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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/builders/GrGLProgramBuilder.h" | 10 #include "gl/builders/GrGLFullProgramBuilder.h" |
11 #include "gl/GrGLProcessor.h" | 11 #include "gl/GrGLProcessor.h" |
12 #include "gl/GrGLGeometryProcessor.h" | 12 #include "gl/GrGLGeometryProcessor.h" |
13 #include "GrTBackendProcessorFactory.h" | 13 #include "GrTBackendProcessorFactory.h" |
14 #include "SkColorPriv.h" | 14 #include "SkColorPriv.h" |
15 #include "GrGeometryProcessor.h" | 15 #include "GrGeometryProcessor.h" |
16 | 16 |
17 /////////////////////////////////////////////////////////////////////////////// | 17 /////////////////////////////////////////////////////////////////////////////// |
18 class GrGLAlignedRectEffect; | 18 class GrGLAlignedRectEffect; |
19 | 19 |
20 // Axis Aligned special case | 20 // Axis Aligned special case |
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34 | 34 |
35 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR
IDE { | 35 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR
IDE { |
36 return GrTBackendGeometryProcessorFactory<GrAlignedRectEffect>::getInsta
nce(); | 36 return GrTBackendGeometryProcessorFactory<GrAlignedRectEffect>::getInsta
nce(); |
37 } | 37 } |
38 | 38 |
39 class GLProcessor : public GrGLGeometryProcessor { | 39 class GLProcessor : public GrGLGeometryProcessor { |
40 public: | 40 public: |
41 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&
) | 41 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&
) |
42 : INHERITED (factory) {} | 42 : INHERITED (factory) {} |
43 | 43 |
44 virtual void emitCode(GrGLGPBuilder* builder, | 44 virtual void emitCode(GrGLFullProgramBuilder* builder, |
45 const GrGeometryProcessor& geometryProcessor, | 45 const GrGeometryProcessor& geometryProcessor, |
46 const GrProcessorKey& key, | 46 const GrProcessorKey& key, |
47 const char* outputColor, | 47 const char* outputColor, |
48 const char* inputColor, | 48 const char* inputColor, |
49 const TransformedCoordsArray&, | 49 const TransformedCoordsArray&, |
50 const TextureSamplerArray& samplers) SK_OVERRIDE { | 50 const TextureSamplerArray& samplers) SK_OVERRIDE { |
51 // setup the varying for the Axis aligned rect effect | 51 // setup the varying for the Axis aligned rect effect |
52 // xy -> interpolated offset | 52 // xy -> interpolated offset |
53 // zw -> w/2+0.5, h/2+0.5 | 53 // zw -> w/2+0.5, h/2+0.5 |
54 const char *vsRectName, *fsRectName; | 54 const char *vsRectName, *fsRectName; |
55 builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectNam
e); | 55 builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectNam
e); |
56 | 56 |
57 const GrShaderVar& inRect = geometryProcessor.cast<GrAlignedRectEffe
ct>().inRect(); | 57 const GrShaderVar& inRect = geometryProcessor.cast<GrAlignedRectEffe
ct>().inRect(); |
58 GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder(); | 58 GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder
(); |
59 vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str()); | 59 vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str()); |
60 | 60 |
61 GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder
(); | 61 GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragment
ShaderBuilder(); |
62 // TODO: compute all these offsets, spans, and scales in the VS | 62 // TODO: compute all these offsets, spans, and scales in the VS |
63 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", f
sRectName); | 63 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", f
sRectName); |
64 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", f
sRectName); | 64 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", f
sRectName); |
65 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); | 65 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); |
66 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0
). For rects | 66 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0
). For rects |
67 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. | 67 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. |
68 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); | 68 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); |
69 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); | 69 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); |
70 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum | 70 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum |
71 // value of coverage that is used. In other words it is the coverage
that is | 71 // value of coverage that is used. In other words it is the coverage
that is |
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160 | 160 |
161 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR
IDE { | 161 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR
IDE { |
162 return GrTBackendGeometryProcessorFactory<GrRectEffect>::getInstance(); | 162 return GrTBackendGeometryProcessorFactory<GrRectEffect>::getInstance(); |
163 } | 163 } |
164 | 164 |
165 class GLProcessor : public GrGLGeometryProcessor { | 165 class GLProcessor : public GrGLGeometryProcessor { |
166 public: | 166 public: |
167 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&
) | 167 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&
) |
168 : INHERITED (factory) {} | 168 : INHERITED (factory) {} |
169 | 169 |
170 virtual void emitCode(GrGLGPBuilder* builder, | 170 virtual void emitCode(GrGLFullProgramBuilder* builder, |
171 const GrGeometryProcessor& geometryProcessor, | 171 const GrGeometryProcessor& geometryProcessor, |
172 const GrProcessorKey& key, | 172 const GrProcessorKey& key, |
173 const char* outputColor, | 173 const char* outputColor, |
174 const char* inputColor, | 174 const char* inputColor, |
175 const TransformedCoordsArray&, | 175 const TransformedCoordsArray&, |
176 const TextureSamplerArray& samplers) SK_OVERRIDE { | 176 const TextureSamplerArray& samplers) SK_OVERRIDE { |
177 // setup the varying for the center point and the unit vector | 177 // setup the varying for the center point and the unit vector |
178 // that points down the height of the rect | 178 // that points down the height of the rect |
179 const char *vsRectEdgeName, *fsRectEdgeName; | 179 const char *vsRectEdgeName, *fsRectEdgeName; |
180 builder->addVarying(kVec4f_GrSLType, "RectEdge", | 180 builder->addVarying(kVec4f_GrSLType, "RectEdge", |
181 &vsRectEdgeName, &fsRectEdgeName); | 181 &vsRectEdgeName, &fsRectEdgeName); |
182 | 182 |
183 const GrRectEffect& rectEffect = geometryProcessor.cast<GrRectEffect
>(); | 183 const GrRectEffect& rectEffect = geometryProcessor.cast<GrRectEffect
>(); |
184 GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder(); | 184 GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder
(); |
185 vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRect
Edge().c_str()); | 185 vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRect
Edge().c_str()); |
186 | 186 |
187 // setup the varying for width/2+.5 and height/2+.5 | 187 // setup the varying for width/2+.5 and height/2+.5 |
188 const char *vsWidthHeightName, *fsWidthHeightName; | 188 const char *vsWidthHeightName, *fsWidthHeightName; |
189 builder->addVarying(kVec2f_GrSLType, "WidthHeight", | 189 builder->addVarying(kVec2f_GrSLType, "WidthHeight", |
190 &vsWidthHeightName, &fsWidthHeightName); | 190 &vsWidthHeightName, &fsWidthHeightName); |
191 vsBuilder->codeAppendf("%s = %s;", | 191 vsBuilder->codeAppendf("%s = %s;", |
192 vsWidthHeightName, | 192 vsWidthHeightName, |
193 rectEffect.inWidthHeight().c_str()); | 193 rectEffect.inWidthHeight().c_str()); |
194 | 194 |
195 GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder
(); | 195 GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragment
ShaderBuilder(); |
196 // TODO: compute all these offsets, spans, and scales in the VS | 196 // TODO: compute all these offsets, spans, and scales in the VS |
197 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", f
sWidthHeightName); | 197 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", f
sWidthHeightName); |
198 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", f
sWidthHeightName); | 198 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", f
sWidthHeightName); |
199 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); | 199 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); |
200 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0
). For rects | 200 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0
). For rects |
201 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. | 201 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a
0 .. 1 range. |
202 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); | 202 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); |
203 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); | 203 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); |
204 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum | 204 // For rects < 1 pixel wide or tall, these scale factors are used to
cap the maximum |
205 // value of coverage that is used. In other words it is the coverage
that is | 205 // value of coverage that is used. In other words it is the coverage
that is |
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963 // can't call mapRect for devInside since it calls sort | 963 // can't call mapRect for devInside since it calls sort |
964 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2)
; | 964 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2)
; |
965 | 965 |
966 if (devInside.isEmpty()) { | 966 if (devInside.isEmpty()) { |
967 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside); | 967 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside); |
968 return; | 968 return; |
969 } | 969 } |
970 | 970 |
971 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns
ide, true); | 971 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns
ide, true); |
972 } | 972 } |
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