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Side by Side Diff: src/gpu/GrDrawState.cpp

Issue 649783003: Force input coverage to be only a byte in gpu shaders. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 1 month ago
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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 "GrDrawState.h" 8 #include "GrDrawState.h"
9 9
10 #include "GrOptDrawState.h" 10 #include "GrOptDrawState.h"
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382 kOne_GrBlendCoeff == srcCoeff && kZero_GrBlendCoeff == dstCoeff); 382 kOne_GrBlendCoeff == srcCoeff && kZero_GrBlendCoeff == dstCoeff);
383 } 383 }
384 384
385 bool GrDrawState::hasSolidCoverage() const { 385 bool GrDrawState::hasSolidCoverage() const {
386 // If we're drawing coverage directly then coverage is effectively treated a s color. 386 // If we're drawing coverage directly then coverage is effectively treated a s color.
387 if (this->isCoverageDrawing()) { 387 if (this->isCoverageDrawing()) {
388 return true; 388 return true;
389 } 389 }
390 390
391 GrProcessor::InvariantOutput inout; 391 GrProcessor::InvariantOutput inout;
392 inout.fIsSingleComponent = false; 392 inout.fIsSingleComponent = true;
393 // Initialize to an unknown starting coverage if per-vertex coverage is spec ified. 393 // Initialize to an unknown starting coverage if per-vertex coverage is spec ified.
394 if (this->hasCoverageVertexAttribute()) { 394 if (this->hasCoverageVertexAttribute()) {
395 inout.fValidFlags = 0; 395 inout.fValidFlags = 0;
396 } else { 396 } else {
397 inout.fColor = this->getCoverageColor(); 397 inout.fColor = this->getCoverageColor();
398 inout.fValidFlags = kRGBA_GrColorComponentFlags; 398 inout.fValidFlags = kRGBA_GrColorComponentFlags;
399 } 399 }
400 400
401 // Run through the coverage stages and see if the coverage will be all ones at the end. 401 // Run through the coverage stages and see if the coverage will be all ones at the end.
402 if (this->hasGeometryProcessor()) { 402 if (this->hasGeometryProcessor()) {
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731 for (int s = 0; s < this->numColorStages(); ++s) { 731 for (int s = 0; s < this->numColorStages(); ++s) {
732 const GrProcessor* processor = this->getColorStage(s).getProcessor(); 732 const GrProcessor* processor = this->getColorStage(s).getProcessor();
733 processor->computeInvariantOutput(&inoutColor); 733 processor->computeInvariantOutput(&inoutColor);
734 } 734 }
735 735
736 // Check whether coverage is treated as color. If so we run through the cove rage computation. 736 // Check whether coverage is treated as color. If so we run through the cove rage computation.
737 if (this->isCoverageDrawing()) { 737 if (this->isCoverageDrawing()) {
738 // The shader generated for coverage drawing runs the full coverage comp utation and then 738 // The shader generated for coverage drawing runs the full coverage comp utation and then
739 // makes the shader output be the multiplication of color and coverage. We mirror that here. 739 // makes the shader output be the multiplication of color and coverage. We mirror that here.
740 GrProcessor::InvariantOutput inoutCoverage; 740 GrProcessor::InvariantOutput inoutCoverage;
741 inoutCoverage.fIsSingleComponent = false; 741 inoutCoverage.fIsSingleComponent = true;
742 if (this->hasCoverageVertexAttribute()) { 742 if (this->hasCoverageVertexAttribute()) {
743 inoutCoverage.fValidFlags = 0; 743 inoutCoverage.fValidFlags = 0;
744 inoutCoverage.fColor = 0; // suppresses any warnings. 744 inoutCoverage.fColor = 0; // suppresses any warnings.
745 } else { 745 } else {
746 inoutCoverage.fValidFlags = kRGBA_GrColorComponentFlags; 746 inoutCoverage.fValidFlags = kRGBA_GrColorComponentFlags;
747 inoutCoverage.fColor = this->getCoverageColor(); 747 inoutCoverage.fColor = this->getCoverageColor();
748 } 748 }
749 749
750 if (this->hasGeometryProcessor()) { 750 if (this->hasGeometryProcessor()) {
751 fGeometryProcessor->computeInvariantOutput(&inoutCoverage); 751 fGeometryProcessor->computeInvariantOutput(&inoutCoverage);
752 } 752 }
753 753
754 // Run through the coverage stages 754 // Run through the coverage stages
755 for (int s = 0; s < this->numCoverageStages(); ++s) { 755 for (int s = 0; s < this->numCoverageStages(); ++s) {
756 const GrProcessor* processor = this->getCoverageStage(s).getProcesso r(); 756 const GrProcessor* processor = this->getCoverageStage(s).getProcesso r();
757 processor->computeInvariantOutput(&inoutCoverage); 757 processor->computeInvariantOutput(&inoutCoverage);
758 } 758 }
759 759
760 // Since the shader will multiply coverage and color, the only way the f inal A==1 is if 760 // Since the shader will multiply coverage and color, the only way the f inal A==1 is if
761 // coverage and color both have A==1. 761 // coverage and color both have A==1.
762 return (inoutColor.isOpaque() && inoutCoverage.isOpaque()); 762 return (inoutColor.isOpaque() && inoutCoverage.isOpaque());
763 } 763 }
764 764
765 return inoutColor.isOpaque(); 765 return inoutColor.isOpaque();
766 } 766 }
767 767
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