Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index 7ef1cbb2ba3c64719a045d27d0ae145897488953..eaaefebc540cb883e9bb6b68de198bf1c8d512bf 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -5,9 +5,9 @@ |
* found in the LICENSE file. |
*/ |
+#include "gl/builders/GrGLProgramBuilder.h" |
#include "GrDistanceFieldTextureEffect.h" |
#include "gl/GrGLEffect.h" |
-#include "gl/GrGLShaderBuilder.h" |
#include "gl/GrGLSL.h" |
#include "gl/GrGLTexture.h" |
#include "gl/GrGLVertexEffect.h" |
@@ -36,7 +36,7 @@ public: |
: INHERITED (factory) |
, fTextureSize(SkISize::Make(-1,-1)) {} |
- virtual void emitCode(GrGLFullShaderBuilder* builder, |
+ virtual void emitCode(GrGLFullProgramBuilder* builder, |
const GrDrawEffect& drawEffect, |
const GrEffectKey& key, |
const char* outputColor, |
@@ -45,7 +45,9 @@ public: |
const TextureSamplerArray& samplers) SK_OVERRIDE { |
SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldTextureEffect>().numVertexAttribs()); |
- SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
+ SkAssertResult(fsBuilder->enableFeature( |
+ GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); |
const GrDistanceFieldTextureEffect& dfTexEffect = |
drawEffect.castEffect<GrDistanceFieldTextureEffect>(); |
@@ -55,73 +57,74 @@ public: |
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); |
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder(); |
+ const SkString* attr0Name = |
+ vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, attr0Name->c_str()); |
const char* textureSizeUniName = NULL; |
- fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
+ fTextureSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
kVec2f_GrSLType, "TextureSize", |
&textureSizeUniName); |
- builder->fsCodeAppend("\tvec4 texColor = "); |
- builder->fsAppendTextureLookup(samplers[0], |
+ fsBuilder->codeAppend("\tvec4 texColor = "); |
+ fsBuilder->appendTextureLookup(samplers[0], |
fsCoordName.c_str(), |
kVec2f_GrSLType); |
- builder->fsCodeAppend(";\n"); |
- builder->fsCodeAppend("\tfloat distance = " |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tfloat distance = " |
SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ")" |
"+ " SK_DistanceFieldNonLCDFactor ";\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. |
- builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
- builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); |
- builder->fsCodeAppend("\tfloat afwidth;\n"); |
+ fsBuilder->codeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
+ fsBuilder->codeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); |
+ fsBuilder->codeAppend("\tfloat afwidth;\n"); |
if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { |
// this gives us a smooth step across approximately one fragment |
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n"); |
+ fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n"); |
} else { |
- builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
- builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
+ fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); |
+ fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); |
- builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
+ fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); |
+ fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
+ fsBuilder->codeAppend("\t} else {\n"); |
+ fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); |
+ fsBuilder->codeAppend("\t}\n"); |
} else { |
- builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); |
} |
- builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); |
+ fsBuilder->codeAppend("\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, |
+ fLuminanceUni = builder->addUniform(GrGLProgramBuilder::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"); |
+ fsBuilder->codeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName); |
+ fsBuilder->codeAppend("\tvec4 gammaColor = "); |
+ fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tval = gammaColor.r;\n"); |
#endif |
- builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
+ fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str()); |
} |
@@ -261,7 +264,7 @@ public: |
: INHERITED (factory) |
, fTextureSize(SkISize::Make(-1,-1)) {} |
- virtual void emitCode(GrGLFullShaderBuilder* builder, |
+ virtual void emitCode(GrGLFullProgramBuilder* builder, |
const GrDrawEffect& drawEffect, |
const GrEffectKey& key, |
const char* outputColor, |
@@ -270,7 +273,6 @@ public: |
const TextureSamplerArray& samplers) SK_OVERRIDE { |
SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>().numVertexAttribs()); |
- SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
const GrDistanceFieldLCDTextureEffect& dfTexEffect = |
drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>(); |
@@ -280,49 +282,55 @@ public: |
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); |
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder(); |
+ const SkString* attr0Name = |
+ vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, attr0Name->c_str()); |
const char* textureSizeUniName = NULL; |
// width, height, 1/(3*width) |
- fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
+ fTextureSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
kVec3f_GrSLType, "TextureSize", |
&textureSizeUniName); |
+ GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
+ |
+ SkAssertResult(fsBuilder->enableFeature( |
+ GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ |
// 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); |
+ fsBuilder->codeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); |
+ fsBuilder->codeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); |
bool isUniformScale = !!(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask); |
if (isUniformScale) { |
- builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n"); |
- builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName); |
+ fsBuilder->codeAppend("\tfloat dx = dFdx(st.x);\n"); |
+ fsBuilder->codeAppendf("\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); |
+ fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); |
+ fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); |
+ fsBuilder->codeAppendf("\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 = texColor.r;\n"); |
+ fsBuilder->codeAppend("\tvec4 texColor = "); |
+ fsBuilder->appendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tvec3 distance;\n"); |
+ fsBuilder->codeAppend("\tdistance.y = texColor.r;\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"); |
+ fsBuilder->codeAppend("\tvec2 uv_adjusted = uv - offset;\n"); |
+ fsBuilder->codeAppend("\ttexColor = "); |
+ fsBuilder->appendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tdistance.x = texColor.r;\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"); |
+ fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n"); |
+ fsBuilder->codeAppend("\ttexColor = "); |
+ fsBuilder->appendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tdistance.z = texColor.r;\n"); |
- builder->fsCodeAppend("\tdistance = " |
+ fsBuilder->codeAppend("\tdistance = " |
"vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))" |
"+ vec3(" SK_DistanceFieldLCDFactor ");\n"); |
@@ -334,58 +342,58 @@ public: |
// 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"); |
+ fsBuilder->codeAppend("\tfloat afwidth;\n"); |
if (isUniformScale) { |
// this gives us a smooth step across approximately one fragment |
- builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n"); |
+ fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n"); |
} else { |
- builder->fsCodeAppend("\tvec2 uv_grad;\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); |
+ fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); |
+ fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); |
+ fsBuilder->codeAppend("\t} else {\n"); |
+ fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); |
+ fsBuilder->codeAppend("\t}\n"); |
} else { |
- builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); |
+ fsBuilder->codeAppend("\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"); |
+ fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); |
} |
- builder->fsCodeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n"); |
+ fsBuilder->codeAppend("\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, |
+ fTextColorUni = builder->addUniform(GrGLProgramBuilder::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, |
+ fsBuilder->codeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName); |
+ fsBuilder->codeAppend("\tvec4 gammaColor = "); |
+ fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tval.x = gammaColor.r;\n"); |
+ |
+ fsBuilder->codeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName); |
+ fsBuilder->codeAppend("\tgammaColor = "); |
+ fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tval.y = gammaColor.r;\n"); |
+ |
+ fsBuilder->codeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName); |
+ fsBuilder->codeAppend("\tgammaColor = "); |
+ fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); |
+ fsBuilder->codeAppend(";\n"); |
+ fsBuilder->codeAppend("\tval.z = gammaColor.r;\n"); |
+ |
+ fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
(GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_str()); |
} |