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()); }
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()); }