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

Issue 323513005: Revert of Gamma correction for distance field text. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 6 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 29f0985107884e230d9f21a146c9f93305db22b5..6196cce3298461b6d577abca697b6e257469f5a7 100755
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
@@ -14,19 +14,6 @@
#include "GrTexture.h"
#include "SkDistanceFieldGen.h"
-
-// To get optical sizes people don't complain about when we blit correctly,
-// we need to slightly bold each glyph. On the Mac, we need a larger bold value.
-#if defined(SK_BUILD_FOR_MAC)
-#define SK_DistanceFieldLCDFactor "0.33"
-#define SK_DistanceFieldNonLCDFactor "0.25"
-#else
-#define SK_DistanceFieldLCDFactor "0.05"
-#define SK_DistanceFieldNonLCDFactor "0.05"
-#endif
-
-// Assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2
-#define SK_DistanceFieldAAFactor "0.7071"
class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect {
public:
@@ -69,8 +56,7 @@
kVec2f_GrSLType);
builder->fsCodeAppend(";\n");
builder->fsCodeAppend("\tfloat distance = "
- SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ")"
- "+ " SK_DistanceFieldNonLCDFactor ";\n");
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");\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
@@ -80,7 +66,8 @@
builder->fsCodeAppend("\tfloat afwidth;\n");
if (dfTexEffect.isSimilarity()) {
// this gives us a smooth step across approximately one fragment
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n");
+ // (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");
@@ -101,24 +88,11 @@
builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n");
// this gives us a smooth step across approximately one fragment
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n");
- }
+ // (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");
-
-#ifdef SK_GAMMA_APPLY_TO_A8
- // adjust based on gamma
- const char* luminanceUniName = NULL;
- // width, height, 1/(3*width)
- fLuminanceUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kFloat_GrSLType, "Luminance",
- &luminanceUniName);
-
- builder->fsCodeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName);
- builder->fsCodeAppend("\tvec4 gammaColor = ");
- builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
- builder->fsCodeAppend(";\n");
- builder->fsCodeAppend("\tval = gammaColor.r;\n");
-#endif
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str());
@@ -136,15 +110,6 @@
SkIntToScalar(fTextureSize.width()),
SkIntToScalar(fTextureSize.height()));
}
-#ifdef SK_GAMMA_APPLY_TO_A8
- const GrDistanceFieldTextureEffect& dfTexEffect =
- drawEffect.castEffect<GrDistanceFieldTextureEffect>();
- float luminance = dfTexEffect.getLuminance();
- if (luminance != fLuminance) {
- uman.set1f(fLuminanceUni, luminance);
- fLuminance = luminance;
- }
-#endif
}
static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
@@ -157,8 +122,6 @@
private:
GrGLUniformManager::UniformHandle fTextureSizeUni;
SkISize fTextureSize;
- GrGLUniformManager::UniformHandle fLuminanceUni;
- float fLuminance;
typedef GrGLVertexEffect INHERITED;
};
@@ -167,22 +130,10 @@
GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture,
const GrTextureParams& params,
-#ifdef SK_GAMMA_APPLY_TO_A8
- GrTexture* gamma,
- const GrTextureParams& gammaParams,
- float luminance,
-#endif
bool similarity)
: fTextureAccess(texture, params)
-#ifdef SK_GAMMA_APPLY_TO_A8
- , fGammaTextureAccess(gamma, gammaParams)
- , fLuminance(luminance)
-#endif
, fIsSimilarity(similarity) {
this->addTextureAccess(&fTextureAccess);
-#ifdef SK_GAMMA_APPLY_TO_A8
- this->addTextureAccess(&fGammaTextureAccess);
-#endif
this->addVertexAttrib(kVec2f_GrSLType);
}
@@ -215,10 +166,6 @@
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
GrEffectUnitTest::kAlphaTextureIdx;
-#ifdef SK_GAMMA_APPLY_TO_A8
- int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
- GrEffectUnitTest::kAlphaTextureIdx;
-#endif
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
@@ -230,16 +177,8 @@
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
GrTextureParams::kNone_FilterMode);
-#ifdef SK_GAMMA_APPLY_TO_A8
- GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
- GrTextureParams::kNone_FilterMode);
-#endif
return GrDistanceFieldTextureEffect::Create(textures[texIdx], params,
-#ifdef SK_GAMMA_APPLY_TO_A8
- textures[texIdx2], params2,
- random->nextF(),
-#endif
random->nextBool());
}
@@ -272,7 +211,7 @@
fsCoordName = fsCoordNamePtr;
const char* attrName0 =
- builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str();
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str();
builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0);
const char* textureSizeUniName = NULL;
@@ -298,24 +237,22 @@
builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType);
builder->fsCodeAppend(";\n");
builder->fsCodeAppend("\tvec3 distance;\n");
- builder->fsCodeAppend("\tdistance.y = texColor.r;\n");
+ builder->fsCodeAppend("\tdistance.y = "
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");\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 = texColor.r;\n");
+ builder->fsCodeAppend("\tdistance.x = "
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");\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 = texColor.r;\n");
-
- builder->fsCodeAppend("\tdistance = "
- "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))"
- "+ vec3(" SK_DistanceFieldLCDFactor ");\n");
-
+ builder->fsCodeAppend("\tdistance.z = "
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");\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.
@@ -327,7 +264,8 @@
builder->fsCodeAppend("\tfloat afwidth;\n");
if (dfTexEffect.isUniformScale()) {
// this gives us a smooth step across approximately one fragment
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n");
+ // (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()) {
@@ -345,35 +283,11 @@
builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n");
// this gives us a smooth step across approximately one fragment
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n");
+ // (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");
-
- // adjust based on gamma
- const char* textColorUniName = NULL;
- // width, height, 1/(3*width)
- fTextColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kVec3f_GrSLType, "TextColor",
- &textColorUniName);
-
- builder->fsCodeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName);
- builder->fsCodeAppend("\tvec4 gammaColor = ");
- builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
- builder->fsCodeAppend(";\n");
- builder->fsCodeAppend("\tval.x = gammaColor.r;\n");
-
- builder->fsCodeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName);
- builder->fsCodeAppend("\tgammaColor = ");
- builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
- builder->fsCodeAppend(";\n");
- builder->fsCodeAppend("\tval.y = gammaColor.r;\n");
-
- builder->fsCodeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName);
- builder->fsCodeAppend("\tgammaColor = ");
- builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
- builder->fsCodeAppend(";\n");
- builder->fsCodeAppend("\tval.z = gammaColor.r;\n");
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_str());
@@ -382,13 +296,12 @@
virtual void setData(const GrGLUniformManager& uman,
const GrDrawEffect& drawEffect) SK_OVERRIDE {
SkASSERT(fTextureSizeUni.isValid());
- SkASSERT(fTextColorUni.isValid());
-
- const GrDistanceFieldLCDTextureEffect& dfTexEffect =
- drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>();
+
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()) {
@@ -399,55 +312,40 @@
SkIntToScalar(fTextureSize.height()),
delta);
}
-
- GrColor textColor = dfTexEffect.getTextColor();
- if (textColor != fTextColor) {
- static const float ONE_OVER_255 = 1.f / 255.f;
- uman.set3f(fTextColorUni,
- GrColorUnpackR(textColor) * ONE_OVER_255,
- GrColorUnpackG(textColor) * ONE_OVER_255,
- GrColorUnpackB(textColor) * ONE_OVER_255);
- fTextColor = textColor;
- }
}
static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
const GrDistanceFieldLCDTextureEffect& dfTexEffect =
drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>();
- return dfTexEffect.isUniformScale() ? 0x01 : 0x00;;
+ int uniformScale = dfTexEffect.isUniformScale() ? 0x01 : 0x00;
+ int useBGR = dfTexEffect.useBGR() ? 0x10 : 0x00;
+ return uniformScale | useBGR;
}
private:
GrGLUniformManager::UniformHandle fTextureSizeUni;
SkISize fTextureSize;
- GrGLUniformManager::UniformHandle fTextColorUni;
- SkColor fTextColor;
typedef GrGLVertexEffect INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
-GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(
- GrTexture* texture, const GrTextureParams& params,
- GrTexture* gamma, const GrTextureParams& gParams,
- SkColor textColor,
- bool uniformScale, bool useBGR)
+GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(GrTexture* texture,
+ const GrTextureParams& params,
+ bool uniformScale,
+ bool useBGR)
: fTextureAccess(texture, params)
- , fGammaTextureAccess(gamma, gParams)
- , fTextColor(textColor)
, fUniformScale(uniformScale)
, fUseBGR(useBGR) {
this->addTextureAccess(&fTextureAccess);
- this->addTextureAccess(&fGammaTextureAccess);
this->addVertexAttrib(kVec2f_GrSLType);
}
bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const {
- const GrDistanceFieldLCDTextureEffect& cte =
- CastEffect<GrDistanceFieldLCDTextureEffect>(other);
- return (fTextureAccess == cte.fTextureAccess && fGammaTextureAccess == cte.fGammaTextureAccess);
+ const GrDistanceFieldLCDTextureEffect& cte = CastEffect<GrDistanceFieldLCDTextureEffect>(other);
+ return fTextureAccess == cte.fTextureAccess;
}
void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color,
@@ -473,9 +371,7 @@
const GrDrawTargetCaps&,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
- GrEffectUnitTest::kAlphaTextureIdx;
- int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
- GrEffectUnitTest::kAlphaTextureIdx;
+ GrEffectUnitTest::kAlphaTextureIdx;
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
@@ -487,14 +383,7 @@
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
GrTextureParams::kNone_FilterMode);
- GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
- GrTextureParams::kNone_FilterMode);
- GrColor textColor = GrColorPackRGBA(random->nextULessThan(256),
- random->nextULessThan(256),
- random->nextULessThan(256),
- random->nextULessThan(256));
+
return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params,
- textures[texIdx2], params2,
- textColor,
random->nextBool(), random->nextBool());
}
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