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". GrGLFragmentBuilder* 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); }
virtual void emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor&, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) override { // Using highp for GLES here in order to avoid some precision issues on specific GPUs. GrGLShaderVar tmpVar("tmpColor", kVec4f_GrSLType, 0, kHigh_GrSLPrecision); SkString tmpDecl; tmpVar.appendDecl(builder->ctxInfo(), &tmpDecl); GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); fsBuilder->codeAppendf("%s;", tmpDecl.c_str()); fsBuilder->codeAppendf("%s = ", tmpVar.c_str()); fsBuilder->appendTextureLookup(samplers[0], coords[0].c_str(), coords[0].getType()); fsBuilder->codeAppend(";"); if (GrConfigConversionEffect::kNone_PMConversion == fPMConversion) { SkASSERT(fSwapRedAndBlue); fsBuilder->codeAppendf("%s = %s.bgra;", outputColor, tmpVar.c_str()); } else { const char* swiz = fSwapRedAndBlue ? "bgr" : "rgb"; switch (fPMConversion) { case GrConfigConversionEffect::kMulByAlpha_RoundUp_PMConversion: fsBuilder->codeAppendf( "%s = vec4(ceil(%s.%s * %s.a * 255.0) / 255.0, %s.a);", tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str()); break; case GrConfigConversionEffect::kMulByAlpha_RoundDown_PMConversion: // Add a compensation(0.001) here to avoid the side effect of the floor operation. // In Intel GPUs, the integer value converted from floor(%s.r * 255.0) / 255.0 // is less than the integer value converted from %s.r by 1 when the %s.r is // converted from the integer value 2^n, such as 1, 2, 4, 8, etc. fsBuilder->codeAppendf( "%s = vec4(floor(%s.%s * %s.a * 255.0 + 0.001) / 255.0, %s.a);", tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str()); break; case GrConfigConversionEffect::kDivByAlpha_RoundUp_PMConversion: fsBuilder->codeAppendf( "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(ceil(%s.%s / %s.a * 255.0) / 255.0, %s.a);", tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str()); break; case GrConfigConversionEffect::kDivByAlpha_RoundDown_PMConversion: fsBuilder->codeAppendf( "%s = %s.a <= 0.0 ? vec4(0,0,0,0) : vec4(floor(%s.%s / %s.a * 255.0) / 255.0, %s.a);", tmpVar.c_str(), tmpVar.c_str(), tmpVar.c_str(), swiz, tmpVar.c_str(), tmpVar.c_str()); break; default: SkFAIL("Unknown conversion op."); break; } fsBuilder->codeAppendf("%s = %s;", outputColor, tmpVar.c_str()); } SkString modulate; GrGLSLMulVarBy4f(&modulate, outputColor, inputColor); fsBuilder->codeAppend(modulate.c_str()); }
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"); fBoundsVar = builder->addUniform( GrGLProgramBuilder::kFragment_Visibility | GrGLProgramBuilder::kVertex_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "Bounds"); GrGLFragmentBuilder* 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)); const char* bounds = builder->getUniformCStr(fBoundsVar); fsBuilder->codeAppendf("\t\tvec2 delta = (coord - %s.xy) * %s.zw;\n", bounds, bounds); fsBuilder->codeAppendf("\t\tdelta = min(delta, vec2(1.0, 1.0) - delta);\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()); }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>(); GrGLGPBuilder* pb = args.fPB; GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(cte); GrGLVertToFrag v(kVec2f_GrSLType); pb->addVarying("TextureCoords", &v); // this is only used with text, so our texture bounds always match the glyph atlas if (cte.maskFormat() == kA8_GrMaskFormat) { vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(), cte.inTextureCoords()->fName); } else { vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(), cte.inTextureCoords()->fName); } // Setup pass through color if (!cte.colorIgnored()) { if (cte.hasVertexColor()) { pb->addPassThroughAttribute(cte.inColor(), args.fOutputColor); } else { this->setupUniformColor(pb, args.fOutputColor, &fColorUniform); } } // Setup position this->setupPosition(pb, gpArgs, cte.inPosition()->fName); // emit transforms this->emitTransforms(args.fPB, gpArgs->fPositionVar, cte.inPosition()->fName, cte.localMatrix(), args.fTransformsIn, args.fTransformsOut); GrGLFragmentBuilder* fsBuilder = pb->getFragmentShaderBuilder(); if (cte.maskFormat() == kARGB_GrMaskFormat) { fsBuilder->codeAppendf("%s = ", args.fOutputColor); fsBuilder->appendTextureLookupAndModulate(args.fOutputColor, args.fSamplers[0], v.fsIn(), kVec2f_GrSLType); fsBuilder->codeAppend(";"); fsBuilder->codeAppendf("%s = vec4(1);", args.fOutputCoverage); } else { fsBuilder->codeAppendf("%s = ", args.fOutputCoverage); fsBuilder->appendTextureLookup(args.fSamplers[0], v.fsIn(), kVec2f_GrSLType); fsBuilder->codeAppend(";"); } }
void GrGLConvolutionEffect::emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor&, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) { fImageIncrementUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "ImageIncrement"); if (this->useBounds()) { fBoundsUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "Bounds"); } fKernelUni = builder->addUniformArray(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "Kernel", this->width()); GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); SkString coords2D = fsBuilder->ensureFSCoords2D(coords, 0); fsBuilder->codeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor); int width = this->width(); const GrGLShaderVar& kernel = builder->getUniformVariable(fKernelUni); const char* imgInc = builder->getUniformCStr(fImageIncrementUni); fsBuilder->codeAppendf("\t\tvec2 coord = %s - %d.0 * %s;\n", coords2D.c_str(), fRadius, imgInc); // Manually unroll loop because some drivers don't; yields 20-30% speedup. for (int i = 0; i < width; i++) { SkString index; SkString kernelIndex; index.appendS32(i); kernel.appendArrayAccess(index.c_str(), &kernelIndex); fsBuilder->codeAppendf("\t\t%s += ", outputColor); fsBuilder->appendTextureLookup(samplers[0], "coord"); if (this->useBounds()) { const char* bounds = builder->getUniformCStr(fBoundsUni); const char* component = this->direction() == Gr1DKernelEffect::kY_Direction ? "y" : "x"; fsBuilder->codeAppendf(" * float(coord.%s >= %s.x && coord.%s <= %s.y)", component, bounds, component, bounds); } fsBuilder->codeAppendf(" * %s;\n", kernelIndex.c_str()); fsBuilder->codeAppendf("\t\tcoord += %s;\n", imgInc); } SkString modulate; GrGLSLMulVarBy4f(&modulate, outputColor, inputColor); fsBuilder->codeAppend(modulate.c_str()); }
void emitCode(EmitArgs& args) override { GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); fsBuilder->codeAppend("vec4 bgColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], args.fCoords[0].c_str(), args.fCoords[0].getType()); fsBuilder->codeAppendf(";"); const char* dstColor = "bgColor"; fKUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "k"); const char* kUni = args.fBuilder->getUniformCStr(fKUni); add_arithmetic_code(fsBuilder, args.fInputColor, dstColor, args.fOutputColor, kUni, fEnforcePMColor); }
void emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor& fp, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) override { GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); // add uniforms const char* lightDirUniName = NULL; fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, kDefault_GrSLPrecision, "LightDir", &lightDirUniName); const char* lightColorUniName = NULL; fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "LightColor", &lightColorUniName); const char* ambientColorUniName = NULL; fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "AmbientColor", &ambientColorUniName); fpb->codeAppend("vec4 diffuseColor = "); fpb->appendTextureLookupAndModulate(inputColor, samplers[0], coords[0].c_str(), coords[0].getType()); fpb->codeAppend(";"); fpb->codeAppend("vec4 normalColor = "); fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].getType()); fpb->codeAppend(";"); fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));"); fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); fpb->codeAppend("float NdotL = dot(normal, lightDir);"); // diffuse light fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName); // ambient light fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputColor); }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldLCDTextGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldLCDTextGeoProc>(); GrGLGPBuilder* pb = args.fPB; GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(dfTexEffect); // setup pass through color if (!dfTexEffect.colorIgnored()) { this->setupUniformColor(pb, args.fOutputColor, &fColorUniform); } // Setup position this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEffect.viewMatrix(), &fViewMatrixUniform); // emit transforms this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName, args.fTransformsIn, args.fTransformsOut); // set up varyings bool isUniformScale = SkToBool(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask); GrGLVertToFrag recipScale(kFloat_GrSLType); GrGLVertToFrag st(kVec2f_GrSLType); args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision); vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName); GrGLVertToFrag uv(kVec2f_GrSLType); args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision); // this is only used with text, so our texture bounds always match the glyph atlas vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName); // add frag shader code GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); SkAssertResult(fsBuilder->enableFeature( GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); // create LCD offset adjusted by inverse of transform // Use highp to work around aliasing issues fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, pb->ctxInfo().standard())); fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, pb->ctxInfo().standard())); if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { fsBuilder->codeAppend("float delta = -" GR_FONT_ATLAS_LCD_DELTA ";\n"); } else { fsBuilder->codeAppend("float delta = " GR_FONT_ATLAS_LCD_DELTA ";\n"); } if (isUniformScale) { fsBuilder->codeAppendf("float dy = abs(dFdy(%s.y));", st.fsIn()); fsBuilder->codeAppend("vec2 offset = vec2(dy*delta, 0.0);"); } else { fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn()); fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); fsBuilder->codeAppend("vec2 offset = delta*Jdx;"); } // green is distance to uv center fsBuilder->codeAppend("\tvec4 texColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], "uv", kVec2f_GrSLType); fsBuilder->codeAppend(";\n"); fsBuilder->codeAppend("\tvec3 distance;\n"); fsBuilder->codeAppend("\tdistance.y = texColor.r;\n"); // red is distance to left offset fsBuilder->codeAppend("\tvec2 uv_adjusted = uv - offset;\n"); fsBuilder->codeAppend("\ttexColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_GrSLType); fsBuilder->codeAppend(";\n"); fsBuilder->codeAppend("\tdistance.x = texColor.r;\n"); // blue is distance to right offset fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n"); fsBuilder->codeAppend("\ttexColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_GrSLType); fsBuilder->codeAppend(";\n"); fsBuilder->codeAppend("\tdistance.z = texColor.r;\n"); fsBuilder->codeAppend("\tdistance = " "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"));"); // adjust width based on gamma const char* distanceAdjustUniName = NULL; fDistanceAdjustUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, kDefault_GrSLPrecision, "DistanceAdjust", &distanceAdjustUniName); fsBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName); // To be strictly correct, we should compute the anti-aliasing factor separately // for each color component. However, this is only important when using perspective // transformations, and even then using a single factor seems like a reasonable // trade-off between quality and speed. fsBuilder->codeAppend("float afwidth;"); if (isUniformScale) { // For uniform scale, we adjust for the effect of the transformation on the distance // by using the length of the gradient of the texture coordinates. We use st coordinates // to ensure we're mapping 1:1 from texel space to pixel space. // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*dy;"); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance.r), dFdy(distance.r));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); fsBuilder->codeAppend("} else {"); fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); fsBuilder->codeAppend("}"); fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } fsBuilder->codeAppend( "vec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);"); fsBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage); }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldA8TextGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldA8TextGeoProc>(); GrGLGPBuilder* pb = args.fPB; GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); SkAssertResult(fsBuilder->enableFeature( GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(dfTexEffect); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust based on gamma const char* distanceAdjustUniName = NULL; // width, height, 1/(3*width) fDistanceAdjustUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "DistanceAdjust", &distanceAdjustUniName); #endif // Setup pass through color if (!dfTexEffect.colorIgnored()) { if (dfTexEffect.hasVertexColor()) { pb->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor); } else { this->setupUniformColor(pb, args.fOutputColor, &fColorUniform); } } // Setup position this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEffect.viewMatrix(), &fViewMatrixUniform); // emit transforms this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName, args.fTransformsIn, args.fTransformsOut); // add varyings GrGLVertToFrag recipScale(kFloat_GrSLType); GrGLVertToFrag st(kVec2f_GrSLType); bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag); args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision); vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName); GrGLVertToFrag uv(kVec2f_GrSLType); args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision); // this is only used with text, so our texture bounds always match the glyph atlas vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName); // Use highp to work around aliasing issues fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, pb->ctxInfo().standard())); fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); fsBuilder->codeAppend("\tfloat texColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], "uv", kVec2f_GrSLType); fsBuilder->codeAppend(".r;\n"); fsBuilder->codeAppend("\tfloat distance = " SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust width based on gamma fsBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName); #endif fsBuilder->codeAppend("float afwidth;"); if (isSimilarity) { // For uniform scale, we adjust for the effect of the transformation on the distance // by using the length of the gradient of the texture coordinates. We use st coordinates // to ensure we're mapping 1:1 from texel space to pixel space. // this gives us a smooth step across approximately one fragment // we use y to work around a Mali400 bug in the x direction fsBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(%s.y));", st.fsIn()); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(distance));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); fsBuilder->codeAppend("} else {"); fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); fsBuilder->codeAppend("}"); fsBuilder->codeAppendf("vec2 Jdx = dFdx(%s);", st.fsIn()); fsBuilder->codeAppendf("vec2 Jdy = dFdy(%s);", st.fsIn()); fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);"); fsBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage); }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldPathGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldPathGeoProc>(); GrGLGPBuilder* pb = args.fPB; GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); SkAssertResult(fsBuilder->enableFeature( GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(dfTexEffect); GrGLVertToFrag v(kVec2f_GrSLType); args.fPB->addVarying("TextureCoords", &v, kHigh_GrSLPrecision); // setup pass through color if (!dfTexEffect.colorIgnored()) { if (dfTexEffect.hasVertexColor()) { pb->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor); } else { this->setupUniformColor(pb, args.fOutputColor, &fColorUniform); } } vsBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoords()->fName); // Setup position this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEffect.viewMatrix(), &fViewMatrixUniform); // emit transforms this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName, args.fTransformsIn, args.fTransformsOut); const char* textureSizeUniName = NULL; fTextureSizeUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "TextureSize", &textureSizeUniName); // Use highp to work around aliasing issues fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, pb->ctxInfo().standard())); fsBuilder->codeAppendf("vec2 uv = %s;", v.fsIn()); fsBuilder->codeAppend("float texColor = "); fsBuilder->appendTextureLookup(args.fSamplers[0], "uv", kVec2f_GrSLType); fsBuilder->codeAppend(".r;"); fsBuilder->codeAppend("float distance = " SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision, pb->ctxInfo().standard())); fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); fsBuilder->codeAppend("float afwidth;"); if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { // For uniform scale, we adjust for the effect of the transformation on the distance // by using the length of the gradient of the texture coordinates. We use st coordinates // to ensure we're mapping 1:1 from texel space to pixel space. // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(st.y));"); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fsBuilder->codeAppend("vec2 dist_grad = vec2(dFdx(distance), dFdy(distance));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fsBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);"); fsBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fsBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);"); fsBuilder->codeAppend("} else {"); fsBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);"); fsBuilder->codeAppend("}"); fsBuilder->codeAppend("vec2 Jdx = dFdx(st);"); fsBuilder->codeAppend("vec2 Jdy = dFdy(st);"); fsBuilder->codeAppend("vec2 grad = vec2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fsBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } fsBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);"); fsBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage); }
void GrGLPerlinNoise::emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor&, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) { sk_ignore_unused_variable(inputColor); GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); SkString vCoords = fsBuilder->ensureFSCoords2D(coords, 0); fBaseFrequencyUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "baseFrequency"); const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni); fAlphaUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "alpha"); const char* alphaUni = builder->getUniformCStr(fAlphaUni); const char* stitchDataUni = NULL; if (fStitchTiles) { fStitchDataUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "stitchData"); stitchDataUni = builder->getUniformCStr(fStitchDataUni); } // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8 const char* chanCoordR = "0.125"; const char* chanCoordG = "0.375"; const char* chanCoordB = "0.625"; const char* chanCoordA = "0.875"; const char* chanCoord = "chanCoord"; const char* stitchData = "stitchData"; const char* ratio = "ratio"; const char* noiseVec = "noiseVec"; const char* noiseSmooth = "noiseSmooth"; const char* floorVal = "floorVal"; const char* fractVal = "fractVal"; const char* uv = "uv"; const char* ab = "ab"; const char* latticeIdx = "latticeIdx"; const char* bcoords = "bcoords"; const char* lattice = "lattice"; const char* inc8bit = "0.00390625"; // 1.0 / 256.0 // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a // [-1,1] vector and perform a dot product between that vector and the provided vector. const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);"; // Add noise function static const GrGLShaderVar gPerlinNoiseArgs[] = { GrGLShaderVar(chanCoord, kFloat_GrSLType), GrGLShaderVar(noiseVec, kVec2f_GrSLType) }; static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { GrGLShaderVar(chanCoord, kFloat_GrSLType), GrGLShaderVar(noiseVec, kVec2f_GrSLType), GrGLShaderVar(stitchData, kVec2f_GrSLType) }; SkString noiseCode; noiseCode.appendf("\tvec4 %s;\n", floorVal); noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec); noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal); noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec); // smooth curve : t * t * (3 - 2 * t) noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);", noiseSmooth, fractVal, fractVal, fractVal); // Adjust frequencies if we're stitching tiles if (fStitchTiles) { noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }", floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }", floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }", floorVal, stitchData, floorVal, stitchData); noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }", floorVal, stitchData, floorVal, stitchData); } // Get texture coordinates and normalize noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n", floorVal, floorVal); // Get permutation for x { SkString xCoords(""); xCoords.appendf("vec2(%s.x, 0.5)", floorVal); noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx); fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); noiseCode.append(".r;"); } // Get permutation for x + 1 { SkString xCoords(""); xCoords.appendf("vec2(%s.z, 0.5)", floorVal); noiseCode.appendf("\n\t%s.y = ", latticeIdx); fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType); noiseCode.append(".r;"); } #if defined(SK_BUILD_FOR_ANDROID) // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3). // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725 // (or 0.484368 here). The following rounding operation prevents these precision issues from // affecting the result of the noise by making sure that we only have multiples of 1/255. // (Note that 1/255 is about 0.003921569, which is the value used here). noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);", latticeIdx, latticeIdx); #endif // Get (x,y) coordinates with the permutated x noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal); noiseCode.appendf("\n\n\tvec2 %s;", uv); // Compute u, at offset (0,0) { SkString latticeCoords(""); latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord); noiseCode.appendf("\n\tvec4 %s = ", lattice); fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), kVec2f_GrSLType); noiseCode.appendf(".bgra;\n\t%s.x = ", uv); noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); } noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal); // Compute v, at offset (-1,0) { SkString latticeCoords(""); latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord); noiseCode.append("\n\tlattice = "); fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), kVec2f_GrSLType); noiseCode.appendf(".bgra;\n\t%s.y = ", uv); noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); } // Compute 'a' as a linear interpolation of 'u' and 'v' noiseCode.appendf("\n\tvec2 %s;", ab); noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal); // Compute v, at offset (-1,-1) { SkString latticeCoords(""); latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord); noiseCode.append("\n\tlattice = "); fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), kVec2f_GrSLType); noiseCode.appendf(".bgra;\n\t%s.y = ", uv); noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); } noiseCode.appendf("\n\t%s.x += 1.0;", fractVal); // Compute u, at offset (0,-1) { SkString latticeCoords(""); latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord); noiseCode.append("\n\tlattice = "); fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), kVec2f_GrSLType); noiseCode.appendf(".bgra;\n\t%s.x = ", uv); noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal); } // Compute 'b' as a linear interpolation of 'u' and 'v' noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); // Compute the noise as a linear interpolation of 'a' and 'b' noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth); SkString noiseFuncName; if (fStitchTiles) { fsBuilder->emitFunction(kFloat_GrSLType, "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); } else { fsBuilder->emitFunction(kFloat_GrSLType, "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); } // There are rounding errors if the floor operation is not performed here fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;", noiseVec, vCoords.c_str(), baseFrequencyUni); // Clear the color accumulator fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", outputColor); if (fStitchTiles) { // Set up TurbulenceInitial stitch values. fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni); } fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio); // Loop over all octaves fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves); fsBuilder->codeAppendf("\n\t\t\t%s += ", outputColor); if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { fsBuilder->codeAppend("abs("); } if (fStitchTiles) { fsBuilder->codeAppendf( "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s)," "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))", noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData, noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData, noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData, noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData); } else { fsBuilder->codeAppendf( "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s)," "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))", noiseFuncName.c_str(), chanCoordR, noiseVec, noiseFuncName.c_str(), chanCoordG, noiseVec, noiseFuncName.c_str(), chanCoordB, noiseVec, noiseFuncName.c_str(), chanCoordA, noiseVec); } if (fType != SkPerlinNoiseShader::kFractalNoise_Type) { fsBuilder->codeAppendf(")"); // end of "abs(" } fsBuilder->codeAppendf(" * %s;", ratio); fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); fsBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio); if (fStitchTiles) { fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); } fsBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves if (fType == SkPerlinNoiseShader::kFractalNoise_Type) { // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 // by fractalNoise and (turbulenceFunctionResult) by turbulence. fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor); } fsBuilder->codeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni); // Clamp values fsBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor); // Pre-multiply the result fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", outputColor, outputColor, outputColor, outputColor); }
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. GrGLFragmentBuilder* 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"); }
void GrGLMorphologyEffect::emitCode(EmitArgs& args) { fPixelSizeUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "PixelSize"); const char* pixelSizeInc = args.fBuilder->getUniformCStr(fPixelSizeUni); fRangeUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "Range"); const char* range = args.fBuilder->getUniformCStr(fRangeUni); GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); SkString coords2D = fsBuilder->ensureFSCoords2D(args.fCoords, 0); const char* func; switch (fType) { case GrMorphologyEffect::kErode_MorphologyType: fsBuilder->codeAppendf("\t\t%s = vec4(1, 1, 1, 1);\n", args.fOutputColor); func = "min"; break; case GrMorphologyEffect::kDilate_MorphologyType: fsBuilder->codeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", args.fOutputColor); 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, ", args.fOutputColor, func, args.fOutputColor); fsBuilder->appendTextureLookup(args.fSamplers[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, args.fOutputColor, args.fInputColor); fsBuilder->codeAppend(modulate.c_str()); }