Chromium Code Reviews| OLD | NEW |
|---|---|
| 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"; } |
| (...skipping 13 matching lines...) Expand all Loading... | |
| 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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