virtual void emitCode(GrGLFPBuilder* builder,
                          const GrFragmentProcessor&,
                          const char* outputColor,
                          const char* inputColor,
                          const TransformedCoordsArray& coords,
                          const TextureSamplerArray& samplers) override {
        // Using highp for GLES here in order to avoid some precision issues on specific GPUs.
        GrGLShaderVar tmpVar("tmpColor", kVec4f_GrSLType, 0, kHigh_GrSLPrecision);
        SkString tmpDecl;
        tmpVar.appendDecl(builder->ctxInfo(), &tmpDecl);

        GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();

        fsBuilder->codeAppendf("%s;", tmpDecl.c_str());

        fsBuilder->codeAppendf("%s = ", tmpVar.c_str());
        fsBuilder->appendTextureLookup(samplers[0], coords[0].c_str(), coords[0].getType());
        fsBuilder->codeAppend(";");

        if (GrConfigConversionEffect::kNone_PMConversion == fPMConversion) {
            SkASSERT(fSwapRedAndBlue);
            fsBuilder->codeAppendf("%s = %s.bgra;", outputColor, tmpVar.c_str());
        } else {
            const char* swiz = fSwapRedAndBlue ? "bgr" : "rgb";
            switch (fPMConversion) {
                case GrConfigConversionEffect::kMulByAlpha_RoundUp_PMConversion:
                    fsBuilder->codeAppendf(
                        "%s = vec4(ceil(%s.%s * %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str());
                    break;
                case GrConfigConversionEffect::kMulByAlpha_RoundDown_PMConversion:
                    // Add a compensation(0.001) here to avoid the side effect of the floor operation.
                    // In Intel GPUs, the integer value converted from floor(%s.r * 255.0) / 255.0
                    // is less than the integer value converted from  %s.r by 1 when the %s.r is
                    // converted from the integer value 2^n, such as 1, 2, 4, 8, etc.
                    fsBuilder->codeAppendf(
                        "%s = vec4(floor(%s.%s * %s.a * 255.0 + 0.001) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str());
                    break;
                case GrConfigConversionEffect::kDivByAlpha_RoundUp_PMConversion:
                    fsBuilder->codeAppendf(
                        "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(ceil(%s.%s / %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str());
                    break;
                case GrConfigConversionEffect::kDivByAlpha_RoundDown_PMConversion:
                    fsBuilder->codeAppendf(
                        "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(floor(%s.%s / %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str());
                    break;
                default:
                    SkFAIL("Unknown conversion op.");
                    break;
            }
            fsBuilder->codeAppendf("%s = %s;", outputColor, tmpVar.c_str());
        }
        SkString modulate;
        GrGLSLMulVarBy4f(&modulate, outputColor, inputColor);
        fsBuilder->codeAppend(modulate.c_str());
    }
Ejemplo n.º 2
0
    void emitCode(EmitArgs& args) override {
        const GrConfigConversionEffect& cce = args.fFp.cast<GrConfigConversionEffect>();
        const GrSwizzle& swizzle = cce.swizzle();
        GrConfigConversionEffect::PMConversion pmConversion = cce.pmConversion();

        // Using highp for GLES here in order to avoid some precision issues on specific GPUs.
        GrGLSLShaderVar tmpVar("tmpColor", kVec4f_GrSLType, 0, kHigh_GrSLPrecision);
        SkString tmpDecl;
        tmpVar.appendDecl(args.fGLSLCaps, &tmpDecl);

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;

        fragBuilder->codeAppendf("%s;", tmpDecl.c_str());

        fragBuilder->codeAppendf("%s = ", tmpVar.c_str());
        fragBuilder->appendTextureLookup(args.fTexSamplers[0], args.fCoords[0].c_str(),
                                       args.fCoords[0].getType());
        fragBuilder->codeAppend(";");

        if (GrConfigConversionEffect::kNone_PMConversion == pmConversion) {
            SkASSERT(GrSwizzle::RGBA() != swizzle);
            fragBuilder->codeAppendf("%s = %s.%s;", args.fOutputColor, tmpVar.c_str(),
                                     swizzle.c_str());
        } else {
            switch (pmConversion) {
                case GrConfigConversionEffect::kMulByAlpha_RoundUp_PMConversion:
                    fragBuilder->codeAppendf(
                        "%s = vec4(ceil(%s.rgb * %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str());
                    break;
                case GrConfigConversionEffect::kMulByAlpha_RoundDown_PMConversion:
                    // Add a compensation(0.001) here to avoid the side effect of the floor operation.
                    // In Intel GPUs, the integer value converted from floor(%s.r * 255.0) / 255.0
                    // is less than the integer value converted from  %s.r by 1 when the %s.r is
                    // converted from the integer value 2^n, such as 1, 2, 4, 8, etc.
                    fragBuilder->codeAppendf(
                        "%s = vec4(floor(%s.rgb * %s.a * 255.0 + 0.001) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str());

                    break;
                case GrConfigConversionEffect::kDivByAlpha_RoundUp_PMConversion:
                    fragBuilder->codeAppendf(
                        "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(ceil(%s.rgb / %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(),
                        tmpVar.c_str());
                    break;
                case GrConfigConversionEffect::kDivByAlpha_RoundDown_PMConversion:
                    fragBuilder->codeAppendf(
                        "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(floor(%s.rgb / %s.a * 255.0) / 255.0, %s.a);",
                        tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(),
                        tmpVar.c_str());
                    break;
                default:
                    SkFAIL("Unknown conversion op.");
                    break;
            }
            fragBuilder->codeAppendf("%s = %s.%s;", args.fOutputColor, tmpVar.c_str(),
                                     swizzle.c_str());
        }
        SkString modulate;
        GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
        fragBuilder->codeAppend(modulate.c_str());
    }