| 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());
|
| }
|
|
|
|
|