Пример #1
0
void GLCircleEffect::emitCode(EmitArgs& args) {
    const CircleEffect& ce = args.fFp.cast<CircleEffect>();
    const char *circleName;
    // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.5)) for regular
    // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills.
    fCircleUniform = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                         kVec4f_GrSLType, kDefault_GrSLPrecision,
                                         "circle",
                                         &circleName);

    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();

    SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType());
    // TODO: Right now the distance to circle caclulation is performed in a space normalized to the
    // radius and then denormalized. This is to prevent overflow on devices that have a "real"
    // mediump. It'd be nice to only to this on mediump devices but we currently don't have the
    // caps here.
    if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) {
        fsBuilder->codeAppendf("\t\tfloat d = (length((%s.xy - %s.xy) * %s.w) - 1.0) * %s.z;\n",
                                circleName, fragmentPos, circleName, circleName);
    } else {
        fsBuilder->codeAppendf("\t\tfloat d = (1.0 - length((%s.xy - %s.xy) *  %s.w)) * %s.z;\n",
                               circleName, fragmentPos, circleName, circleName);
    }
    if (GrProcessorEdgeTypeIsAA(ce.getEdgeType())) {
        fsBuilder->codeAppend("\t\td = clamp(d, 0.0, 1.0);\n");
    } else {
        fsBuilder->codeAppend("\t\td = d > 0.5 ? 1.0 : 0.0;\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("d")).c_str());
}
Пример #2
0
void GLEllipseEffect::emitCode(EmitArgs& args) {
    const EllipseEffect& ee = args.fFp.cast<EllipseEffect>();
    const char *ellipseName;
    // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2)
    // The last two terms can underflow on mediump, so we use highp.
    fEllipseUniform = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                         kVec4f_GrSLType, kHigh_GrSLPrecision,
                                         "ellipse",
                                         &ellipseName);

    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();

    // d is the offset to the ellipse center
    fsBuilder->codeAppendf("\t\tvec2 d = %s.xy - %s.xy;\n", fragmentPos, ellipseName);
    fsBuilder->codeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName);
    // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1.
    fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n");
    // grad_dot is the squared length of the gradient of the implicit.
    fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n");
    // avoid calling inversesqrt on zero.
    fsBuilder->codeAppend("\t\tgrad_dot = max(grad_dot, 1.0e-4);\n");
    fsBuilder->codeAppendf("\t\tfloat approx_dist = implicit * inversesqrt(grad_dot);\n");

    switch (ee.getEdgeType()) {
        case kFillAA_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 - approx_dist, 0.0, 1.0);\n");
            break;
        case kInverseFillAA_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 + approx_dist, 0.0, 1.0);\n");
            break;
        case kFillBW_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = approx_dist > 0.0 ? 0.0 : 1.0;\n");
            break;
        case kInverseFillBW_GrProcessorEdgeType:
            fsBuilder->codeAppend("\t\tfloat alpha = approx_dist > 0.0 ? 1.0 : 0.0;\n");
            break;
        case kHairlineAA_GrProcessorEdgeType:
            SkFAIL("Hairline not expected here.");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Пример #3
0
void GLAARectEffect::emitCode(EmitArgs& args) {
    const AARectEffect& aare = args.fFp.cast<AARectEffect>();
    const char *rectName;
    // The rect uniform's xyzw refer to (left + 0.5, top + 0.5, right - 0.5, bottom - 0.5),
    // respectively.
    fRectUniform = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                       kVec4f_GrSLType,
                                       kDefault_GrSLPrecision,
                                       "rect",
                                       &rectName);

    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    if (GrProcessorEdgeTypeIsAA(aare.getEdgeType())) {
        // The amount of coverage removed in x and y by the edges is computed as a pair of negative
        // numbers, xSub and ySub.
        fsBuilder->codeAppend("\t\tfloat xSub, ySub;\n");
        fsBuilder->codeAppendf("\t\txSub = min(%s.x - %s.x, 0.0);\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\txSub += min(%s.z - %s.x, 0.0);\n", rectName, fragmentPos);
        fsBuilder->codeAppendf("\t\tySub = min(%s.y - %s.y, 0.0);\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\tySub += min(%s.w - %s.y, 0.0);\n", rectName, fragmentPos);
        // Now compute coverage in x and y and multiply them to get the fraction of the pixel
        // covered.
        fsBuilder->codeAppendf("\t\tfloat alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));\n");
    } else {
        fsBuilder->codeAppendf("\t\tfloat alpha = 1.0;\n");
        fsBuilder->codeAppendf("\t\talpha *= (%s.x - %s.x) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\talpha *= (%s.z - %s.x) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
        fsBuilder->codeAppendf("\t\talpha *= (%s.y - %s.y) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
        fsBuilder->codeAppendf("\t\talpha *= (%s.w - %s.y) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
    }

    if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
        fsBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
    }
    fsBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Пример #4
0
void GrGLConvexPolyEffect::emitCode(EmitArgs& args) {
    const GrConvexPolyEffect& cpe = args.fFp.cast<GrConvexPolyEffect>();

    const char *edgeArrayName;
    fEdgeUniform = args.fBuilder->addUniformArray(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec3f_GrSLType,
                                             kDefault_GrSLPrecision,
                                             "edges",
                                            cpe.getEdgeCount(),
                                            &edgeArrayName);
    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    fsBuilder->codeAppend("\t\tfloat alpha = 1.0;\n");
    fsBuilder->codeAppend("\t\tfloat edge;\n");
    const char* fragmentPos = fsBuilder->fragmentPosition();
    for (int i = 0; i < cpe.getEdgeCount(); ++i) {
        fsBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x, %s.y, 1));\n",
                               edgeArrayName, i, fragmentPos, fragmentPos);
        if (GrProcessorEdgeTypeIsAA(cpe.getEdgeType())) {
            fsBuilder->codeAppend("\t\tedge = clamp(edge, 0.0, 1.0);\n");
        } else {
            fsBuilder->codeAppend("\t\tedge = edge >= 0.5 ? 1.0 : 0.0;\n");
        }
        fsBuilder->codeAppend("\t\talpha *= edge;\n");
    }

    // Woe is me. See skbug.com/2149.
    if (kTegra2_GrGLRenderer == args.fBuilder->ctxInfo().renderer()) {
        fsBuilder->codeAppend("\t\tif (-1.0 == alpha) {\n\t\t\tdiscard;\n\t\t}\n");
    }

    if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
        fsBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
    }
    fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,
                           (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
Пример #5
0
void GLEllipticalRRectEffect::emitCode(GrGLFPBuilder* builder,
                                       const GrFragmentProcessor& effect,
                                       const char* outputColor,
                                       const char* inputColor,
                                       const TransformedCoordsArray&,
                                       const TextureSamplerArray& samplers) {
    const EllipticalRRectEffect& erre = effect.cast<EllipticalRRectEffect>();
    const char *rectName;
    // The inner rect is the rrect bounds inset by the x/y radii
    fInnerRectUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec4f_GrSLType, kDefault_GrSLPrecision,
                                            "innerRect",
                                            &rectName);

    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    // At each quarter-ellipse corner we compute a vector that is the offset of the fragment pos
    // to the ellipse center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radii > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
    fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
    switch (erre.getRRect().getType()) {
        case SkRRect::kSimple_Type: {
            const char *invRadiiXYSqdName;
            fInvRadiiSqdUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                      kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                      "invRadiiXY",
                                                      &invRadiiXYSqdName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            // Z is the x/y offsets divided by squared radii.
            fsBuilder->codeAppendf("\t\tvec2 Z = dxy * %s;\n", invRadiiXYSqdName);
            break;
        }
        case SkRRect::kNinePatch_Type: {
            const char *invRadiiLTRBSqdName;
            fInvRadiiSqdUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                      kVec4f_GrSLType, kDefault_GrSLPrecision,
                                                      "invRadiiLTRB",
                                                      &invRadiiLTRBSqdName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            // Z is the x/y offsets divided by squared radii. We only care about the (at most) one
            // corner where both the x and y offsets are positive, hence the maxes. (The inverse
            // squared radii will always be positive.)
            fsBuilder->codeAppendf("\t\tvec2 Z = max(max(dxy0 * %s.xy, dxy1 * %s.zw), 0.0);\n",
                                   invRadiiLTRBSqdName, invRadiiLTRBSqdName);
            break;
        }
        default:
            SkFAIL("RRect should always be simple or nine-patch.");
    }
    // implicit is the evaluation of (x/a)^2 + (y/b)^2 - 1.
    fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, dxy) - 1.0;\n");
    // grad_dot is the squared length of the gradient of the implicit.
    fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n");
    // avoid calling inversesqrt on zero.
    fsBuilder->codeAppend("\t\tgrad_dot = max(grad_dot, 1.0e-4);\n");
    fsBuilder->codeAppendf("\t\tfloat approx_dist = implicit * inversesqrt(grad_dot);\n");

    if (kFillAA_GrProcessorEdgeType == erre.getEdgeType()) {
        fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 - approx_dist, 0.0, 1.0);\n");
    } else {
        fsBuilder->codeAppend("\t\tfloat alpha = clamp(0.5 + approx_dist, 0.0, 1.0);\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}
Пример #6
0
void GLCircularRRectEffect::emitCode(GrGLFPBuilder* builder,
                                     const GrFragmentProcessor& fp,
                                     const char* outputColor,
                                     const char* inputColor,
                                     const TransformedCoordsArray&,
                                     const TextureSamplerArray& samplers) {
    const CircularRRectEffect& crre = fp.cast<CircularRRectEffect>();
    const char *rectName;
    const char *radiusPlusHalfName;
    // The inner rect is the rrect bounds inset by the radius. Its left, top, right, and bottom
    // edges correspond to components x, y, z, and w, respectively. When a side of the rrect has
    // only rectangular corners, that side's value corresponds to the rect edge's value outset by
    // half a pixel.
    fInnerRectUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec4f_GrSLType, kDefault_GrSLPrecision,
                                            "innerRect",
                                            &rectName);
    fRadiusPlusHalfUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                 kFloat_GrSLType, kDefault_GrSLPrecision,
                                                 "radiusPlusHalf",
                                                 &radiusPlusHalfName);

    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    const char* fragmentPos = fsBuilder->fragmentPosition();
    // At each quarter-circle corner we compute a vector that is the offset of the fragment position
    // from the circle center. The vector is pinned in x and y to be in the quarter-plane relevant
    // to that corner. This means that points near the interior near the rrect top edge will have
    // a vector that points straight up for both the TL left and TR corners. Computing an
    // alpha from this vector at either the TR or TL corner will give the correct result. Similarly,
    // fragments near the other three edges will get the correct AA. Fragments in the interior of
    // the rrect will have a (0,0) vector at all four corners. So long as the radius > 0.5 they will
    // correctly produce an alpha value of 1 at all four corners. We take the min of all the alphas.
    // The code below is a simplified version of the above that performs maxs on the vector
    // components before computing distances and alpha values so that only one distance computation
    // need be computed to determine the min alpha.
    //
    // For the cases where one half of the rrect is rectangular we drop one of the x or y
    // computations, compute a separate rect edge alpha for the rect side, and mul the two computed
    // alphas together.
    switch (crre.getCircularCornerFlags()) {
        case CircularRRectEffect::kAll_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(max(dxy0, dxy1), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat alpha = clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTopLeft_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(%s.xy - %s.xy, 0.0);\n",
                                   rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTopRight_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(vec2(%s.x - %s.z, %s.y - %s.y), 0.0);\n",
                                   fragmentPos, rectName, rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottomRight_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(%s.xy - %s.zw, 0.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottomLeft_CornerFlag:
            fsBuilder->codeAppendf("\t\tvec2 dxy = max(vec2(%s.x - %s.x, %s.y - %s.w), 0.0);\n",
                                   rectName, fragmentPos, fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kLeft_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat dy1 = %s.y - %s.w;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(dxy0.x, max(dxy0.y, dy1)), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat rightAlpha = clamp(%s.z - %s.x, 0.0, 1.0);\n",
                                    rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = rightAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kTop_CornerFlags:
            fsBuilder->codeAppendf("\t\tvec2 dxy0 = %s.xy - %s.xy;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat dx1 = %s.x - %s.z;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(max(dxy0.x, dx1), dxy0.y), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat bottomAlpha = clamp(%s.w - %s.y, 0.0, 1.0);\n",
                                   rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tfloat alpha = bottomAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kRight_CornerFlags:
            fsBuilder->codeAppendf("\t\tfloat dy0 = %s.y - %s.y;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(dxy1.x, max(dy0, dxy1.y)), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat leftAlpha = clamp(%s.x - %s.x, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = leftAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
        case CircularRRectEffect::kBottom_CornerFlags:
            fsBuilder->codeAppendf("\t\tfloat dx0 = %s.x - %s.x;\n", rectName, fragmentPos);
            fsBuilder->codeAppendf("\t\tvec2 dxy1 = %s.xy - %s.zw;\n", fragmentPos, rectName);
            fsBuilder->codeAppend("\t\tvec2 dxy = max(vec2(max(dx0, dxy1.x), dxy1.y), 0.0);\n");
            fsBuilder->codeAppendf("\t\tfloat topAlpha = clamp(%s.y - %s.y, 0.0, 1.0);\n",
                                   fragmentPos, rectName);
            fsBuilder->codeAppendf("\t\tfloat alpha = topAlpha * clamp(%s - length(dxy), 0.0, 1.0);\n",
                                   radiusPlusHalfName);
            break;
    }

    if (kInverseFillAA_GrProcessorEdgeType == crre.getEdgeType()) {
        fsBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
    }

    fsBuilder->codeAppendf("\t\t%s = %s;\n", outputColor,
                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("alpha")).c_str());
}