コード例 #1
0
ファイル: GrPLSPathRenderer.cpp プロジェクト: crabfang/skia
        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const PLSFinishEffect& fe = args.fGP.cast<PLSFinishEffect>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            fUseEvenOdd = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                    kFloat_GrSLType, kLow_GrSLPrecision, 
                                                    "useEvenOdd");
            const char* useEvenOdd = uniformHandler->getUniformCStr(fUseEvenOdd);

            varyingHandler->emitAttributes(fe);
            this->setupPosition(vsBuilder, gpArgs, fe.inPosition()->fName);
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 fe.inPosition()->fName, fe.localMatrix(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
            SkAssertResult(fsBuilder->enableFeature(
                           GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature));
            fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL);
            fsBuilder->codeAppend("float coverage;");
            fsBuilder->codeAppendf("if (%s != 0.0) {", useEvenOdd);
            fsBuilder->codeAppend("coverage = float(abs(pls.windings[0]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[1]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[2]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[3]) % 2) * 0.25;");
            fsBuilder->codeAppend("} else {");
            fsBuilder->codeAppend("coverage = pls.windings[0] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[1] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[2] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[3] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("}");
            if (!fe.colorIgnored()) {
                this->setupUniformColor(fsBuilder, uniformHandler, args.fOutputColor, 
                                        &fColorUniform);
            }
            fsBuilder->codeAppendf("%s = vec4(coverage);", args.fOutputCoverage);
            fsBuilder->codeAppendf("%s = vec4(1.0, 0.0, 1.0, 1.0);", args.fOutputColor);
        }
コード例 #2
0
ファイル: GrPLSPathRenderer.cpp プロジェクト: crabfang/skia
        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const PLSQuadEdgeEffect& qe = args.fGP.cast<PLSQuadEdgeEffect>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(qe);

            GrGLSLVertToFrag uv(kVec2f_GrSLType);
            varyingHandler->addVarying("uv", &uv, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = %s;", uv.vsOut(), qe.inUV()->fName);

            GrGLSLVertToFrag ep1(kVec2f_GrSLType);
            varyingHandler->addVarying("endpoint1", &ep1, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", ep1.vsOut(), 
                                  qe.inEndpoint1()->fName, qe.inEndpoint1()->fName);

            GrGLSLVertToFrag ep2(kVec2f_GrSLType);
            varyingHandler->addVarying("endpoint2", &ep2, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", ep2.vsOut(), 
                                  qe.inEndpoint2()->fName, qe.inEndpoint2()->fName);

            GrGLSLVertToFrag delta(kVec2f_GrSLType);
            varyingHandler->addVarying("delta", &delta, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta.vsOut(), ep1.vsOut(), ep2.vsOut(), ep2.vsOut(), 
                                   ep1.vsOut());

            GrGLSLVertToFrag windings(kInt_GrSLType);
            varyingHandler->addFlatVarying("windings", &windings, kLow_GrSLPrecision);
            vsBuilder->codeAppendf("%s = %s;", 
                                   windings.vsOut(), qe.inWindings()->fName);

            // Setup position
            this->setupPosition(vsBuilder, gpArgs, qe.inPosition()->fName);

            // emit transforms
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 qe.inPosition()->fName, qe.localMatrix(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
            SkAssertResult(fsBuilder->enableFeature(
                           GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature));
            SkAssertResult(fsBuilder->enableFeature(
                    GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            static const int QUAD_ARGS = 2;
            GrGLSLShaderVar inQuadArgs[QUAD_ARGS] = {
                GrGLSLShaderVar("dot", kFloat_GrSLType, 0, kHigh_GrSLPrecision),
                GrGLSLShaderVar("uv", kVec2f_GrSLType, 0, kHigh_GrSLPrecision)
            };
            SkString inQuadName;

            const char* inQuadCode = "if (uv.x * uv.x <= uv.y) {"
                                     "return dot >= 0.0;"
                                     "} else {"
                                     "return false;"
                                     "}";
            fsBuilder->emitFunction(kBool_GrSLType, "in_quad", QUAD_ARGS, inQuadArgs, inQuadCode, 
                                    &inQuadName);
            fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL);
            // keep the derivative instructions outside the conditional
            fsBuilder->codeAppendf("highp vec2 uvdX = dFdx(%s);", uv.fsIn());
            fsBuilder->codeAppendf("highp vec2 uvdY = dFdy(%s);", uv.fsIn());
            fsBuilder->codeAppend("highp vec2 uvIncX = uvdX * 0.45 + uvdY * -0.1;");
            fsBuilder->codeAppend("highp vec2 uvIncY = uvdX * 0.1 + uvdY * 0.55;");
            fsBuilder->codeAppendf("highp vec2 uv = %s.xy - uvdX * 0.35 - uvdY * 0.25;", 
                                   uv.fsIn());
            fsBuilder->codeAppendf("highp vec2 firstSample = %s.xy - vec2(0.25);",
                                   fsBuilder->fragmentPosition());
            fsBuilder->codeAppendf("highp float d = dot(%s, (firstSample - %s).yx) * 2.0;", 
                                   delta.fsIn(), ep1.fsIn());
            fsBuilder->codeAppendf("pls.windings[0] += %s(d, uv) ? %s : 0;", inQuadName.c_str(), 
                                   windings.fsIn());
            fsBuilder->codeAppend("uv += uvIncX;");
            fsBuilder->codeAppendf("d += %s.x;", delta.fsIn());
            fsBuilder->codeAppendf("pls.windings[1] += %s(d, uv) ? %s : 0;", inQuadName.c_str(), 
                                   windings.fsIn());
            fsBuilder->codeAppend("uv += uvIncY;");
            fsBuilder->codeAppendf("d += %s.y;", delta.fsIn());
            fsBuilder->codeAppendf("pls.windings[2] += %s(d, uv) ? %s : 0;", inQuadName.c_str(), 
                                   windings.fsIn());
            fsBuilder->codeAppend("uv -= uvIncX;");
            fsBuilder->codeAppendf("d -= %s.x;", delta.fsIn());
            fsBuilder->codeAppendf("pls.windings[3] += %s(d, uv) ? %s : 0;", inQuadName.c_str(), 
                                   windings.fsIn());
        }
コード例 #3
0
ファイル: GrPLSPathRenderer.cpp プロジェクト: crabfang/skia
        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const PLSAATriangleEffect& te = args.fGP.cast<PLSAATriangleEffect>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            varyingHandler->emitAttributes(te);

            this->setupPosition(vsBuilder, gpArgs, te.inPosition()->fName);

            GrGLSLVertToFrag v1(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex1", &v1, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v1.vsOut(),
                                   te.inVertex1()->fName, 
                                   te.inVertex1()->fName);

            GrGLSLVertToFrag v2(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex2", &v2, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v2.vsOut(),
                                   te.inVertex2()->fName, 
                                   te.inVertex2()->fName);

            GrGLSLVertToFrag v3(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex3", &v3, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v3.vsOut(),
                                   te.inVertex3()->fName, 
                                   te.inVertex3()->fName);

            GrGLSLVertToFrag delta1(kVec2f_GrSLType);
            varyingHandler->addVarying("delta1", &delta1, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta1.vsOut(), v1.vsOut(), v2.vsOut(), v2.vsOut(), v1.vsOut());

            GrGLSLVertToFrag delta2(kVec2f_GrSLType);
            varyingHandler->addVarying("delta2", &delta2, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta2.vsOut(), v2.vsOut(), v3.vsOut(), v3.vsOut(), v2.vsOut());

            GrGLSLVertToFrag delta3(kVec2f_GrSLType);
            varyingHandler->addVarying("delta3", &delta3, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta3.vsOut(), v3.vsOut(), v1.vsOut(), v1.vsOut(), v3.vsOut());

            GrGLSLVertToFrag windings(kInt_GrSLType);
            varyingHandler->addFlatVarying("windings", &windings, kLow_GrSLPrecision);
            vsBuilder->codeAppendf("%s = %s;", 
                                   windings.vsOut(), te.inWindings()->fName);

            // emit transforms
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 te.inPosition()->fName, te.localMatrix(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
            SkAssertResult(fsBuilder->enableFeature(
                           GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature));
            SkAssertResult(fsBuilder->enableFeature(
                    GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL);
            // Compute four subsamples, each shifted a quarter pixel along x and y from 
            // gl_FragCoord. The oriented box positioning of the subsamples is of course not 
            // optimal, but it greatly simplifies the math and this simplification is necessary for
            // performance reasons.
            fsBuilder->codeAppendf("highp vec2 firstSample = %s.xy - vec2(0.25);", 
                                   fsBuilder->fragmentPosition());
            fsBuilder->codeAppendf("highp vec2 delta1 = %s;", delta1.fsIn());
            fsBuilder->codeAppendf("highp vec2 delta2 = %s;", delta2.fsIn());
            fsBuilder->codeAppendf("highp vec2 delta3 = %s;", delta3.fsIn());
            // Check whether first sample is inside the triangle by computing three dot products. If
            // all are < 0, we're inside. The first vector in each case is half of what it is
            // "supposed" to be, because we re-use them later as adjustment factors for which half
            // is the correct value, so we multiply the dots by two to compensate.
            fsBuilder->codeAppendf("highp float d1 = dot(delta1, (firstSample - %s).yx) * 2.0;", 
                                   v1.fsIn());
            fsBuilder->codeAppendf("highp float d2 = dot(delta2, (firstSample - %s).yx) * 2.0;", 
                                   v2.fsIn());
            fsBuilder->codeAppendf("highp float d3 = dot(delta3, (firstSample - %s).yx) * 2.0;", 
                                   v3.fsIn());
            fsBuilder->codeAppend("highp float dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[0] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            // for subsequent samples, we don't recalculate the entire dot product -- just adjust it
            // to the value it would have if we did recompute it.
            fsBuilder->codeAppend("d1 += delta1.x;");
            fsBuilder->codeAppend("d2 += delta2.x;");
            fsBuilder->codeAppend("d3 += delta3.x;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[1] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            fsBuilder->codeAppend("d1 += delta1.y;");
            fsBuilder->codeAppend("d2 += delta2.y;");
            fsBuilder->codeAppend("d3 += delta3.y;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[2] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            fsBuilder->codeAppend("d1 -= delta1.x;");
            fsBuilder->codeAppend("d2 -= delta2.x;");
            fsBuilder->codeAppend("d3 -= delta3.x;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[3] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
        }