| Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp
|
| diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
|
| index 245a0355922657733f67cb087a1ec755f76fe805..265f112c2bb4a44d38491597ca12c5f3c0b8d95c 100755
|
| --- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
|
| +++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
|
| @@ -86,7 +86,7 @@ public:
|
| fsBuilder->codeAppend("\tfloat afwidth;\n");
|
| if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) {
|
| // this gives us a smooth step across approximately one fragment
|
| - fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n");
|
| + fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));\n");
|
| } else {
|
| fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n");
|
| fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n");
|
| @@ -206,8 +206,7 @@ bool GrDistanceFieldTextureEffect::onIsEqual(const GrProcessor& other) const {
|
| fFlags == cte.fFlags;
|
| }
|
|
|
| -void GrDistanceFieldTextureEffect::onComputeInvariantOutput(
|
| - InvariantOutput* inout) const {
|
| +void GrDistanceFieldTextureEffect::onComputeInvariantOutput(InvariantOutput* inout) const {
|
| if (inout->isOpaque() && GrPixelConfigIsOpaque(this->texture(0)->config())) {
|
| inout->fValidFlags = kA_GrColorComponentFlag;
|
| } else {
|
| @@ -261,6 +260,177 @@ GrGeometryProcessor* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random,
|
|
|
| ///////////////////////////////////////////////////////////////////////////////
|
|
|
| +class GrGLDistanceFieldNoGammaTextureEffect : public GrGLGeometryProcessor {
|
| +public:
|
| + GrGLDistanceFieldNoGammaTextureEffect(const GrBackendProcessorFactory& factory,
|
| + const GrProcessor& effect)
|
| + : INHERITED(factory)
|
| + , fTextureSize(SkISize::Make(-1, -1)) {}
|
| +
|
| + virtual void emitCode(GrGLFullProgramBuilder* builder,
|
| + const GrGeometryProcessor& effect,
|
| + const GrProcessorKey& key,
|
| + const char* outputColor,
|
| + const char* inputColor,
|
| + const TransformedCoordsArray&,
|
| + const TextureSamplerArray& samplers) SK_OVERRIDE {
|
| + const GrDistanceFieldNoGammaTextureEffect& dfTexEffect =
|
| + effect.cast<GrDistanceFieldNoGammaTextureEffect>();
|
| + SkASSERT(1 == dfTexEffect.getVertexAttribs().count());
|
| +
|
| + GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| + SkAssertResult(fsBuilder->enableFeature(
|
| + GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
|
| +
|
| + SkString fsCoordName;
|
| + const char* vsCoordName;
|
| + const char* fsCoordNamePtr;
|
| + builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr);
|
| + fsCoordName = fsCoordNamePtr;
|
| +
|
| + GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
|
| + vsBuilder->codeAppendf("%s = %s;", vsCoordName, dfTexEffect.inTextureCoords().c_str());
|
| +
|
| + const char* textureSizeUniName = NULL;
|
| + fTextureSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| + kVec2f_GrSLType, "TextureSize",
|
| + &textureSizeUniName);
|
| +
|
| + fsBuilder->codeAppend("vec4 texColor = ");
|
| + fsBuilder->appendTextureLookup(samplers[0],
|
| + fsCoordName.c_str(),
|
| + kVec2f_GrSLType);
|
| + fsBuilder->codeAppend(";");
|
| + fsBuilder->codeAppend("float distance = "
|
| + SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");");
|
| +
|
| + // 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.
|
| + fsBuilder->codeAppendf("vec2 uv = %s;", fsCoordName.c_str());
|
| + fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName);
|
| + fsBuilder->codeAppend("float afwidth;");
|
| + if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) {
|
| + // this gives us a smooth step across approximately one fragment
|
| + fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));");
|
| + } else {
|
| + fsBuilder->codeAppend("vec2 Jdx = dFdx(st);");
|
| + fsBuilder->codeAppend("vec2 Jdy = dFdy(st);");
|
| +
|
| + fsBuilder->codeAppend("vec2 uv_grad;");
|
| + if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) {
|
| + // this is to compensate for the Adreno, which likes to drop tiles on division by 0
|
| + fsBuilder->codeAppend("float uv_len2 = dot(uv, uv);");
|
| + fsBuilder->codeAppend("if (uv_len2 < 0.0001) {");
|
| + fsBuilder->codeAppend("uv_grad = vec2(0.7071, 0.7071);");
|
| + fsBuilder->codeAppend("} else {");
|
| + fsBuilder->codeAppend("uv_grad = uv*inversesqrt(uv_len2);");
|
| + fsBuilder->codeAppend("}");
|
| + } else {
|
| + fsBuilder->codeAppend("uv_grad = normalize(uv);");
|
| + }
|
| + fsBuilder->codeAppend("vec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,");
|
| + fsBuilder->codeAppend(" uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);");
|
| +
|
| + // this gives us a smooth step across approximately one fragment
|
| + fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);");
|
| + }
|
| + fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);");
|
| +
|
| + fsBuilder->codeAppendf("%s = %s;", outputColor,
|
| + (GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str());
|
| + }
|
| +
|
| + virtual void setData(const GrGLProgramDataManager& pdman,
|
| + const GrProcessor& effect) SK_OVERRIDE {
|
| + SkASSERT(fTextureSizeUni.isValid());
|
| +
|
| + GrTexture* texture = effect.texture(0);
|
| + if (texture->width() != fTextureSize.width() ||
|
| + texture->height() != fTextureSize.height()) {
|
| + fTextureSize = SkISize::Make(texture->width(), texture->height());
|
| + pdman.set2f(fTextureSizeUni,
|
| + SkIntToScalar(fTextureSize.width()),
|
| + SkIntToScalar(fTextureSize.height()));
|
| + }
|
| + }
|
| +
|
| + static inline void GenKey(const GrProcessor& effect, const GrGLCaps&,
|
| + GrProcessorKeyBuilder* b) {
|
| + const GrDistanceFieldNoGammaTextureEffect& dfTexEffect =
|
| + effect.cast<GrDistanceFieldNoGammaTextureEffect>();
|
| +
|
| + b->add32(dfTexEffect.getFlags());
|
| + }
|
| +
|
| +private:
|
| + GrGLProgramDataManager::UniformHandle fTextureSizeUni;
|
| + SkISize fTextureSize;
|
| +
|
| + typedef GrGLGeometryProcessor INHERITED;
|
| +};
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +GrDistanceFieldNoGammaTextureEffect::GrDistanceFieldNoGammaTextureEffect(GrTexture* texture,
|
| + const GrTextureParams& params,
|
| + uint32_t flags)
|
| + : fTextureAccess(texture, params)
|
| + , fFlags(flags & kNonLCD_DistanceFieldEffectMask)
|
| + , fInTextureCoords(this->addVertexAttrib(GrShaderVar("inTextureCoords",
|
| + kVec2f_GrSLType,
|
| + GrShaderVar::kAttribute_TypeModifier))) {
|
| + SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask));
|
| + this->addTextureAccess(&fTextureAccess);
|
| +}
|
| +
|
| +bool GrDistanceFieldNoGammaTextureEffect::onIsEqual(const GrProcessor& other) const {
|
| + const GrDistanceFieldNoGammaTextureEffect& cte =
|
| + other.cast<GrDistanceFieldNoGammaTextureEffect>();
|
| + return fTextureAccess == cte.fTextureAccess && fFlags == cte.fFlags;
|
| +}
|
| +
|
| +void GrDistanceFieldNoGammaTextureEffect::onComputeInvariantOutput(InvariantOutput* inout) const {
|
| + if (inout->isOpaque() && GrPixelConfigIsOpaque(this->texture(0)->config())) {
|
| + inout->fValidFlags = kA_GrColorComponentFlag;
|
| + } else {
|
| + inout->fValidFlags = 0;
|
| + }
|
| + inout->fIsSingleComponent = false;
|
| +}
|
| +
|
| +const GrBackendGeometryProcessorFactory& GrDistanceFieldNoGammaTextureEffect::getFactory() const {
|
| + return GrTBackendGeometryProcessorFactory<GrDistanceFieldNoGammaTextureEffect>::getInstance();
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldNoGammaTextureEffect);
|
| +
|
| +GrGeometryProcessor* GrDistanceFieldNoGammaTextureEffect::TestCreate(SkRandom* random,
|
| + GrContext*,
|
| + const GrDrawTargetCaps&,
|
| + GrTexture* textures[]) {
|
| + int texIdx = random->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx
|
| + : GrProcessorUnitTest::kAlphaTextureIdx;
|
| + static const SkShader::TileMode kTileModes[] = {
|
| + SkShader::kClamp_TileMode,
|
| + SkShader::kRepeat_TileMode,
|
| + SkShader::kMirror_TileMode,
|
| + };
|
| + SkShader::TileMode tileModes[] = {
|
| + kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
|
| + kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
|
| + };
|
| + GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode
|
| + : GrTextureParams::kNone_FilterMode);
|
| +
|
| + return GrDistanceFieldNoGammaTextureEffect::Create(textures[texIdx], params,
|
| + random->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0);
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| class GrGLDistanceFieldLCDTextureEffect : public GrGLGeometryProcessor {
|
| public:
|
| GrGLDistanceFieldLCDTextureEffect(const GrBackendProcessorFactory& factory,
|
| @@ -347,7 +517,7 @@ public:
|
| fsBuilder->codeAppend("\tfloat afwidth;\n");
|
| if (isUniformScale) {
|
| // this gives us a smooth step across approximately one fragment
|
| - fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n");
|
| + fsBuilder->codeAppend("\tafwidth = abs(" SK_DistanceFieldAAFactor "*dx);\n");
|
| } else {
|
| fsBuilder->codeAppend("\tvec2 uv_grad;\n");
|
| if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) {
|
| @@ -476,8 +646,7 @@ bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrProcessor& other) const
|
| fFlags == cte.fFlags);
|
| }
|
|
|
| -void GrDistanceFieldLCDTextureEffect::onComputeInvariantOutput(
|
| - InvariantOutput* inout) const {
|
| +void GrDistanceFieldLCDTextureEffect::onComputeInvariantOutput(InvariantOutput* inout) const {
|
| if (inout->isOpaque() && GrPixelConfigIsOpaque(this->texture(0)->config())) {
|
| inout->fValidFlags = kA_GrColorComponentFlag;
|
| } else {
|
|
|