コード例 #1
0
void GrColorCubeEffect::GLProcessor::emitCode(GrGLFPBuilder* builder,
                                              const GrFragmentProcessor&,
                                              const char* outputColor,
                                              const char* inputColor,
                                              const TransformedCoordsArray& coords,
                                              const TextureSamplerArray& samplers) {
    if (NULL == inputColor) {
        inputColor = "vec4(1)";
    }

    fColorCubeSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kFloat_GrSLType, kDefault_GrSLPrecision,
                                            "Size");
    const char* colorCubeSizeUni = builder->getUniformCStr(fColorCubeSizeUni);
    fColorCubeInvSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                               kFloat_GrSLType, kDefault_GrSLPrecision,
                                               "InvSize");
    const char* colorCubeInvSizeUni = builder->getUniformCStr(fColorCubeInvSizeUni);

    const char* nonZeroAlpha = "nonZeroAlpha";
    const char* unPMColor = "unPMColor";
    const char* cubeIdx = "cubeIdx";
    const char* cCoords1 = "cCoords1";
    const char* cCoords2 = "cCoords2";

    // Note: if implemented using texture3D in OpenGL ES older than OpenGL ES 3.0,
    //       the shader might need "#extension GL_OES_texture_3D : enable".

    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();

    // Unpremultiply color
    fsBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, inputColor);
    fsBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n",
                           unPMColor, inputColor, nonZeroAlpha, nonZeroAlpha);

    // Fit input color into the cube.
    fsBuilder->codeAppendf(
        "vec3 %s = vec3(%s.rg * vec2((%s - 1.0) * %s) + vec2(0.5 * %s), %s.b * (%s - 1.0));\n",
        cubeIdx, unPMColor, colorCubeSizeUni, colorCubeInvSizeUni, colorCubeInvSizeUni,
        unPMColor, colorCubeSizeUni);

    // Compute y coord for for texture fetches.
    fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n",
                           cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
    fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n",
                           cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);

    // Apply the cube.
    fsBuilder->codeAppendf("%s = vec4(mix(", outputColor);
    fsBuilder->appendTextureLookup(samplers[0], cCoords1);
    fsBuilder->codeAppend(".rgb, ");
    fsBuilder->appendTextureLookup(samplers[0], cCoords2);

    // Premultiply color by alpha. Note that the input alpha is not modified by this shader.
    fsBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n",
                           cubeIdx, nonZeroAlpha, inputColor);
}
コード例 #2
0
void GrGLMagnifierEffect::emitCode(GrGLFPBuilder* builder,
                                   const GrFragmentProcessor&,
                                   const char* outputColor,
                                   const char* inputColor,
                                   const TransformedCoordsArray& coords,
                                   const TextureSamplerArray& samplers) {
    fOffsetVar = builder->addUniform(
        GrGLProgramBuilder::kFragment_Visibility |
        GrGLProgramBuilder::kVertex_Visibility,
        kVec2f_GrSLType, kDefault_GrSLPrecision, "Offset");
    fInvZoomVar = builder->addUniform(
        GrGLProgramBuilder::kFragment_Visibility |
        GrGLProgramBuilder::kVertex_Visibility,
        kVec2f_GrSLType, kDefault_GrSLPrecision, "InvZoom");
    fInvInsetVar = builder->addUniform(
        GrGLProgramBuilder::kFragment_Visibility |
        GrGLProgramBuilder::kVertex_Visibility,
        kVec2f_GrSLType, kDefault_GrSLPrecision, "InvInset");

    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    SkString coords2D = fsBuilder->ensureFSCoords2D(coords, 0);
    fsBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str());
    fsBuilder->codeAppendf("\t\tvec2 zoom_coord = %s + %s * %s;\n",
                           builder->getUniformCStr(fOffsetVar),
                           coords2D.c_str(),
                           builder->getUniformCStr(fInvZoomVar));

    fsBuilder->codeAppend("\t\tvec2 delta = min(coord, vec2(1.0, 1.0) - coord);\n");

    fsBuilder->codeAppendf("\t\tdelta = delta * %s;\n", builder->getUniformCStr(fInvInsetVar));

    fsBuilder->codeAppend("\t\tfloat weight = 0.0;\n");
    fsBuilder->codeAppend("\t\tif (delta.s < 2.0 && delta.t < 2.0) {\n");
    fsBuilder->codeAppend("\t\t\tdelta = vec2(2.0, 2.0) - delta;\n");
    fsBuilder->codeAppend("\t\t\tfloat dist = length(delta);\n");
    fsBuilder->codeAppend("\t\t\tdist = max(2.0 - dist, 0.0);\n");
    fsBuilder->codeAppend("\t\t\tweight = min(dist * dist, 1.0);\n");
    fsBuilder->codeAppend("\t\t} else {\n");
    fsBuilder->codeAppend("\t\t\tvec2 delta_squared = delta * delta;\n");
    fsBuilder->codeAppend("\t\t\tweight = min(min(delta_squared.x, delta_squared.y), 1.0);\n");
    fsBuilder->codeAppend("\t\t}\n");

    fsBuilder->codeAppend("\t\tvec2 mix_coord = mix(coord, zoom_coord, weight);\n");
    fsBuilder->codeAppend("\t\tvec4 output_color = ");
    fsBuilder->appendTextureLookup(samplers[0], "mix_coord");
    fsBuilder->codeAppend(";\n");

    fsBuilder->codeAppendf("\t\t%s = output_color;", outputColor);
    SkString modulate;
    GrGLSLMulVarBy4f(&modulate, outputColor, inputColor);
    fsBuilder->codeAppend(modulate.c_str());
}
コード例 #3
0
ファイル: SkArithmeticMode_gpu.cpp プロジェクト: china20/skia
    void emitCode(GrGLFPBuilder* builder,
                  const GrFragmentProcessor& fp,
                  const char* outputColor,
                  const char* inputColor,
                  const TransformedCoordsArray& coords,
                  const TextureSamplerArray& samplers) override {
        GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
        fsBuilder->codeAppend("vec4 bgColor = ");
        fsBuilder->appendTextureLookup(samplers[0], coords[0].c_str(), coords[0].getType());
        fsBuilder->codeAppendf(";");
        const char* dstColor = "bgColor";

        fKUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                    kVec4f_GrSLType, kDefault_GrSLPrecision,
                                    "k");
        const char* kUni = builder->getUniformCStr(fKUni);

        add_arithmetic_code(fsBuilder, inputColor, dstColor, outputColor, kUni, fEnforcePMColor);
    }
コード例 #4
0
void GrGLDisplacementMapEffect::emitCode(GrGLFPBuilder* builder,
                                         const GrFragmentProcessor& fp,
                                         const char* outputColor,
                                         const char* inputColor,
                                         const TransformedCoordsArray& coords,
                                         const TextureSamplerArray& samplers) {
    const GrTextureDomain& domain = fp.cast<GrDisplacementMapEffect>().domain();
    sk_ignore_unused_variable(inputColor);

    fScaleUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                    kVec2f_GrSLType, kDefault_GrSLPrecision, "Scale");
    const char* scaleUni = builder->getUniformCStr(fScaleUni);
    const char* dColor = "dColor";
    const char* cCoords = "cCoords";
    const char* nearZero = "1e-6"; // Since 6.10352e−5 is the smallest half float, use
                                   // a number smaller than that to approximate 0, but
                                   // leave room for 32-bit float GPU rounding errors.

    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    fsBuilder->codeAppendf("\t\tvec4 %s = ", dColor);
    fsBuilder->appendTextureLookup(samplers[0], coords[0].c_str(), coords[0].getType());
    fsBuilder->codeAppend(";\n");

    // Unpremultiply the displacement
    fsBuilder->codeAppendf("\t\t%s.rgb = (%s.a < %s) ? vec3(0.0) : clamp(%s.rgb / %s.a, 0.0, 1.0);",
                           dColor, dColor, nearZero, dColor, dColor);
    SkString coords2D = fsBuilder->ensureFSCoords2D(coords, 1);
    fsBuilder->codeAppendf("\t\tvec2 %s = %s + %s*(%s.",
                           cCoords, coords2D.c_str(), scaleUni, dColor);

    switch (fXChannelSelector) {
      case SkDisplacementMapEffect::kR_ChannelSelectorType:
        fsBuilder->codeAppend("r");
        break;
      case SkDisplacementMapEffect::kG_ChannelSelectorType:
        fsBuilder->codeAppend("g");
        break;
      case SkDisplacementMapEffect::kB_ChannelSelectorType:
        fsBuilder->codeAppend("b");
        break;
      case SkDisplacementMapEffect::kA_ChannelSelectorType:
        fsBuilder->codeAppend("a");
        break;
      case SkDisplacementMapEffect::kUnknown_ChannelSelectorType:
      default:
        SkDEBUGFAIL("Unknown X channel selector");
    }

    switch (fYChannelSelector) {
      case SkDisplacementMapEffect::kR_ChannelSelectorType:
        fsBuilder->codeAppend("r");
        break;
      case SkDisplacementMapEffect::kG_ChannelSelectorType:
        fsBuilder->codeAppend("g");
        break;
      case SkDisplacementMapEffect::kB_ChannelSelectorType:
        fsBuilder->codeAppend("b");
        break;
      case SkDisplacementMapEffect::kA_ChannelSelectorType:
        fsBuilder->codeAppend("a");
        break;
      case SkDisplacementMapEffect::kUnknown_ChannelSelectorType:
      default:
        SkDEBUGFAIL("Unknown Y channel selector");
    }
    fsBuilder->codeAppend("-vec2(0.5));\t\t");

    fGLDomain.sampleTexture(fsBuilder, domain, outputColor, SkString(cCoords), samplers[1]);
    fsBuilder->codeAppend(";\n");
}
コード例 #5
0
void GrGLMorphologyEffect::emitCode(GrGLFPBuilder* builder,
                                    const GrFragmentProcessor&,
                                    const char* outputColor,
                                    const char* inputColor,
                                    const TransformedCoordsArray& coords,
                                    const TextureSamplerArray& samplers) {
    fPixelSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kFloat_GrSLType, kDefault_GrSLPrecision,
                                            "PixelSize");
    const char* pixelSizeInc = builder->getUniformCStr(fPixelSizeUni);
    fRangeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec2f_GrSLType, kDefault_GrSLPrecision,
                                            "Range");
    const char* range = builder->getUniformCStr(fRangeUni);

    GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    SkString coords2D = fsBuilder->ensureFSCoords2D(coords, 0);
    const char* func;
    switch (fType) {
        case GrMorphologyEffect::kErode_MorphologyType:
            fsBuilder->codeAppendf("\t\t%s = vec4(1, 1, 1, 1);\n", outputColor);
            func = "min";
            break;
        case GrMorphologyEffect::kDilate_MorphologyType:
            fsBuilder->codeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor);
            func = "max";
            break;
        default:
            SkFAIL("Unexpected type");
            func = ""; // suppress warning
            break;
    }

    const char* dir;
    switch (fDirection) {
        case Gr1DKernelEffect::kX_Direction:
            dir = "x";
            break;
        case Gr1DKernelEffect::kY_Direction:
            dir = "y";
            break;
        default:
            SkFAIL("Unknown filter direction.");
            dir = ""; // suppress warning
    }

    // vec2 coord = coord2D;
    fsBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str());
    // coord.x -= radius * pixelSize;
    fsBuilder->codeAppendf("\t\tcoord.%s -= %d.0 * %s; \n", dir, fRadius, pixelSizeInc);
    if (fUseRange) {
        // highBound = min(highBound, coord.x + (width-1) * pixelSize);
        fsBuilder->codeAppendf("\t\tfloat highBound = min(%s.y, coord.%s + %f * %s);",
                               range, dir, float(width() - 1), pixelSizeInc);
        // coord.x = max(lowBound, coord.x);
        fsBuilder->codeAppendf("\t\tcoord.%s = max(%s.x, coord.%s);", dir, range, dir);
    }
    fsBuilder->codeAppendf("\t\tfor (int i = 0; i < %d; i++) {\n", width());
    fsBuilder->codeAppendf("\t\t\t%s = %s(%s, ", outputColor, func, outputColor);
    fsBuilder->appendTextureLookup(samplers[0], "coord");
    fsBuilder->codeAppend(");\n");
    // coord.x += pixelSize;
    fsBuilder->codeAppendf("\t\t\tcoord.%s += %s;\n", dir, pixelSizeInc);
    if (fUseRange) {
        // coord.x = min(highBound, coord.x);
        fsBuilder->codeAppendf("\t\t\tcoord.%s = min(highBound, coord.%s);", dir, dir);
    }
    fsBuilder->codeAppend("\t\t}\n");
    SkString modulate;
    GrGLSLMulVarBy4f(&modulate, outputColor, inputColor);
    fsBuilder->codeAppend(modulate.c_str());
}