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1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 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 "GrAARectRenderer.h" | 8 #include "GrAARectRenderer.h" |
9 #include "GrGpu.h" | 9 #include "GrGpu.h" |
10 #include "gl/GrGLEffect.h" | 10 #include "gl/GrGLEffect.h" |
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193 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. | 193 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. |
194 builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n"); | 194 builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n"); |
195 builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n"); | 195 builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n"); |
196 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum | 196 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum |
197 // value of coverage that is used. In other words it is the coverage
that is | 197 // value of coverage that is used. In other words it is the coverage
that is |
198 // used in the interior of the rect after the ramp. | 198 // used in the interior of the rect after the ramp. |
199 builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\
n"); | 199 builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\
n"); |
200 builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\
n"); | 200 builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\
n"); |
201 | 201 |
202 // Compute the coverage for the rect's width | 202 // Compute the coverage for the rect's width |
203 builder->fsCodeAppendf("\tvec2 offset = %s - %s.xy;\n", | 203 builder->fsCodeAppendf("\tvec2 offset = %s.xy - %s.xy;\n", |
204 builder->fragmentPosition(), fsRectEdgeName); | 204 builder->fragmentPosition(), fsRectEdgeName); |
205 builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offs
et.y * %s.z);\n", | 205 builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offs
et.y * %s.z);\n", |
206 fsRectEdgeName, fsRectEdgeName); | 206 fsRectEdgeName, fsRectEdgeName); |
207 builder->fsCodeAppendf( | 207 builder->fsCodeAppendf( |
208 "\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0)
;\n", | 208 "\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0)
;\n", |
209 fsWidthHeightName); | 209 fsWidthHeightName); |
210 | 210 |
211 // Compute the coverage for the rect's height and merge with the wid
th | 211 // Compute the coverage for the rect's height and merge with the wid
th |
212 builder->fsCodeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n", | 212 builder->fsCodeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n", |
213 fsRectEdgeName); | 213 fsRectEdgeName); |
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923 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2)
; | 923 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2)
; |
924 | 924 |
925 if (devInside.isEmpty()) { | 925 if (devInside.isEmpty()) { |
926 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside, use
VertexCoverage); | 926 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside, use
VertexCoverage); |
927 return; | 927 return; |
928 } | 928 } |
929 | 929 |
930 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, | 930 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, |
931 devInside, useVertexCoverage, true); | 931 devInside, useVertexCoverage, true); |
932 } | 932 } |
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