示例#1
0
    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);
    }
示例#2
0
    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);
    }
示例#3
0
    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);
    }