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 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 #2
0
ファイル: GrBicubicEffect.cpp プロジェクト: jfzhang2/skia
void GrGLBicubicEffect::emitCode(EmitArgs& args) {
    const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain();

    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
    fCoefficientsUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                  kMat44f_GrSLType, kDefault_GrSLPrecision,
                                                  "Coefficients");
    fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                    kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                    "ImageIncrement");

    const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
    const char* coeff = uniformHandler->getUniformCStr(fCoefficientsUni);

    SkString cubicBlendName;

    static const GrGLSLShaderVar gCubicBlendArgs[] = {
        GrGLSLShaderVar("coefficients",  kMat44f_GrSLType),
        GrGLSLShaderVar("t",             kFloat_GrSLType),
        GrGLSLShaderVar("c0",            kVec4f_GrSLType),
        GrGLSLShaderVar("c1",            kVec4f_GrSLType),
        GrGLSLShaderVar("c2",            kVec4f_GrSLType),
        GrGLSLShaderVar("c3",            kVec4f_GrSLType),
    };
    GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
    SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
    fragBuilder->emitFunction(kVec4f_GrSLType,
                              "cubicBlend",
                              SK_ARRAY_COUNT(gCubicBlendArgs),
                              gCubicBlendArgs,
                              "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
                              "\tvec4 c = coefficients * ts;\n"
                              "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
                              &cubicBlendName);
    fragBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c_str(), imgInc);
    // We unnormalize the coord in order to determine our fractional offset (f) within the texel
    // We then snap coord to a texel center and renormalize. The snap prevents cases where the
    // starting coords are near a texel boundary and accumulations of imgInc would cause us to skip/
    // double hit a texel.
    fragBuilder->codeAppendf("\tcoord /= %s;\n", imgInc);
    fragBuilder->codeAppend("\tvec2 f = fract(coord);\n");
    fragBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc);
    fragBuilder->codeAppend("\tvec4 rowColors[4];\n");
    for (int y = 0; y < 4; ++y) {
        for (int x = 0; x < 4; ++x) {
            SkString coord;
            coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
            SkString sampleVar;
            sampleVar.printf("rowColors[%d]", x);
            fDomain.sampleTexture(fragBuilder,
                                  args.fUniformHandler,
                                  args.fGLSLCaps,
                                  domain,
                                  sampleVar.c_str(),
                                  coord,
                                  args.fSamplers[0]);
        }
        fragBuilder->codeAppendf(
            "\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n",
            y, cubicBlendName.c_str(), coeff);
    }
    SkString bicubicColor;
    bicubicColor.printf("%s(%s, f.y, s0, s1, s2, s3)", cubicBlendName.c_str(), coeff);
    fragBuilder->codeAppendf("\t%s = %s;\n",
                             args.fOutputColor, (GrGLSLExpr4(bicubicColor.c_str()) *
                                                 GrGLSLExpr4(args.fInputColor)).c_str());
}