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1 /* | 1 /* |
2 * Copyright 2013 Google Inc. | 2 * Copyright 2013 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "GrDistanceFieldTextureEffect.h" | 8 #include "GrDistanceFieldTextureEffect.h" |
9 #include "gl/GrGLEffect.h" | 9 #include "gl/GrGLEffect.h" |
10 #include "gl/GrGLSL.h" | 10 #include "gl/GrGLSL.h" |
11 #include "gl/GrGLTexture.h" | 11 #include "gl/GrGLTexture.h" |
12 #include "gl/GrGLVertexEffect.h" | 12 #include "gl/GrGLVertexEffect.h" |
13 #include "GrTBackendEffectFactory.h" | 13 #include "GrTBackendEffectFactory.h" |
14 #include "GrTexture.h" | 14 #include "GrTexture.h" |
15 | 15 |
16 #include "SkDistanceFieldGen.h" | 16 #include "SkDistanceFieldGen.h" |
17 | 17 |
18 // To get proper gamma correction, we need to slightly bold each glyph. | |
bungeman-skia
2014/06/09 15:17:22
This is just bogus. Maybe "In order to get optical
jvanverth1
2014/06/09 17:26:13
Done.
| |
19 // On the Mac, we need a larger bold value. | |
20 #if defined(SK_BUILD_FOR_MAC) | |
21 #define SK_DistanceFieldLCDFactor "0.33" | |
22 #define SK_DistanceFieldNonLCDFactor "0.25" | |
23 #else | |
24 #define SK_DistanceFieldLCDFactor "0.05" | |
25 #define SK_DistanceFieldNonLCDFactor "0.05" | |
26 #endif | |
27 | |
28 // Assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/ 2 | |
29 #define SK_DistanceFieldAAFactor "0.7071" | |
30 | |
18 class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect { | 31 class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect { |
19 public: | 32 public: |
20 GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, | 33 GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, |
21 const GrDrawEffect& drawEffect) | 34 const GrDrawEffect& drawEffect) |
22 : INHERITED (factory) | 35 : INHERITED (factory) |
23 , fTextureSize(SkISize::Make(-1,-1)) {} | 36 , fTextureSize(SkISize::Make(-1,-1)) {} |
24 | 37 |
25 virtual void emitCode(GrGLFullShaderBuilder* builder, | 38 virtual void emitCode(GrGLFullShaderBuilder* builder, |
26 const GrDrawEffect& drawEffect, | 39 const GrDrawEffect& drawEffect, |
27 EffectKey key, | 40 EffectKey key, |
(...skipping 21 matching lines...) Expand all Loading... | |
49 fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visib ility, | 62 fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visib ility, |
50 kVec2f_GrSLType, "TextureSize", | 63 kVec2f_GrSLType, "TextureSize", |
51 &textureSizeUniName); | 64 &textureSizeUniName); |
52 | 65 |
53 builder->fsCodeAppend("\tvec4 texColor = "); | 66 builder->fsCodeAppend("\tvec4 texColor = "); |
54 builder->fsAppendTextureLookup(samplers[0], | 67 builder->fsAppendTextureLookup(samplers[0], |
55 fsCoordName.c_str(), | 68 fsCoordName.c_str(), |
56 kVec2f_GrSLType); | 69 kVec2f_GrSLType); |
57 builder->fsCodeAppend(";\n"); | 70 builder->fsCodeAppend(";\n"); |
58 builder->fsCodeAppend("\tfloat distance = " | 71 builder->fsCodeAppend("\tfloat distance = " |
59 SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFie ldThreshold ");\n"); | 72 SK_DistanceFieldMultiplier "*(texColor.r - " SK_Distan ceFieldThreshold ")" |
73 "+ " SK_DistanceFieldNonLCDFactor ";\n"); | |
60 | 74 |
61 // we adjust for the effect of the transformation on the distance by usi ng | 75 // we adjust for the effect of the transformation on the distance by usi ng |
62 // the length of the gradient of the texture coordinates. We use st coor dinates | 76 // the length of the gradient of the texture coordinates. We use st coor dinates |
63 // to ensure we're mapping 1:1 from texel space to pixel space. | 77 // to ensure we're mapping 1:1 from texel space to pixel space. |
64 builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); | 78 builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
65 builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); | 79 builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); |
66 builder->fsCodeAppend("\tfloat afwidth;\n"); | 80 builder->fsCodeAppend("\tfloat afwidth;\n"); |
67 if (dfTexEffect.isSimilarity()) { | 81 if (dfTexEffect.isSimilarity()) { |
68 // this gives us a smooth step across approximately one fragment | 82 // this gives us a smooth step across approximately one fragment |
69 // (assuming a radius of the diagonal of the fragment, hence a facto r of sqrt(2)/2) | 83 builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx (st.x);\n"); |
70 builder->fsCodeAppend("\tafwidth = 0.7071*dFdx(st.x);\n"); | |
71 } else { | 84 } else { |
72 builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); | 85 builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
73 builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); | 86 builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
74 | 87 |
75 builder->fsCodeAppend("\tvec2 uv_grad;\n"); | 88 builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
76 if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { | 89 if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
77 // this is to compensate for the Adreno, which likes to drop til es on division by 0 | 90 // this is to compensate for the Adreno, which likes to drop til es on division by 0 |
78 builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); | 91 builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
79 builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); | 92 builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); |
80 builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); | 93 builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
81 builder->fsCodeAppend("\t} else {\n"); | 94 builder->fsCodeAppend("\t} else {\n"); |
82 builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); | 95 builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); |
83 builder->fsCodeAppend("\t}\n"); | 96 builder->fsCodeAppend("\t}\n"); |
84 } else { | 97 } else { |
85 builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); | 98 builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); |
86 } | 99 } |
87 builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); | 100 builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); |
88 builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); | 101 builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); |
89 | 102 |
90 // this gives us a smooth step across approximately one fragment | 103 // this gives us a smooth step across approximately one fragment |
91 // (assuming a radius of the diagonal of the fragment, hence a facto r of sqrt(2)/2) | 104 builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*leng th(grad);\n"); |
92 builder->fsCodeAppend("\tafwidth = 0.7071*length(grad);\n"); | |
93 } | 105 } |
106 builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, dista nce);\n"); | |
94 | 107 |
95 builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, dista nce);\n"); | 108 #ifdef SK_GAMMA_APPLY_TO_A8 |
109 // adjust based on gamma | |
110 const char* luminanceUniName = NULL; | |
111 // width, height, 1/(3*width) | |
112 fLuminanceUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibil ity, | |
113 kFloat_GrSLType, "Luminance", | |
114 &luminanceUniName); | |
115 | |
116 builder->fsCodeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName); | |
117 builder->fsCodeAppend("\tvec4 gammaColor = "); | |
118 builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); | |
119 builder->fsCodeAppend(";\n"); | |
120 builder->fsCodeAppend("\tval = gammaColor.r;\n"); | |
121 #endif | |
96 | 122 |
97 builder->fsCodeAppendf("\t%s = %s;\n", outputColor, | 123 builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
98 (GrGLSLExpr4(inputColor) * GrGLSLExpr1("val") ).c_str()); | 124 (GrGLSLExpr4(inputColor) * GrGLSLExpr1("val") ).c_str()); |
99 } | 125 } |
100 | 126 |
101 virtual void setData(const GrGLUniformManager& uman, | 127 virtual void setData(const GrGLUniformManager& uman, |
102 const GrDrawEffect& drawEffect) SK_OVERRIDE { | 128 const GrDrawEffect& drawEffect) SK_OVERRIDE { |
103 SkASSERT(fTextureSizeUni.isValid()); | 129 SkASSERT(fTextureSizeUni.isValid()); |
104 | 130 |
105 GrTexture* texture = drawEffect.effect()->get()->texture(0); | 131 GrTexture* texture = drawEffect.effect()->get()->texture(0); |
106 if (texture->width() != fTextureSize.width() || | 132 if (texture->width() != fTextureSize.width() || |
107 texture->height() != fTextureSize.height()) { | 133 texture->height() != fTextureSize.height()) { |
108 fTextureSize = SkISize::Make(texture->width(), texture->height()); | 134 fTextureSize = SkISize::Make(texture->width(), texture->height()); |
109 uman.set2f(fTextureSizeUni, | 135 uman.set2f(fTextureSizeUni, |
110 SkIntToScalar(fTextureSize.width()), | 136 SkIntToScalar(fTextureSize.width()), |
111 SkIntToScalar(fTextureSize.height())); | 137 SkIntToScalar(fTextureSize.height())); |
112 } | 138 } |
139 #ifdef SK_GAMMA_APPLY_TO_A8 | |
140 const GrDistanceFieldTextureEffect& dfTexEffect = | |
141 drawEffect.castEffect<GrDistanceFi eldTextureEffect>(); | |
142 float luminance = dfTexEffect.getLuminance(); | |
143 if (luminance != fLuminance) { | |
144 uman.set1f(fLuminanceUni, luminance); | |
145 fLuminance = luminance; | |
146 } | |
147 #endif | |
113 } | 148 } |
114 | 149 |
115 static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCap s&) { | 150 static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCap s&) { |
116 const GrDistanceFieldTextureEffect& dfTexEffect = | 151 const GrDistanceFieldTextureEffect& dfTexEffect = |
117 drawEffect.castEffect<GrDistanceFi eldTextureEffect>(); | 152 drawEffect.castEffect<GrDistanceFi eldTextureEffect>(); |
118 | 153 |
119 return dfTexEffect.isSimilarity() ? 0x1 : 0x0; | 154 return dfTexEffect.isSimilarity() ? 0x1 : 0x0; |
120 } | 155 } |
121 | 156 |
122 private: | 157 private: |
123 GrGLUniformManager::UniformHandle fTextureSizeUni; | 158 GrGLUniformManager::UniformHandle fTextureSizeUni; |
124 SkISize fTextureSize; | 159 SkISize fTextureSize; |
160 GrGLUniformManager::UniformHandle fLuminanceUni; | |
161 float fLuminance; | |
125 | 162 |
126 typedef GrGLVertexEffect INHERITED; | 163 typedef GrGLVertexEffect INHERITED; |
127 }; | 164 }; |
128 | 165 |
129 /////////////////////////////////////////////////////////////////////////////// | 166 /////////////////////////////////////////////////////////////////////////////// |
130 | 167 |
131 GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, | 168 GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, |
132 const GrTextureParams & params, | 169 const GrTextureParams & params, |
170 #ifdef SK_GAMMA_APPLY_TO_A8 | |
171 GrTexture* gamma, | |
172 const GrTextureParams & gammaParams, | |
173 float luminance, | |
174 #endif | |
133 bool similarity) | 175 bool similarity) |
134 : fTextureAccess(texture, params) | 176 : fTextureAccess(texture, params) |
177 #ifdef SK_GAMMA_APPLY_TO_A8 | |
178 , fGammaTextureAccess(gamma, gammaParams) | |
179 , fLuminance(luminance) | |
180 #endif | |
135 , fIsSimilarity(similarity) { | 181 , fIsSimilarity(similarity) { |
136 this->addTextureAccess(&fTextureAccess); | 182 this->addTextureAccess(&fTextureAccess); |
183 #ifdef SK_GAMMA_APPLY_TO_A8 | |
184 this->addTextureAccess(&fGammaTextureAccess); | |
185 #endif | |
137 this->addVertexAttrib(kVec2f_GrSLType); | 186 this->addVertexAttrib(kVec2f_GrSLType); |
138 } | 187 } |
139 | 188 |
140 bool GrDistanceFieldTextureEffect::onIsEqual(const GrEffect& other) const { | 189 bool GrDistanceFieldTextureEffect::onIsEqual(const GrEffect& other) const { |
141 const GrDistanceFieldTextureEffect& cte = CastEffect<GrDistanceFieldTextureE ffect>(other); | 190 const GrDistanceFieldTextureEffect& cte = CastEffect<GrDistanceFieldTextureE ffect>(other); |
142 return fTextureAccess == cte.fTextureAccess; | 191 return fTextureAccess == cte.fTextureAccess; |
143 } | 192 } |
144 | 193 |
145 void GrDistanceFieldTextureEffect::getConstantColorComponents(GrColor* color, | 194 void GrDistanceFieldTextureEffect::getConstantColorComponents(GrColor* color, |
146 uint32_t* validFlag s) const { | 195 uint32_t* validFlag s) const { |
(...skipping 12 matching lines...) Expand all Loading... | |
159 /////////////////////////////////////////////////////////////////////////////// | 208 /////////////////////////////////////////////////////////////////////////////// |
160 | 209 |
161 GR_DEFINE_EFFECT_TEST(GrDistanceFieldTextureEffect); | 210 GR_DEFINE_EFFECT_TEST(GrDistanceFieldTextureEffect); |
162 | 211 |
163 GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random, | 212 GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random, |
164 GrContext*, | 213 GrContext*, |
165 const GrDrawTargetCaps&, | 214 const GrDrawTargetCaps&, |
166 GrTexture* textures[]) { | 215 GrTexture* textures[]) { |
167 int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : | 216 int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : |
168 GrEffectUnitTest::kAlphaTextureIdx; | 217 GrEffectUnitTest::kAlphaTextureIdx; |
218 #ifdef SK_GAMMA_APPLY_TO_A8 | |
219 int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : | |
220 GrEffectUnitTest::kAlphaTextureIdx; | |
221 #endif | |
169 static const SkShader::TileMode kTileModes[] = { | 222 static const SkShader::TileMode kTileModes[] = { |
170 SkShader::kClamp_TileMode, | 223 SkShader::kClamp_TileMode, |
171 SkShader::kRepeat_TileMode, | 224 SkShader::kRepeat_TileMode, |
172 SkShader::kMirror_TileMode, | 225 SkShader::kMirror_TileMode, |
173 }; | 226 }; |
174 SkShader::TileMode tileModes[] = { | 227 SkShader::TileMode tileModes[] = { |
175 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], | 228 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
176 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], | 229 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
177 }; | 230 }; |
178 GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBil erp_FilterMode : | 231 GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBil erp_FilterMode : |
179 GrTextureParams::kNon e_FilterMode); | 232 GrTextureParams::kNon e_FilterMode); |
233 #ifdef SK_GAMMA_APPLY_TO_A8 | |
234 GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBi lerp_FilterMode : | |
235 GrTextureParams::kNo ne_FilterMode); | |
236 #endif | |
180 | 237 |
181 return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, | 238 return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, |
239 #ifdef SK_GAMMA_APPLY_TO_A8 | |
240 textures[texIdx2], params2, | |
241 random->nextF(), | |
242 #endif | |
182 random->nextBool()); | 243 random->nextBool()); |
183 } | 244 } |
184 | 245 |
185 /////////////////////////////////////////////////////////////////////////////// | 246 /////////////////////////////////////////////////////////////////////////////// |
186 | 247 |
187 class GrGLDistanceFieldLCDTextureEffect : public GrGLVertexEffect { | 248 class GrGLDistanceFieldLCDTextureEffect : public GrGLVertexEffect { |
188 public: | 249 public: |
189 GrGLDistanceFieldLCDTextureEffect(const GrBackendEffectFactory& factory, | 250 GrGLDistanceFieldLCDTextureEffect(const GrBackendEffectFactory& factory, |
190 const GrDrawEffect& drawEffect) | 251 const GrDrawEffect& drawEffect) |
191 : INHERITED (factory) | 252 : INHERITED (factory) |
(...skipping 12 matching lines...) Expand all Loading... | |
204 const GrDistanceFieldLCDTextureEffect& dfTexEffect = | 265 const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
205 drawEffect.castEffect<GrDistanceField LCDTextureEffect>(); | 266 drawEffect.castEffect<GrDistanceField LCDTextureEffect>(); |
206 | 267 |
207 SkString fsCoordName; | 268 SkString fsCoordName; |
208 const char* vsCoordName; | 269 const char* vsCoordName; |
209 const char* fsCoordNamePtr; | 270 const char* fsCoordNamePtr; |
210 builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsC oordNamePtr); | 271 builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsC oordNamePtr); |
211 fsCoordName = fsCoordNamePtr; | 272 fsCoordName = fsCoordNamePtr; |
212 | 273 |
213 const char* attrName0 = | 274 const char* attrName0 = |
214 builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])- >c_str(); | 275 builder->getEffectAttributeName(drawEffect.getVertexAttribInd ices()[0])->c_str(); |
215 builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); | 276 builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); |
216 | 277 |
217 const char* textureSizeUniName = NULL; | 278 const char* textureSizeUniName = NULL; |
218 // width, height, 1/(3*width) | 279 // width, height, 1/(3*width) |
219 fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visib ility, | 280 fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visib ility, |
220 kVec3f_GrSLType, "TextureSize", | 281 kVec3f_GrSLType, "TextureSize", |
221 &textureSizeUniName); | 282 &textureSizeUniName); |
222 | 283 |
223 // create LCD offset adjusted by inverse of transform | 284 // create LCD offset adjusted by inverse of transform |
224 builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); | 285 builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
225 builder->fsCodeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); | 286 builder->fsCodeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); |
226 if (dfTexEffect.isUniformScale()) { | 287 if (dfTexEffect.isUniformScale()) { |
227 builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n"); | 288 builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n"); |
228 builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", text ureSizeUniName); | 289 builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", text ureSizeUniName); |
229 } else { | 290 } else { |
230 builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); | 291 builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
231 builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); | 292 builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
232 builder->fsCodeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUni Name); | 293 builder->fsCodeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUni Name); |
233 } | 294 } |
234 | 295 |
235 // green is distance to uv center | 296 // green is distance to uv center |
236 builder->fsCodeAppend("\tvec4 texColor = "); | 297 builder->fsCodeAppend("\tvec4 texColor = "); |
237 builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); | 298 builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); |
238 builder->fsCodeAppend(";\n"); | 299 builder->fsCodeAppend(";\n"); |
239 builder->fsCodeAppend("\tvec3 distance;\n"); | 300 builder->fsCodeAppend("\tvec3 distance;\n"); |
240 builder->fsCodeAppend("\tdistance.y = " | 301 builder->fsCodeAppend("\tdistance.y = texColor.r;\n"); |
241 SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFie ldThreshold ");\n"); | |
242 // red is distance to left offset | 302 // red is distance to left offset |
243 builder->fsCodeAppend("\tvec2 uv_adjusted = uv - offset;\n"); | 303 builder->fsCodeAppend("\tvec2 uv_adjusted = uv - offset;\n"); |
244 builder->fsCodeAppend("\ttexColor = "); | 304 builder->fsCodeAppend("\ttexColor = "); |
245 builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLTy pe); | 305 builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLTy pe); |
246 builder->fsCodeAppend(";\n"); | 306 builder->fsCodeAppend(";\n"); |
247 builder->fsCodeAppend("\tdistance.x = " | 307 builder->fsCodeAppend("\tdistance.x = texColor.r;\n"); |
248 SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFie ldThreshold ");\n"); | |
249 // blue is distance to right offset | 308 // blue is distance to right offset |
250 builder->fsCodeAppend("\tuv_adjusted = uv + offset;\n"); | 309 builder->fsCodeAppend("\tuv_adjusted = uv + offset;\n"); |
251 builder->fsCodeAppend("\ttexColor = "); | 310 builder->fsCodeAppend("\ttexColor = "); |
252 builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLTy pe); | 311 builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLTy pe); |
253 builder->fsCodeAppend(";\n"); | 312 builder->fsCodeAppend(";\n"); |
254 builder->fsCodeAppend("\tdistance.z = " | 313 builder->fsCodeAppend("\tdistance.z = texColor.r;\n"); |
255 SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFie ldThreshold ");\n"); | 314 |
315 builder->fsCodeAppend("\tdistance = " | |
316 "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_Distance FieldThreshold"))" | |
317 "+ vec3(" SK_DistanceFieldLCDFactor ");\n"); | |
318 | |
256 // we adjust for the effect of the transformation on the distance by usi ng | 319 // we adjust for the effect of the transformation on the distance by usi ng |
257 // the length of the gradient of the texture coordinates. We use st coor dinates | 320 // the length of the gradient of the texture coordinates. We use st coor dinates |
258 // to ensure we're mapping 1:1 from texel space to pixel space. | 321 // to ensure we're mapping 1:1 from texel space to pixel space. |
259 | 322 |
260 // To be strictly correct, we should compute the anti-aliasing factor se parately | 323 // To be strictly correct, we should compute the anti-aliasing factor se parately |
261 // for each color component. However, this is only important when using perspective | 324 // for each color component. However, this is only important when using perspective |
262 // transformations, and even then using a single factor seems like a rea sonable | 325 // transformations, and even then using a single factor seems like a rea sonable |
263 // trade-off between quality and speed. | 326 // trade-off between quality and speed. |
264 builder->fsCodeAppend("\tfloat afwidth;\n"); | 327 builder->fsCodeAppend("\tfloat afwidth;\n"); |
265 if (dfTexEffect.isUniformScale()) { | 328 if (dfTexEffect.isUniformScale()) { |
266 // this gives us a smooth step across approximately one fragment | 329 // this gives us a smooth step across approximately one fragment |
267 // (assuming a radius of the diagonal of the fragment, hence a facto r of sqrt(2)/2) | 330 builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\ n"); |
268 builder->fsCodeAppend("\tafwidth = 0.7071*dx;\n"); | |
269 } else { | 331 } else { |
270 builder->fsCodeAppend("\tvec2 uv_grad;\n"); | 332 builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
271 if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { | 333 if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { |
272 // this is to compensate for the Adreno, which likes to drop til es on division by 0 | 334 // this is to compensate for the Adreno, which likes to drop til es on division by 0 |
273 builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); | 335 builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
274 builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); | 336 builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); |
275 builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); | 337 builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
276 builder->fsCodeAppend("\t} else {\n"); | 338 builder->fsCodeAppend("\t} else {\n"); |
277 builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); | 339 builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n" ); |
278 builder->fsCodeAppend("\t}\n"); | 340 builder->fsCodeAppend("\t}\n"); |
279 } else { | 341 } else { |
280 builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); | 342 builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); |
281 } | 343 } |
282 builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); | 344 builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad. y*Jdy.x,\n"); |
283 builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); | 345 builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad. y*Jdy.y);\n"); |
284 | 346 |
285 // this gives us a smooth step across approximately one fragment | 347 // this gives us a smooth step across approximately one fragment |
286 // (assuming a radius of the diagonal of the fragment, hence a facto r of sqrt(2)/2) | 348 builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*leng th(grad);\n"); |
287 builder->fsCodeAppend("\tafwidth = 0.7071*length(grad);\n"); | |
288 } | 349 } |
289 | 350 |
290 builder->fsCodeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3 (afwidth), distance), 1.0);\n"); | 351 builder->fsCodeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3 (afwidth), distance), 1.0);\n"); |
291 | 352 |
353 // adjust based on gamma | |
354 const char* textColorUniName = NULL; | |
355 // width, height, 1/(3*width) | |
356 fTextColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibil ity, | |
357 kVec3f_GrSLType, "TextColor", | |
358 &textColorUniName); | |
359 | |
360 builder->fsCodeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName); | |
361 builder->fsCodeAppend("\tvec4 gammaColor = "); | |
362 builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); | |
363 builder->fsCodeAppend(";\n"); | |
364 builder->fsCodeAppend("\tval.x = gammaColor.r;\n"); | |
365 | |
366 builder->fsCodeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName); | |
367 builder->fsCodeAppend("\tgammaColor = "); | |
368 builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); | |
369 builder->fsCodeAppend(";\n"); | |
370 builder->fsCodeAppend("\tval.y = gammaColor.r;\n"); | |
371 | |
372 builder->fsCodeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName); | |
373 builder->fsCodeAppend("\tgammaColor = "); | |
374 builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); | |
375 builder->fsCodeAppend(";\n"); | |
376 builder->fsCodeAppend("\tval.z = gammaColor.r;\n"); | |
377 | |
292 builder->fsCodeAppendf("\t%s = %s;\n", outputColor, | 378 builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
293 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_ str()); | 379 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_ str()); |
294 } | 380 } |
295 | 381 |
296 virtual void setData(const GrGLUniformManager& uman, | 382 virtual void setData(const GrGLUniformManager& uman, |
297 const GrDrawEffect& drawEffect) SK_OVERRIDE { | 383 const GrDrawEffect& drawEffect) SK_OVERRIDE { |
298 SkASSERT(fTextureSizeUni.isValid()); | 384 SkASSERT(fTextureSizeUni.isValid()); |
385 SkASSERT(fTextColorUni.isValid()); | |
299 | 386 |
387 const GrDistanceFieldLCDTextureEffect& dfTexEffect = | |
388 drawEffect.castEffect<GrDistanceFieldLCDText ureEffect>(); | |
300 GrTexture* texture = drawEffect.effect()->get()->texture(0); | 389 GrTexture* texture = drawEffect.effect()->get()->texture(0); |
301 if (texture->width() != fTextureSize.width() || | 390 if (texture->width() != fTextureSize.width() || |
302 texture->height() != fTextureSize.height()) { | 391 texture->height() != fTextureSize.height()) { |
303 const GrDistanceFieldLCDTextureEffect& dfTexEffect = | |
304 drawEffect.castEffect<GrDistanceField LCDTextureEffect>(); | |
305 fTextureSize = SkISize::Make(texture->width(), texture->height()); | 392 fTextureSize = SkISize::Make(texture->width(), texture->height()); |
306 float delta = 1.0f/(3.0f*texture->width()); | 393 float delta = 1.0f/(3.0f*texture->width()); |
307 if (dfTexEffect.useBGR()) { | 394 if (dfTexEffect.useBGR()) { |
308 delta = -delta; | 395 delta = -delta; |
309 } | 396 } |
310 uman.set3f(fTextureSizeUni, | 397 uman.set3f(fTextureSizeUni, |
311 SkIntToScalar(fTextureSize.width()), | 398 SkIntToScalar(fTextureSize.width()), |
312 SkIntToScalar(fTextureSize.height()), | 399 SkIntToScalar(fTextureSize.height()), |
313 delta); | 400 delta); |
314 } | 401 } |
402 | |
403 GrColor textColor = dfTexEffect.getTextColor(); | |
404 if (textColor != fTextColor) { | |
405 static const float ONE_OVER_255 = 1.f / 255.f; | |
406 uman.set3f(fTextColorUni, | |
407 GrColorUnpackR(textColor) * ONE_OVER_255, | |
408 GrColorUnpackG(textColor) * ONE_OVER_255, | |
409 GrColorUnpackB(textColor) * ONE_OVER_255); | |
410 fTextColor = textColor; | |
411 } | |
315 } | 412 } |
316 | 413 |
317 static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCap s&) { | 414 static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCap s&) { |
318 const GrDistanceFieldLCDTextureEffect& dfTexEffect = | 415 const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
319 drawEffect.castEffect<GrDistanceField LCDTextureEffect>(); | 416 drawEffect.castEffect<GrDistanceField LCDTextureEffect>(); |
320 | 417 |
321 int uniformScale = dfTexEffect.isUniformScale() ? 0x01 : 0x00; | 418 return dfTexEffect.isUniformScale() ? 0x01 : 0x00;; |
322 int useBGR = dfTexEffect.useBGR() ? 0x10 : 0x00; | |
323 return uniformScale | useBGR; | |
324 } | 419 } |
325 | 420 |
326 private: | 421 private: |
327 GrGLUniformManager::UniformHandle fTextureSizeUni; | 422 GrGLUniformManager::UniformHandle fTextureSizeUni; |
328 SkISize fTextureSize; | 423 SkISize fTextureSize; |
424 GrGLUniformManager::UniformHandle fTextColorUni; | |
425 SkColor fTextColor; | |
329 | 426 |
330 typedef GrGLVertexEffect INHERITED; | 427 typedef GrGLVertexEffect INHERITED; |
331 }; | 428 }; |
332 | 429 |
333 /////////////////////////////////////////////////////////////////////////////// | 430 /////////////////////////////////////////////////////////////////////////////// |
334 | 431 |
335 GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(GrTexture* text ure, | 432 GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect( |
336 const GrTexture Params& params, | 433 GrTexture* texture, const GrTe xtureParams& params, |
337 bool uniformSca le, | 434 GrTexture* gamma, const GrText ureParams& gParams, |
338 bool useBGR) | 435 SkColor textColor, |
436 bool uniformScale, bool useBGR ) | |
339 : fTextureAccess(texture, params) | 437 : fTextureAccess(texture, params) |
438 , fGammaTextureAccess(gamma, gParams) | |
439 , fTextColor(textColor) | |
340 , fUniformScale(uniformScale) | 440 , fUniformScale(uniformScale) |
341 , fUseBGR(useBGR) { | 441 , fUseBGR(useBGR) { |
342 this->addTextureAccess(&fTextureAccess); | 442 this->addTextureAccess(&fTextureAccess); |
443 this->addTextureAccess(&fGammaTextureAccess); | |
343 this->addVertexAttrib(kVec2f_GrSLType); | 444 this->addVertexAttrib(kVec2f_GrSLType); |
344 } | 445 } |
345 | 446 |
346 bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const { | 447 bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const { |
347 const GrDistanceFieldLCDTextureEffect& cte = CastEffect<GrDistanceFieldLCDTe xtureEffect>(other); | 448 const GrDistanceFieldLCDTextureEffect& cte = |
348 return fTextureAccess == cte.fTextureAccess; | 449 CastEffect<GrDistanceFieldLCDTexture Effect>(other); |
450 return (fTextureAccess == cte.fTextureAccess && fGammaTextureAccess == cte.f GammaTextureAccess); | |
349 } | 451 } |
350 | 452 |
351 void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color, | 453 void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color, |
352 uint32_t* valid Flags) const { | 454 uint32_t* valid Flags) const { |
353 if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color ) && | 455 if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color ) && |
354 GrPixelConfigIsOpaque(this->texture(0)->config())) { | 456 GrPixelConfigIsOpaque(this->texture(0)->config())) { |
355 *validFlags = kA_GrColorComponentFlag; | 457 *validFlags = kA_GrColorComponentFlag; |
356 } else { | 458 } else { |
357 *validFlags = 0; | 459 *validFlags = 0; |
358 } | 460 } |
359 } | 461 } |
360 | 462 |
361 const GrBackendEffectFactory& GrDistanceFieldLCDTextureEffect::getFactory() cons t { | 463 const GrBackendEffectFactory& GrDistanceFieldLCDTextureEffect::getFactory() cons t { |
362 return GrTBackendEffectFactory<GrDistanceFieldLCDTextureEffect>::getInstance (); | 464 return GrTBackendEffectFactory<GrDistanceFieldLCDTextureEffect>::getInstance (); |
363 } | 465 } |
364 | 466 |
365 /////////////////////////////////////////////////////////////////////////////// | 467 /////////////////////////////////////////////////////////////////////////////// |
366 | 468 |
367 GR_DEFINE_EFFECT_TEST(GrDistanceFieldLCDTextureEffect); | 469 GR_DEFINE_EFFECT_TEST(GrDistanceFieldLCDTextureEffect); |
368 | 470 |
369 GrEffectRef* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* random, | 471 GrEffectRef* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* random, |
370 GrContext*, | 472 GrContext*, |
371 const GrDrawTargetCaps& , | 473 const GrDrawTargetCaps& , |
372 GrTexture* textures[]) { | 474 GrTexture* textures[]) { |
373 int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : | 475 int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : |
374 GrEffectUnitTest::kAlphaTextureIdx; | 476 GrEffectUnitTest::kAlphaTextureIdx; |
477 int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : | |
478 GrEffectUnitTest::kAlphaTextureIdx; | |
375 static const SkShader::TileMode kTileModes[] = { | 479 static const SkShader::TileMode kTileModes[] = { |
376 SkShader::kClamp_TileMode, | 480 SkShader::kClamp_TileMode, |
377 SkShader::kRepeat_TileMode, | 481 SkShader::kRepeat_TileMode, |
378 SkShader::kMirror_TileMode, | 482 SkShader::kMirror_TileMode, |
379 }; | 483 }; |
380 SkShader::TileMode tileModes[] = { | 484 SkShader::TileMode tileModes[] = { |
381 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], | 485 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
382 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], | 486 kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], |
383 }; | 487 }; |
384 GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBil erp_FilterMode : | 488 GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBil erp_FilterMode : |
385 GrTextureParams::kNone_FilterMode); | 489 GrTextureParams::kNone_FilterMode); |
386 | 490 GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBi lerp_FilterMode : |
491 GrTextureParams::kNone_FilterMode); | |
492 GrColor textColor = GrColorPackRGBA(random->nextULessThan(256), | |
493 random->nextULessThan(256), | |
494 random->nextULessThan(256), | |
495 random->nextULessThan(256)); | |
387 return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params, | 496 return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params, |
497 textures[texIdx2], params2, | |
498 textColor, | |
388 random->nextBool(), random->n extBool()); | 499 random->nextBool(), random->n extBool()); |
389 } | 500 } |
OLD | NEW |