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); GrGLSLPPFragmentBuilder* 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()); }