Beispiel #1
0
void GLCircleEffect::emitCode(EmitArgs& args) {
    const CircleEffect& ce = args.fFp.cast<CircleEffect>();
    const char *circleName;
    // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.5)) for regular
    // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills.
    fCircleUniform = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                         kVec4f_GrSLType, kDefault_GrSLPrecision,
                                         "circle",
                                         &circleName);

    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();

    SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType());
    // TODO: Right now the distance to circle caclulation is performed in a space normalized to the
    // radius and then denormalized. This is to prevent overflow on devices that have a "real"
    // mediump. It'd be nice to only to this on mediump devices but we currently don't have the
    // caps here.
    if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) {
        fsBuilder->codeAppendf("\t\tfloat d = (length((%s.xy - %s.xy) * %s.w) - 1.0) * %s.z;\n",
                                circleName, fragmentPos, circleName, circleName);
    } else {
        fsBuilder->codeAppendf("\t\tfloat d = (1.0 - length((%s.xy - %s.xy) *  %s.w)) * %s.z;\n",
                               circleName, fragmentPos, circleName, circleName);
    }
    if (GrProcessorEdgeTypeIsAA(ce.getEdgeType())) {
        fsBuilder->codeAppend("\t\td = clamp(d, 0.0, 1.0);\n");
    } else {
        fsBuilder->codeAppend("\t\td = d > 0.5 ? 1.0 : 0.0;\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("d")).c_str());
}
Beispiel #2
0
void GrGLConvexPolyEffect::emitCode(EmitArgs& args) {
    const GrConvexPolyEffect& cpe = args.fFp.cast<GrConvexPolyEffect>();

    const char *edgeArrayName;
    fEdgeUniform = args.fUniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
                                                         kVec3f_GrSLType,
                                                         kDefault_GrSLPrecision,
                                                         "edges",
                                                         cpe.getEdgeCount(),
                                                         &edgeArrayName);
    GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
    fragBuilder->codeAppend("\t\tfloat alpha = 1.0;\n");
    fragBuilder->codeAppend("\t\tfloat edge;\n");
    const char* fragmentPos = fragBuilder->fragmentPosition();
    for (int i = 0; i < cpe.getEdgeCount(); ++i) {
        fragBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x, %s.y, 1));\n",
                                 edgeArrayName, i, fragmentPos, fragmentPos);
        if (GrProcessorEdgeTypeIsAA(cpe.getEdgeType())) {
            fragBuilder->codeAppend("\t\tedge = clamp(edge, 0.0, 1.0);\n");
        } else {
            fragBuilder->codeAppend("\t\tedge = edge >= 0.5 ? 1.0 : 0.0;\n");
        }
        fragBuilder->codeAppend("\t\talpha *= edge;\n");
    }

    if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
        fragBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
    }
    fragBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,
                             (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #3
0
void GLEllipseEffect::emitCode(EmitArgs& args) {
    const EllipseEffect& ee = args.fFp.cast<EllipseEffect>();
    const char *ellipseName;
    // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2)
    // The last two terms can underflow on mediump, so we use highp.
    fEllipseUniform = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                         kVec4f_GrSLType, kHigh_GrSLPrecision,
                                         "ellipse",
                                         &ellipseName);

    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();

    // d is the offset to the ellipse center
    fsBuilder->codeAppendf("\t\tvec2 d = %s.xy - %s.xy;\n", fragmentPos, ellipseName);
    fsBuilder->codeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName);
    // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1.
    fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n");
    // grad_dot is the squared length of the gradient of the implicit.
    fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n");
    // avoid calling inversesqrt on zero.
    fsBuilder->codeAppend("\t\tgrad_dot = max(grad_dot, 1.0e-4);\n");
    fsBuilder->codeAppendf("\t\tfloat approx_dist = implicit * inversesqrt(grad_dot);\n");

    switch (ee.getEdgeType()) {
        case kFillAA_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 - approx_dist, 0.0, 1.0);\n");
            break;
        case kInverseFillAA_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 + approx_dist, 0.0, 1.0);\n");
            break;
        case kFillBW_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = approx_dist > 0.0 ? 0.0 : 1.0;\n");
            break;
        case kInverseFillBW_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = approx_dist > 0.0 ? 1.0 : 0.0;\n");
            break;
        case kHairlineAA_GrProcessorEdgeType:
            SkFAIL("Hairline not expected here.");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #4
0
void GLAARectEffect::emitCode(GrGLFPBuilder* builder,
                              const GrFragmentProcessor& fp,
                              const char* outputColor,
                              const char* inputColor,
                              const TransformedCoordsArray&,
                              const TextureSamplerArray& samplers) {
    const AARectEffect& aare = fp.cast<AARectEffect>();
    const char *rectName;
    // The rect uniform's xyzw refer to (left + 0.5, top + 0.5, right - 0.5, bottom - 0.5),
    // respectively.
    fRectUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                       kVec4f_GrSLType,
                                       kDefault_GrSLPrecision,
                                       "rect",
                                       &rectName);

    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    if (GrProcessorEdgeTypeIsAA(aare.getEdgeType())) {
        // The amount of coverage removed in x and y by the edges is computed as a pair of negative
        // numbers, xSub and ySub.
        fsBuilder->codeAppend("\t\tfloat xSub, ySub;\n");
        fsBuilder->codeAppendf("\t\txSub = min(%s.x - %s.x, 0.0);\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\txSub += min(%s.z - %s.x, 0.0);\n", rectName, fragmentPos);
        fsBuilder->codeAppendf("\t\tySub = min(%s.y - %s.y, 0.0);\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\tySub += min(%s.w - %s.y, 0.0);\n", rectName, fragmentPos);
        // Now compute coverage in x and y and multiply them to get the fraction of the pixel
        // covered.
        fsBuilder->codeAppendf("\t\tfloat alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));\n");
    } else {
        fsBuilder->codeAppendf("\t\tfloat alpha = 1.0;\n");
        fsBuilder->codeAppendf("\t\talpha *= (%s.x - %s.x) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\talpha *= (%s.z - %s.x) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
        fsBuilder->codeAppendf("\t\talpha *= (%s.y - %s.y) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\talpha *= (%s.w - %s.y) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
    }

    if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
        fsBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
    }
    fsBuilder->codeAppendf("\t\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #5
0
void GrGLConvexPolyEffect::emitCode(GrGLFPBuilder* builder,
                                    const GrFragmentProcessor& fp,
                                    const char* outputColor,
                                    const char* inputColor,
                                    const TransformedCoordsArray&,
                                    const TextureSamplerArray& samplers) {
    const GrConvexPolyEffect& cpe = fp.cast<GrConvexPolyEffect>();

    const char *edgeArrayName;
    fEdgeUniform = builder->addUniformArray(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec3f_GrSLType,
                                             kDefault_GrSLPrecision,
                                             "edges",
                                            cpe.getEdgeCount(),
                                            &edgeArrayName);
    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    fsBuilder->codeAppend("\t\tfloat alpha = 1.0;\n");
    fsBuilder->codeAppend("\t\tfloat edge;\n");
    const char* fragmentPos = fsBuilder->fragmentPosition();
    for (int i = 0; i < cpe.getEdgeCount(); ++i) {
        fsBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x, %s.y, 1));\n",
                               edgeArrayName, i, fragmentPos, fragmentPos);
        if (GrProcessorEdgeTypeIsAA(cpe.getEdgeType())) {
            fsBuilder->codeAppend("\t\tedge = clamp(edge, 0.0, 1.0);\n");
        } else {
            fsBuilder->codeAppend("\t\tedge = edge >= 0.5 ? 1.0 : 0.0;\n");
        }
        fsBuilder->codeAppend("\t\talpha *= edge;\n");
    }

    // Woe is me. See skbug.com/2149.
    if (kTegra2_GrGLRenderer == builder->ctxInfo().renderer()) {
        fsBuilder->codeAppend("\t\tif (-1.0 == alpha) {\n\t\t\tdiscard;\n\t\t}\n");
    }

    if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
        fsBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
    }
    fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #6
0
void GLAARectEffect::emitCode(EmitArgs& args) {
    const AARectEffect& aare = args.fFp.cast<AARectEffect>();
    const char *rectName;
    // The rect uniform's xyzw refer to (left + 0.5, top + 0.5, right - 0.5, bottom - 0.5),
    // respectively.
    fRectUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                    kVec4f_GrSLType,
                                                    kDefault_GrSLPrecision,
                                                    "rect",
                                                    &rectName);

    GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
    const char* fragmentPos = fragBuilder->fragmentPosition();
    if (GrProcessorEdgeTypeIsAA(aare.getEdgeType())) {
        // The amount of coverage removed in x and y by the edges is computed as a pair of negative
        // numbers, xSub and ySub.
        fragBuilder->codeAppend("\t\tfloat xSub, ySub;\n");
        fragBuilder->codeAppendf("\t\txSub = min(%s.x - %s.x, 0.0);\n", fragmentPos, rectName);
        fragBuilder->codeAppendf("\t\txSub += min(%s.z - %s.x, 0.0);\n", rectName, fragmentPos);
        fragBuilder->codeAppendf("\t\tySub = min(%s.y - %s.y, 0.0);\n", fragmentPos, rectName);
        fragBuilder->codeAppendf("\t\tySub += min(%s.w - %s.y, 0.0);\n", rectName, fragmentPos);
        // Now compute coverage in x and y and multiply them to get the fraction of the pixel
        // covered.
        fragBuilder->codeAppendf("\t\tfloat alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));\n");
    } else {
        fragBuilder->codeAppendf("\t\tfloat alpha = 1.0;\n");
        fragBuilder->codeAppendf("\t\talpha *= (%s.x - %s.x) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fragBuilder->codeAppendf("\t\talpha *= (%s.z - %s.x) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
        fragBuilder->codeAppendf("\t\talpha *= (%s.y - %s.y) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fragBuilder->codeAppendf("\t\talpha *= (%s.w - %s.y) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
    }

    if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
        fragBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
    }
    fragBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                             (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #7
0
bool GrGLShaderBuilder::genProgram(const GrEffectStage* colorStages[],
                                   const GrEffectStage* coverageStages[]) {
    const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader();

    ///////////////////////////////////////////////////////////////////////////
    // emit code to read the dst copy texture, if necessary
    if (kNoDstRead_DstReadKey != header.fDstReadKey && !fGpu->glCaps().fbFetchSupport()) {
        bool topDown = SkToBool(kTopLeftOrigin_DstReadKeyBit & header.fDstReadKey);
        const char* dstCopyTopLeftName;
        const char* dstCopyCoordScaleName;
        const char* dstCopySamplerName;
        uint32_t configMask;
        if (SkToBool(kUseAlphaConfig_DstReadKeyBit & header.fDstReadKey)) {
            configMask = kA_GrColorComponentFlag;
        } else {
            configMask = kRGBA_GrColorComponentFlags;
        }
        fUniformHandles.fDstCopySamplerUni =
            this->addUniform(kFragment_Visibility, kSampler2D_GrSLType, "DstCopySampler",
                             &dstCopySamplerName);
        fUniformHandles.fDstCopyTopLeftUni =
            this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyUpperLeft",
                             &dstCopyTopLeftName);
        fUniformHandles.fDstCopyScaleUni =
            this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyCoordScale",
                             &dstCopyCoordScaleName);
        const char* fragPos = this->fragmentPosition();
        this->fsCodeAppend("\t// Read color from copy of the destination.\n");
        this->fsCodeAppendf("\tvec2 _dstTexCoord = (%s.xy - %s) * %s;\n",
                            fragPos, dstCopyTopLeftName, dstCopyCoordScaleName);
        if (!topDown) {
            this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n");
        }
        this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName);
        append_texture_lookup(&fFSCode,
                              fGpu,
                              dstCopySamplerName,
                              "_dstTexCoord",
                              configMask,
                              "rgba");
        this->fsCodeAppend(";\n\n");
    }

    ///////////////////////////////////////////////////////////////////////////
    // get the initial color and coverage to feed into the first effect in each effect chain

    GrGLSLExpr4 inputColor;
    GrGLSLExpr4 inputCoverage;

    if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) {
        const char* name;
        fUniformHandles.fColorUni =
            this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Color",
                             &name);
        inputColor = GrGLSLExpr4(name);
    }

    if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) {
        const char* name;
        fUniformHandles.fCoverageUni =
            this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Coverage",
                             &name);
        inputCoverage = GrGLSLExpr4(name);
    } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fCoverageInput) {
        inputCoverage = GrGLSLExpr4(1);
    }

    if (k110_GrGLSLGeneration != fGpu->glslGeneration()) {
        fFSOutputs.push_back().set(kVec4f_GrSLType,
                                   GrGLShaderVar::kOut_TypeModifier,
                                   declared_color_output_name());
        fHasCustomColorOutput = true;
    }

    this->emitCodeBeforeEffects(&inputColor, &inputCoverage);

    ///////////////////////////////////////////////////////////////////////////
    // emit the per-effect code for both color and coverage effects

    GrGLProgramDesc::EffectKeyProvider colorKeyProvider(
        &this->desc(), GrGLProgramDesc::EffectKeyProvider::kColor_EffectType);
    fColorEffects.reset(this->createAndEmitEffects(colorStages,
                                                   this->desc().numColorEffects(),
                                                   colorKeyProvider,
                                                   &inputColor));

    GrGLProgramDesc::EffectKeyProvider coverageKeyProvider(
        &this->desc(), GrGLProgramDesc::EffectKeyProvider::kCoverage_EffectType);
    fCoverageEffects.reset(this->createAndEmitEffects(coverageStages,
                                                      this->desc().numCoverageEffects(),
                                                      coverageKeyProvider,
                                                      &inputCoverage));

    this->emitCodeAfterEffects();

    ///////////////////////////////////////////////////////////////////////////
    // write the secondary color output if necessary
    if (GrGLProgramDesc::CoverageOutputUsesSecondaryOutput(header.fCoverageOutput)) {
        const char* secondaryOutputName = this->enableSecondaryOutput();

        // default coeff to ones for kCoverage_DualSrcOutput
        GrGLSLExpr4 coeff(1);
        if (GrGLProgramDesc::kSecondaryCoverageISA_CoverageOutput == header.fCoverageOutput) {
            // Get (1-A) into coeff
            coeff = GrGLSLExpr4::VectorCast(GrGLSLExpr1(1) - inputColor.a());
        } else if (GrGLProgramDesc::kSecondaryCoverageISC_CoverageOutput ==
                   header.fCoverageOutput){
            // Get (1-RGBA) into coeff
            coeff = GrGLSLExpr4(1) - inputColor;
        }
        // Get coeff * coverage into modulate and then write that to the dual source output.
        this->fsCodeAppendf("\t%s = %s;\n", secondaryOutputName, (coeff * inputCoverage).c_str());
    }

    ///////////////////////////////////////////////////////////////////////////
    // combine color and coverage as frag color

    // Get "color * coverage" into fragColor
    GrGLSLExpr4 fragColor = inputColor * inputCoverage;
    // Now tack on "+(1-coverage)dst onto the frag color if we were asked to do so.
    if (GrGLProgramDesc::kCombineWithDst_CoverageOutput == header.fCoverageOutput) {
        GrGLSLExpr4 dstCoeff = GrGLSLExpr4(1) - inputCoverage;

        GrGLSLExpr4 dstContribution = dstCoeff * GrGLSLExpr4(this->dstColor());

        fragColor = fragColor + dstContribution;
    }
    this->fsCodeAppendf("\t%s = %s;\n", this->getColorOutputName(), fragColor.c_str());

    if (!this->finish()) {
        return false;
    }

    return true;
}
void GLEllipticalRRectEffect::emitCode(GrGLFPBuilder* builder,
                                       const GrFragmentProcessor& effect,
                                       const char* outputColor,
                                       const char* inputColor,
                                       const TransformedCoordsArray&,
                                       const TextureSamplerArray& samplers) {
    const EllipticalRRectEffect& erre = effect.cast<EllipticalRRectEffect>();
    const char *rectName;
    // The inner rect is the rrect bounds inset by the x/y radii
    fInnerRectUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec4f_GrSLType, kDefault_GrSLPrecision,
                                            "innerRect",
                                            &rectName);

    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    // At each quarter-ellipse corner we compute a vector that is the offset of the fragment pos
    // to the ellipse center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radii > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
    fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
    switch (erre.getRRect().getType()) {
        case SkRRect::kSimple_Type: {
            const char *invRadiiXYSqdName;
            fInvRadiiSqdUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                      kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                      "invRadiiXY",
                                                      &invRadiiXYSqdName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            // Z is the x/y offsets divided by squared radii.
            fsBuilder->codeAppendf("\t\tvec2 Z = dxy * %s;\n", invRadiiXYSqdName);
            break;
        }
        case SkRRect::kNinePatch_Type: {
            const char *invRadiiLTRBSqdName;
            fInvRadiiSqdUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                      kVec4f_GrSLType, kDefault_GrSLPrecision,
                                                      "invRadiiLTRB",
                                                      &invRadiiLTRBSqdName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            // Z is the x/y offsets divided by squared radii. We only care about the (at most) one
            // corner where both the x and y offsets are positive, hence the maxes. (The inverse
            // squared radii will always be positive.)
            fsBuilder->codeAppendf("\t\tvec2 Z = max(max(dxy0 * %s.xy, dxy1 * %s.zw), 0.0);\n",
                                   invRadiiLTRBSqdName, invRadiiLTRBSqdName);
            break;
        }
        default:
            SkFAIL("RRect should always be simple or nine-patch.");
    }
    // implicit is the evaluation of (x/a)^2 + (y/b)^2 - 1.
    fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, dxy) - 1.0;\n");
    // grad_dot is the squared length of the gradient of the implicit.
    fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n");
    // avoid calling inversesqrt on zero.
    fsBuilder->codeAppend("\t\tgrad_dot = max(grad_dot, 1.0e-4);\n");
    fsBuilder->codeAppendf("\t\tfloat approx_dist = implicit * inversesqrt(grad_dot);\n");

    if (kFillAA_GrProcessorEdgeType == erre.getEdgeType()) {
        fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 - approx_dist, 0.0, 1.0);\n");
    } else {
        fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 + approx_dist, 0.0, 1.0);\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GLCircularRRectEffect::emitCode(GrGLFPBuilder* builder,
                                     const GrFragmentProcessor& fp,
                                     const char* outputColor,
                                     const char* inputColor,
                                     const TransformedCoordsArray&,
                                     const TextureSamplerArray& samplers) {
    const CircularRRectEffect& crre = fp.cast<CircularRRectEffect>();
    const char *rectName;
    const char *radiusPlusHalfName;
    // The inner rect is the rrect bounds inset by the radius. Its left, top, right, and bottom
    // edges correspond to components x, y, z, and w, respectively. When a side of the rrect has
    // only rectangular corners, that side's value corresponds to the rect edge's value outset by
    // half a pixel.
    fInnerRectUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec4f_GrSLType, kDefault_GrSLPrecision,
                                            "innerRect",
                                            &rectName);
    fRadiusPlusHalfUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                 kFloat_GrSLType, kDefault_GrSLPrecision,
                                                 "radiusPlusHalf",
                                                 &radiusPlusHalfName);

    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    // At each quarter-circle corner we compute a vector that is the offset of the fragment position
    // from the circle center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radius > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    //
    // For the cases where one half of the rrect is rectangular we drop one of the x or y
    // computations, compute a separate rect edge alpha for the rect side, and mul the two computed
    // alphas together.
    switch (crre.getCircularCornerFlags()) {
        case CircularRRectEffect::kAll_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat alpha = clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTopLeft_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(%s.xy - %s.xy, 0.0);\n",
                                   rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTopRight_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(vec2(%s.x - %s.z, %s.y - %s.y), 0.0);\n",
                                   fragmentPos, rectName, rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottomRight_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(%s.xy - %s.zw, 0.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottomLeft_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(vec2(%s.x - %s.x, %s.y - %s.w), 0.0);\n",
                                   rectName, fragmentPos, fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kLeft_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat dy1 = %s.y - %s.w;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(dxy0.x, max(dxy0.y, dy1)), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTop_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat dx1 = %s.x - %s.z;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(max(dxy0.x, dx1), dxy0.y), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                   rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kRight_CornerFlags:
            fsBuilder->codeAppendf("\t\tfloat dy0 = %s.y - %s.y;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(dxy1.x, max(dy0, dxy1.y)), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottom_CornerFlags:
            fsBuilder->codeAppendf("\t\tfloat dx0 = %s.x - %s.x;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(max(dx0, dxy1.x), dxy1.y), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
    }

    if (kInverseFillAA_GrProcessorEdgeType == crre.getEdgeType()) {
        fsBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #10
0
void GLEllipticalRRectEffect::emitCode(EmitArgs& args) {
    const EllipticalRRectEffect& erre = args.fFp.cast<EllipticalRRectEffect>();
    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
    const char *rectName;
    // The inner rect is the rrect bounds inset by the x/y radii
    fInnerRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                   kVec4f_GrSLType, kDefault_GrSLPrecision,
                                                   "innerRect",
                                                   &rectName);

    GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
    const char* fragmentPos = fragBuilder->fragmentPosition();
    // At each quarter-ellipse corner we compute a vector that is the offset of the fragment pos
    // to the ellipse center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radii > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    //
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    fragBuilder->codeAppendf("vec2 dxy0 = %s.xy - %s.xy;", rectName, fragmentPos);
    fragBuilder->codeAppendf("vec2 dxy1 = %s.xy - %s.zw;", fragmentPos, rectName);

    // If we're on a device with a "real" mediump then we'll do the distance computation in a space
    // that is normalized by the largest radius. The scale uniform will be scale, 1/scale. The
    // radii uniform values are already in this normalized space.
    const char* scaleName = nullptr;
    if (args.fGLSLCaps->floatPrecisionVaries()) {
        fScaleUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                   kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                   "scale", &scaleName);
    }

    // The uniforms with the inv squared radii are highp to prevent underflow.
    switch (erre.getRRect().getType()) {
        case SkRRect::kSimple_Type: {
            const char *invRadiiXYSqdName;
            fInvRadiiSqdUniform = uniformHandler->addUniform(
                                                         GrGLSLUniformHandler::kFragment_Visibility,
                                                         kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                         "invRadiiXY",
                                                         &invRadiiXYSqdName);
            fragBuilder->codeAppend("vec2 dxy = max(max(dxy0, dxy1), 0.0);");
            if (scaleName) {
                fragBuilder->codeAppendf("dxy *= %s.y;", scaleName);
            }
            // Z is the x/y offsets divided by squared radii.
            fragBuilder->codeAppendf("vec2 Z = dxy * %s.xy;", invRadiiXYSqdName);
            break;
        }
        case SkRRect::kNinePatch_Type: {
            const char *invRadiiLTRBSqdName;
            fInvRadiiSqdUniform = uniformHandler->addUniform(
                                                         GrGLSLUniformHandler::kFragment_Visibility,
                                                         kVec4f_GrSLType, kDefault_GrSLPrecision,
                                                         "invRadiiLTRB",
                                                         &invRadiiLTRBSqdName);
            if (scaleName) {
                fragBuilder->codeAppendf("dxy0 *= %s.y;", scaleName);
                fragBuilder->codeAppendf("dxy1 *= %s.y;", scaleName);
            }
            fragBuilder->codeAppend("vec2 dxy = max(max(dxy0, dxy1), 0.0);");
            // Z is the x/y offsets divided by squared radii. We only care about the (at most) one
            // corner where both the x and y offsets are positive, hence the maxes. (The inverse
            // squared radii will always be positive.)
            fragBuilder->codeAppendf("vec2 Z = max(max(dxy0 * %s.xy, dxy1 * %s.zw), 0.0);",
                                     invRadiiLTRBSqdName, invRadiiLTRBSqdName);

            break;
        }
        default:
            SkFAIL("RRect should always be simple or nine-patch.");
    }
    // implicit is the evaluation of (x/a)^2 + (y/b)^2 - 1.
    fragBuilder->codeAppend("float implicit = dot(Z, dxy) - 1.0;");
    // grad_dot is the squared length of the gradient of the implicit.
    fragBuilder->codeAppend("float grad_dot = 4.0 * dot(Z, Z);");
    // avoid calling inversesqrt on zero.
    fragBuilder->codeAppend("grad_dot = max(grad_dot, 1.0e-4);");
    fragBuilder->codeAppend("float approx_dist = implicit * inversesqrt(grad_dot);");
    if (scaleName) {
        fragBuilder->codeAppendf("approx_dist *= %s.x;", scaleName);
    }

    if (kFillAA_GrProcessorEdgeType == erre.getEdgeType()) {
        fragBuilder->codeAppend("float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);");
    } else {
        fragBuilder->codeAppend("float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);");
    }

    fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
                             (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #11
0
void GLCircularRRectEffect::emitCode(EmitArgs& args) {
    const CircularRRectEffect& crre = args.fFp.cast<CircularRRectEffect>();
    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
    const char *rectName;
    const char *radiusPlusHalfName;
    // The inner rect is the rrect bounds inset by the radius. Its left, top, right, and bottom
    // edges correspond to components x, y, z, and w, respectively. When a side of the rrect has
    // only rectangular corners, that side's value corresponds to the rect edge's value outset by
    // half a pixel.
    fInnerRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                   kVec4f_GrSLType, kDefault_GrSLPrecision,
                                                   "innerRect",
                                                   &rectName);
    // x is (r + .5) and y is 1/(r + .5)
    fRadiusPlusHalfUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                        kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                        "radiusPlusHalf",
                                                        &radiusPlusHalfName);

    // If we're on a device with a "real" mediump then the length calculation could overflow.
    SkString clampedCircleDistance;
    if (args.fGLSLCaps->floatPrecisionVaries()) {
        clampedCircleDistance.printf("clamp(%s.x * (1.0 - length(dxy * %s.y)), 0.0, 1.0);",
                                     radiusPlusHalfName, radiusPlusHalfName);
    } else {
        clampedCircleDistance.printf("clamp(%s.x - length(dxy), 0.0, 1.0);", radiusPlusHalfName);
    }

    GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
    const char* fragmentPos = fragBuilder->fragmentPosition();
    // At each quarter-circle corner we compute a vector that is the offset of the fragment position
    // from the circle center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radius > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    //
    // For the cases where one half of the rrect is rectangular we drop one of the x or y
    // computations, compute a separate rect edge alpha for the rect side, and mul the two computed
    // alphas together.
    switch (crre.getCircularCornerFlags()) {
        case CircularRRectEffect::kAll_CornerFlags:
            fragBuilder->codeAppendf("vec2 dxy0 = %s.xy - %s.xy;", rectName, fragmentPos);
            fragBuilder->codeAppendf("vec2 dxy1 = %s.xy - %s.zw;", fragmentPos, rectName);
            fragBuilder->codeAppend("vec2 dxy = max(max(dxy0, dxy1), 0.0);");
            fragBuilder->codeAppendf("float alpha = %s;", clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kTopLeft_CornerFlag:
            fragBuilder->codeAppendf("vec2 dxy = max(%s.xy - %s.xy, 0.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float alpha = bottomAlpha * rightAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kTopRight_CornerFlag:
            fragBuilder->codeAppendf("vec2 dxy = max(vec2(%s.x - %s.z, %s.y - %s.y), 0.0);",
                                     fragmentPos, rectName, rectName, fragmentPos);
            fragBuilder->codeAppendf("float leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float alpha = bottomAlpha * leftAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kBottomRight_CornerFlag:
            fragBuilder->codeAppendf("vec2 dxy = max(%s.xy - %s.zw, 0.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float alpha = topAlpha * leftAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kBottomLeft_CornerFlag:
            fragBuilder->codeAppendf("vec2 dxy = max(vec2(%s.x - %s.x, %s.y - %s.w), 0.0);",
                                     rectName, fragmentPos, fragmentPos, rectName);
            fragBuilder->codeAppendf("float rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float alpha = topAlpha * rightAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kLeft_CornerFlags:
            fragBuilder->codeAppendf("vec2 dxy0 = %s.xy - %s.xy;", rectName, fragmentPos);
            fragBuilder->codeAppendf("float dy1 = %s.y - %s.w;", fragmentPos, rectName);
            fragBuilder->codeAppend("vec2 dxy = max(vec2(dxy0.x, max(dxy0.y, dy1)), 0.0);");
            fragBuilder->codeAppendf("float rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float alpha = rightAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kTop_CornerFlags:
            fragBuilder->codeAppendf("vec2 dxy0 = %s.xy - %s.xy;", rectName, fragmentPos);
            fragBuilder->codeAppendf("float dx1 = %s.x - %s.z;", fragmentPos, rectName);
            fragBuilder->codeAppend("vec2 dxy = max(vec2(max(dxy0.x, dx1), dxy0.y), 0.0);");
            fragBuilder->codeAppendf("float bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);",
                                     rectName, fragmentPos);
            fragBuilder->codeAppendf("float alpha = bottomAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kRight_CornerFlags:
            fragBuilder->codeAppendf("float dy0 = %s.y - %s.y;", rectName, fragmentPos);
            fragBuilder->codeAppendf("vec2 dxy1 = %s.xy - %s.zw;", fragmentPos, rectName);
            fragBuilder->codeAppend("vec2 dxy = max(vec2(dxy1.x, max(dy0, dxy1.y)), 0.0);");
            fragBuilder->codeAppendf("float leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float alpha = leftAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
        case CircularRRectEffect::kBottom_CornerFlags:
            fragBuilder->codeAppendf("float dx0 = %s.x - %s.x;", rectName, fragmentPos);
            fragBuilder->codeAppendf("vec2 dxy1 = %s.xy - %s.zw;", fragmentPos, rectName);
            fragBuilder->codeAppend("vec2 dxy = max(vec2(max(dx0, dxy1.x), dxy1.y), 0.0);");
            fragBuilder->codeAppendf("float topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);",
                                     fragmentPos, rectName);
            fragBuilder->codeAppendf("float alpha = topAlpha * %s;",
                                     clampedCircleDistance.c_str());
            break;
    }

    if (kInverseFillAA_GrProcessorEdgeType == crre.getEdgeType()) {
        fragBuilder->codeAppend("alpha = 1.0 - alpha;");
    }

    fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
                             (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Beispiel #12
0
bool GrGLProgram::genProgram(GrGLShaderBuilder* builder,
                             const GrEffectStage* colorStages[],
                             const GrEffectStage* coverageStages[]) {
    SkASSERT(0 == fProgramID);

    const GrGLProgramDesc::KeyHeader& header = fDesc.getHeader();

    // incoming color to current stage being processed.
    GrGLSLExpr4 inColor = builder->getInputColor();

    fColorEffects.reset(
        builder->createAndEmitEffects(colorStages,
                                      fDesc.effectKeys(),
                                      fDesc.numColorEffects(),
                                      &inColor));

    ///////////////////////////////////////////////////////////////////////////
    // compute the partial coverage
    GrGLSLExpr4 inCoverage = builder->getInputCoverage();

    fCoverageEffects.reset(
        builder->createAndEmitEffects(coverageStages,
                                      fDesc.getEffectKeys() + fDesc.numColorEffects(),
                                      fDesc.numCoverageEffects(),
                                      &inCoverage));

    if (GrGLProgramDesc::CoverageOutputUsesSecondaryOutput(header.fCoverageOutput)) {
        const char* secondaryOutputName = builder->enableSecondaryOutput();

        // default coeff to ones for kCoverage_DualSrcOutput
        GrGLSLExpr4 coeff(1);
        if (GrGLProgramDesc::kSecondaryCoverageISA_CoverageOutput == header.fCoverageOutput) {
            // Get (1-A) into coeff
            coeff = GrGLSLExpr4::VectorCast(GrGLSLExpr1(1) - inColor.a());
        } else if (GrGLProgramDesc::kSecondaryCoverageISC_CoverageOutput == header.fCoverageOutput) {
            // Get (1-RGBA) into coeff
            coeff = GrGLSLExpr4(1) - inColor;
        }
        // Get coeff * coverage into modulate and then write that to the dual source output.
        builder->fsCodeAppendf("\t%s = %s;\n", secondaryOutputName, (coeff * inCoverage).c_str());
    }

    ///////////////////////////////////////////////////////////////////////////
    // combine color and coverage as frag color

    // Get "color * coverage" into fragColor
    GrGLSLExpr4 fragColor = inColor * inCoverage;
    // Now tack on "+(1-coverage)dst onto the frag color if we were asked to do so.
    if (GrGLProgramDesc::kCombineWithDst_CoverageOutput == header.fCoverageOutput) {
        GrGLSLExpr4 dstCoeff = GrGLSLExpr4(1) - inCoverage;

        GrGLSLExpr4 dstContribution = dstCoeff * GrGLSLExpr4(builder->dstColor());

        fragColor = fragColor + dstContribution;
    }
    builder->fsCodeAppendf("\t%s = %s;\n", builder->getColorOutputName(), fragColor.c_str());

    if (!builder->finish(&fProgramID)) {
        return false;
    }

    fUniformHandles.fRTHeightUni = builder->getRTHeightUniform();
    fUniformHandles.fDstCopyTopLeftUni = builder->getDstCopyTopLeftUniform();
    fUniformHandles.fDstCopyScaleUni = builder->getDstCopyScaleUniform();
    fUniformHandles.fColorUni = builder->getColorUniform();
    fUniformHandles.fCoverageUni = builder->getCoverageUniform();
    fUniformHandles.fDstCopySamplerUni = builder->getDstCopySamplerUniform();
    // This must be called after we set fDstCopySamplerUni above.
    this->initSamplerUniforms();

    return true;
}