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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/GrGLProgramBuilder.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 |
21 class GrAlignedRectEffect : public GrGeometryProcessor { | 21 class GrAlignedRectEffect : public GrGeometryProcessor { |
bsalomon
2014/10/27 13:43:43
Why don't we just delete these unused effects (sep
| |
22 public: | 22 public: |
23 static GrGeometryProcessor* Create() { | 23 static GrGeometryProcessor* Create() { |
24 GR_CREATE_STATIC_PROCESSOR(gAlignedRectEffect, GrAlignedRectEffect, ()); | 24 GR_CREATE_STATIC_PROCESSOR(gAlignedRectEffect, GrAlignedRectEffect, ()); |
25 gAlignedRectEffect->ref(); | 25 gAlignedRectEffect->ref(); |
26 return gAlignedRectEffect; | 26 return gAlignedRectEffect; |
27 } | 27 } |
28 | 28 |
29 virtual ~GrAlignedRectEffect() {} | 29 virtual ~GrAlignedRectEffect() {} |
30 | 30 |
31 static const char* Name() { return "AlignedRectEdge"; } | 31 static const char* Name() { return "AlignedRectEdge"; } |
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45 // setup the varying for the Axis aligned rect effect | 45 // setup the varying for the Axis aligned rect effect |
46 // xy -> interpolated offset | 46 // xy -> interpolated offset |
47 // zw -> w/2+0.5, h/2+0.5 | 47 // zw -> w/2+0.5, h/2+0.5 |
48 GrGLVertToFrag v(kVec4f_GrSLType); | 48 GrGLVertToFrag v(kVec4f_GrSLType); |
49 args.fPB->addVarying("Rect", &v); | 49 args.fPB->addVarying("Rect", &v); |
50 | 50 |
51 const GrShaderVar& inRect = args.fGP.cast<GrAlignedRectEffect>().inR ect(); | 51 const GrShaderVar& inRect = args.fGP.cast<GrAlignedRectEffect>().inR ect(); |
52 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); | 52 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); |
53 vsBuilder->codeAppendf("\t%s = %s;\n", v.fsIn(), inRect.c_str()); | 53 vsBuilder->codeAppendf("\t%s = %s;\n", v.fsIn(), inRect.c_str()); |
54 | 54 |
55 // setup position varying | |
56 vsBuilder->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", args.fGP.uVi ewM(), | |
57 args.fGP.inPosition()); | |
58 vsBuilder->transformPositionToDeviceSpace("pos3"); | |
59 | |
55 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilde r(); | 60 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilde r(); |
56 // TODO: compute all these offsets, spans, and scales in the VS | 61 // TODO: compute all these offsets, spans, and scales in the VS |
57 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", v .fsIn()); | 62 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", v .fsIn()); |
58 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", v .fsIn()); | 63 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", v .fsIn()); |
59 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); | 64 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); |
60 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects | 65 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects |
61 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. | 66 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. |
62 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); | 67 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); |
63 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); | 68 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); |
64 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum | 69 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum |
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170 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); | 175 GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); |
171 vsBuilder->codeAppendf("%s = %s;", rectEdge.vsOut(), rectEffect.inRe ctEdge().c_str()); | 176 vsBuilder->codeAppendf("%s = %s;", rectEdge.vsOut(), rectEffect.inRe ctEdge().c_str()); |
172 | 177 |
173 // setup the varying for width/2+.5 and height/2+.5 | 178 // setup the varying for width/2+.5 and height/2+.5 |
174 GrGLVertToFrag widthHeight(kVec2f_GrSLType); | 179 GrGLVertToFrag widthHeight(kVec2f_GrSLType); |
175 args.fPB->addVarying("WidthHeight", &widthHeight); | 180 args.fPB->addVarying("WidthHeight", &widthHeight); |
176 vsBuilder->codeAppendf("%s = %s;", | 181 vsBuilder->codeAppendf("%s = %s;", |
177 widthHeight.vsOut(), | 182 widthHeight.vsOut(), |
178 rectEffect.inWidthHeight().c_str()); | 183 rectEffect.inWidthHeight().c_str()); |
179 | 184 |
185 // setup position varying | |
186 vsBuilder->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", args.fGP.uVi ewM(), | |
187 args.fGP.inPosition()); | |
188 vsBuilder->transformPositionToDeviceSpace("pos3"); | |
189 | |
180 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilde r(); | 190 GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilde r(); |
181 // TODO: compute all these offsets, spans, and scales in the VS | 191 // TODO: compute all these offsets, spans, and scales in the VS |
182 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", w idthHeight.fsIn()); | 192 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", w idthHeight.fsIn()); |
183 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", w idthHeight.fsIn()); | 193 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", w idthHeight.fsIn()); |
184 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); | 194 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); |
185 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects | 195 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects |
186 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. | 196 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. |
187 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); | 197 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); |
188 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); | 198 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); |
189 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum | 199 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum |
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916 // can't call mapRect for devInside since it calls sort | 926 // can't call mapRect for devInside since it calls sort |
917 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2) ; | 927 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2) ; |
918 | 928 |
919 if (devInside.isEmpty()) { | 929 if (devInside.isEmpty()) { |
920 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside); | 930 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside); |
921 return; | 931 return; |
922 } | 932 } |
923 | 933 |
924 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns ide, true); | 934 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns ide, true); |
925 } | 935 } |
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