void emitCode(EmitArgs& args) override { GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fMatrixHandle = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kMat44f_GrSLType, kDefault_GrSLPrecision, "ColorMatrix"); fVectorHandle = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "ColorMatrixVector"); if (nullptr == args.fInputColor) { // could optimize this case, but we aren't for now. args.fInputColor = "vec4(1)"; } GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; // The max() is to guard against 0 / 0 during unpremul when the incoming color is // transparent black. fragBuilder->codeAppendf("\tfloat nonZeroAlpha = max(%s.a, 0.00001);\n", args.fInputColor); fragBuilder->codeAppendf("\t%s = %s * vec4(%s.rgb / nonZeroAlpha, nonZeroAlpha) + %s;\n", args.fOutputColor, uniformHandler->getUniformCStr(fMatrixHandle), args.fInputColor, uniformHandler->getUniformCStr(fVectorHandle)); fragBuilder->codeAppendf("\t%s = clamp(%s, 0.0, 1.0);\n", args.fOutputColor, args.fOutputColor); fragBuilder->codeAppendf("\t%s.rgb *= %s.a;\n", args.fOutputColor, args.fOutputColor); }
void GrGLConvolutionEffect::emitCode(EmitArgs& args) { const GrConvolutionEffect& ce = args.fFp.cast<GrConvolutionEffect>(); GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "ImageIncrement"); if (ce.useBounds()) { fBoundsUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "Bounds"); } int width = Gr1DKernelEffect::WidthFromRadius(ce.radius()); fKernelUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "Kernel", width); GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); fragBuilder->codeAppendf("%s = vec4(0, 0, 0, 0);", args.fOutputColor); const GrGLSLShaderVar& kernel = uniformHandler->getUniformVariable(fKernelUni); const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni); fragBuilder->codeAppendf("vec2 coord = %s - %d.0 * %s;", coords2D.c_str(), ce.radius(), 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); if (ce.useBounds()) { // We used to compute a bool indicating whether we're in bounds or not, cast it to a // float, and then mul weight*texture_sample by the float. However, the Adreno 430 seems // to have a bug that caused corruption. const char* bounds = uniformHandler->getUniformCStr(fBoundsUni); const char* component = ce.direction() == Gr1DKernelEffect::kY_Direction ? "y" : "x"; fragBuilder->codeAppendf("if (coord.%s >= %s.x && coord.%s <= %s.y) {", component, bounds, component, bounds); } fragBuilder->codeAppendf("\t\t%s += ", args.fOutputColor); fragBuilder->appendTextureLookup(args.fSamplers[0], "coord"); fragBuilder->codeAppendf(" * %s;\n", kernelIndex.c_str()); if (ce.useBounds()) { fragBuilder->codeAppend("}"); } fragBuilder->codeAppendf("\t\tcoord += %s;\n", imgInc); } SkString modulate; GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor); fragBuilder->codeAppend(modulate.c_str()); }
void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) { if (nullptr == args.fInputColor) { args.fInputColor = "vec4(1)"; } GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fColorCubeSizeUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "Size"); const char* colorCubeSizeUni = uniformHandler->getUniformCStr(fColorCubeSizeUni); fColorCubeInvSizeUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "InvSize"); const char* colorCubeInvSizeUni = uniformHandler->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". GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; // Unpremultiply color fragBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, args.fInputColor); fragBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n", unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlpha); // Fit input color into the cube. fragBuilder->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. fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n", cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n", cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); // Apply the cube. fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor); fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords1); fragBuilder->codeAppend(".bgr, "); fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords2); // Premultiply color by alpha. Note that the input alpha is not modified by this shader. fragBuilder->codeAppendf(".bgr, fract(%s.b)) * vec3(%s), %s.a);\n", cubeIdx, nonZeroAlpha, args.fInputColor); }
void GrGLMagnifierEffect::emitCode(EmitArgs& args) { GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fOffsetVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "Offset"); fInvZoomVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "InvZoom"); fInvInsetVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "InvInset"); fBoundsVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType, kDefault_GrSLPrecision, "Bounds"); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); fragBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str()); fragBuilder->codeAppendf("\t\tvec2 zoom_coord = %s + %s * %s;\n", uniformHandler->getUniformCStr(fOffsetVar), coords2D.c_str(), uniformHandler->getUniformCStr(fInvZoomVar)); const char* bounds = uniformHandler->getUniformCStr(fBoundsVar); fragBuilder->codeAppendf("\t\tvec2 delta = (coord - %s.xy) * %s.zw;\n", bounds, bounds); fragBuilder->codeAppendf("\t\tdelta = min(delta, vec2(1.0, 1.0) - delta);\n"); fragBuilder->codeAppendf("\t\tdelta = delta * %s;\n", uniformHandler->getUniformCStr(fInvInsetVar)); fragBuilder->codeAppend("\t\tfloat weight = 0.0;\n"); fragBuilder->codeAppend("\t\tif (delta.s < 2.0 && delta.t < 2.0) {\n"); fragBuilder->codeAppend("\t\t\tdelta = vec2(2.0, 2.0) - delta;\n"); fragBuilder->codeAppend("\t\t\tfloat dist = length(delta);\n"); fragBuilder->codeAppend("\t\t\tdist = max(2.0 - dist, 0.0);\n"); fragBuilder->codeAppend("\t\t\tweight = min(dist * dist, 1.0);\n"); fragBuilder->codeAppend("\t\t} else {\n"); fragBuilder->codeAppend("\t\t\tvec2 delta_squared = delta * delta;\n"); fragBuilder->codeAppend("\t\t\tweight = min(min(delta_squared.x, delta_squared.y), 1.0);\n"); fragBuilder->codeAppend("\t\t}\n"); fragBuilder->codeAppend("\t\tvec2 mix_coord = mix(coord, zoom_coord, weight);\n"); fragBuilder->codeAppend("\t\tvec4 output_color = "); fragBuilder->appendTextureLookup(args.fTexSamplers[0], "mix_coord"); fragBuilder->codeAppend(";\n"); fragBuilder->codeAppendf("\t\t%s = output_color;", args.fOutputColor); SkString modulate; GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor); fragBuilder->codeAppend(modulate.c_str()); }
void GrGLAlphaThresholdFragmentProcessor::emitCode(EmitArgs& args) { GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fInnerThresholdVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "inner_threshold"); fOuterThresholdVar = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "outer_threshold"); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); SkString maskCoords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 1); fragBuilder->codeAppendf("vec2 coord = %s;", coords2D.c_str()); fragBuilder->codeAppendf("vec2 mask_coord = %s;", maskCoords2D.c_str()); fragBuilder->codeAppend("vec4 input_color = "); fragBuilder->appendTextureLookup(args.fTexSamplers[0], "coord"); fragBuilder->codeAppend(";"); fragBuilder->codeAppend("vec4 mask_color = "); fragBuilder->appendTextureLookup(args.fTexSamplers[1], "mask_coord"); fragBuilder->codeAppend(";"); fragBuilder->codeAppendf("float inner_thresh = %s;", uniformHandler->getUniformCStr(fInnerThresholdVar)); fragBuilder->codeAppendf("float outer_thresh = %s;", uniformHandler->getUniformCStr(fOuterThresholdVar)); fragBuilder->codeAppend("float mask = mask_color.a;"); fragBuilder->codeAppend("vec4 color = input_color;"); fragBuilder->codeAppend("if (mask < 0.5) {" "if (color.a > outer_thresh) {" "float scale = outer_thresh / color.a;" "color.rgb *= scale;" "color.a = outer_thresh;" "}" "} else if (color.a < inner_thresh) {" "float scale = inner_thresh / max(0.001, color.a);" "color.rgb *= scale;" "color.a = inner_thresh;" "}"); fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr4("color")).c_str()); }
void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) const { const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType(); if (samplerType == kSampler2DRect_GrSLType) { if (varyingType == kVec2f_GrSLType) { out->appendf("%s(%s, textureSize(%s) * %s)", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName); } else { out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName, coordName); } } else { out->appendf("%s(%s, %s)", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName); } // This refers to any swizzling we may need to get from some backend internal format to the // format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will // be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba". const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.config()); if (configSwizzle != GrSwizzle::RGBA()) { out->appendf(".%s", configSwizzle.c_str()); } }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { const PLSFinishEffect& fe = args.fGP.cast<PLSFinishEffect>(); GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fUseEvenOdd = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kLow_GrSLPrecision, "useEvenOdd"); const char* useEvenOdd = uniformHandler->getUniformCStr(fUseEvenOdd); varyingHandler->emitAttributes(fe); this->setupPosition(vsBuilder, gpArgs, fe.inPosition()->fName); this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, fe.inPosition()->fName, fe.localMatrix(), args.fTransformsIn, args.fTransformsOut); GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder; SkAssertResult(fsBuilder->enableFeature( GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature)); fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL); fsBuilder->codeAppend("float coverage;"); fsBuilder->codeAppendf("if (%s != 0.0) {", useEvenOdd); fsBuilder->codeAppend("coverage = float(abs(pls.windings[0]) % 2) * 0.25;"); fsBuilder->codeAppend("coverage += float(abs(pls.windings[1]) % 2) * 0.25;"); fsBuilder->codeAppend("coverage += float(abs(pls.windings[2]) % 2) * 0.25;"); fsBuilder->codeAppend("coverage += float(abs(pls.windings[3]) % 2) * 0.25;"); fsBuilder->codeAppend("} else {"); fsBuilder->codeAppend("coverage = pls.windings[0] != 0 ? 0.25 : 0.0;"); fsBuilder->codeAppend("coverage += pls.windings[1] != 0 ? 0.25 : 0.0;"); fsBuilder->codeAppend("coverage += pls.windings[2] != 0 ? 0.25 : 0.0;"); fsBuilder->codeAppend("coverage += pls.windings[3] != 0 ? 0.25 : 0.0;"); fsBuilder->codeAppend("}"); if (!fe.colorIgnored()) { this->setupUniformColor(fsBuilder, uniformHandler, args.fOutputColor, &fColorUniform); } fsBuilder->codeAppendf("%s = vec4(coverage);", args.fOutputCoverage); fsBuilder->codeAppendf("%s = vec4(1.0, 0.0, 1.0, 1.0);", args.fOutputColor); }
void GrGLMorphologyEffect::emitCode(EmitArgs& args) { const GrMorphologyEffect& me = args.fFp.cast<GrMorphologyEffect>(); GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fPixelSizeUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "PixelSize"); const char* pixelSizeInc = uniformHandler->getUniformCStr(fPixelSizeUni); fRangeUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "Range"); const char* range = uniformHandler->getUniformCStr(fRangeUni); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); const char* func; switch (me.type()) { case GrMorphologyEffect::kErode_MorphologyType: fragBuilder->codeAppendf("\t\t%s = vec4(1, 1, 1, 1);\n", args.fOutputColor); func = "min"; break; case GrMorphologyEffect::kDilate_MorphologyType: fragBuilder->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 (me.direction()) { case Gr1DKernelEffect::kX_Direction: dir = "x"; break; case Gr1DKernelEffect::kY_Direction: dir = "y"; break; default: SkFAIL("Unknown filter direction."); dir = ""; // suppress warning } int width = GrMorphologyEffect::WidthFromRadius(me.radius()); // vec2 coord = coord2D; fragBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str()); // coord.x -= radius * pixelSize; fragBuilder->codeAppendf("\t\tcoord.%s -= %d.0 * %s; \n", dir, me.radius(), pixelSizeInc); if (me.useRange()) { // highBound = min(highBound, coord.x + (width-1) * pixelSize); fragBuilder->codeAppendf("\t\tfloat highBound = min(%s.y, coord.%s + %f * %s);", range, dir, float(width - 1), pixelSizeInc); // coord.x = max(lowBound, coord.x); fragBuilder->codeAppendf("\t\tcoord.%s = max(%s.x, coord.%s);", dir, range, dir); } fragBuilder->codeAppendf("\t\tfor (int i = 0; i < %d; i++) {\n", width); fragBuilder->codeAppendf("\t\t\t%s = %s(%s, ", args.fOutputColor, func, args.fOutputColor); fragBuilder->appendTextureLookup(args.fTexSamplers[0], "coord"); fragBuilder->codeAppend(");\n"); // coord.x += pixelSize; fragBuilder->codeAppendf("\t\t\tcoord.%s += %s;\n", dir, pixelSizeInc); if (me.useRange()) { // coord.x = min(highBound, coord.x); fragBuilder->codeAppendf("\t\t\tcoord.%s = min(highBound, coord.%s);", dir, dir); } fragBuilder->codeAppend("\t\t}\n"); SkString modulate; GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor); fragBuilder->codeAppend(modulate.c_str()); }
void GrGLPerlinNoise::emitCode(EmitArgs& args) { const GrPerlinNoiseEffect& pne = args.fFp.cast<GrPerlinNoiseEffect>(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "baseFrequency"); const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); const char* stitchDataUni = nullptr; if (pne.stitchTiles()) { fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "stitchData"); stitchDataUni = uniformHandler->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 GrGLSLShaderVar gPerlinNoiseArgs[] = { GrGLSLShaderVar(chanCoord, kFloat_GrSLType), GrGLSLShaderVar(noiseVec, kVec2f_GrSLType) }; static const GrGLSLShaderVar gPerlinNoiseStitchArgs[] = { GrGLSLShaderVar(chanCoord, kFloat_GrSLType), GrGLSLShaderVar(noiseVec, kVec2f_GrSLType), GrGLSLShaderVar(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 (pne.stitchTiles()) { 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); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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 = "); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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 = "); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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 = "); fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[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 (pne.stitchTiles()) { fragBuilder->emitFunction(kFloat_GrSLType, "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); } else { fragBuilder->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 fragBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;", noiseVec, vCoords.c_str(), baseFrequencyUni); // Clear the color accumulator fragBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", args.fOutputColor); if (pne.stitchTiles()) { // Set up TurbulenceInitial stitch values. fragBuilder->codeAppendf("vec2 %s = %s;", stitchData, stitchDataUni); } fragBuilder->codeAppendf("float %s = 1.0;", ratio); // Loop over all octaves fragBuilder->codeAppendf("for (int octave = 0; octave < %d; ++octave) {", pne.numOctaves()); fragBuilder->codeAppendf("%s += ", args.fOutputColor); if (pne.type() != SkPerlinNoiseShader::kFractalNoise_Type) { fragBuilder->codeAppend("abs("); } if (pne.stitchTiles()) { fragBuilder->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 { fragBuilder->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 (pne.type() != SkPerlinNoiseShader::kFractalNoise_Type) { fragBuilder->codeAppendf(")"); // end of "abs(" } fragBuilder->codeAppendf(" * %s;", ratio); fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec); fragBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio); if (pne.stitchTiles()) { fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData); } fragBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves if (pne.type() == SkPerlinNoiseShader::kFractalNoise_Type) { // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2 // by fractalNoise and (turbulenceFunctionResult) by turbulence. fragBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", args.fOutputColor,args.fOutputColor); } // Clamp values fragBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor); // Pre-multiply the result fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n", args.fOutputColor, args.fOutputColor, args.fOutputColor, args.fOutputColor); }
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), }; GrGLSLFPFragmentBuilder* 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.fTexSamplers[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()); }
void GrGLBicubicEffect::emitCode(EmitArgs& args) { const GrBicubicEffect& bicubicEffect = args.fFp.cast<GrBicubicEffect>(); GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, "ImageIncrement"); const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni); fColorSpaceHelper.emitCode(uniformHandler, bicubicEffect.colorSpaceXform()); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); /* * Filter weights come from Don Mitchell & Arun Netravali's 'Reconstruction Filters in Computer * Graphics', ACM SIGGRAPH Computer Graphics 22, 4 (Aug. 1988). * ACM DL: http://dl.acm.org/citation.cfm?id=378514 * Free : http://www.cs.utexas.edu/users/fussell/courses/cs384g/lectures/mitchell/Mitchell.pdf * * The authors define a family of cubic filters with two free parameters (B and C): * * { (12 - 9B - 6C)|x|^3 + (-18 + 12B + 6C)|x|^2 + (6 - 2B) if |x| < 1 * k(x) = 1/6 { (-B - 6C)|x|^3 + (6B + 30C)|x|^2 + (-12B - 48C)|x| + (8B + 24C) if 1 <= |x| < 2 * { 0 otherwise * * Various well-known cubic splines can be generated, and the authors select (1/3, 1/3) as their * favorite overall spline - this is now commonly known as the Mitchell filter, and is the * source of the specific weights below. * * This is GLSL, so the matrix is column-major (transposed from standard matrix notation). */ fragBuilder->codeAppend("mat4 kMitchellCoefficients = mat4(" " 1.0 / 18.0, 16.0 / 18.0, 1.0 / 18.0, 0.0 / 18.0," "-9.0 / 18.0, 0.0 / 18.0, 9.0 / 18.0, 0.0 / 18.0," "15.0 / 18.0, -36.0 / 18.0, 27.0 / 18.0, -6.0 / 18.0," "-7.0 / 18.0, 21.0 / 18.0, -21.0 / 18.0, 7.0 / 18.0);"); fragBuilder->codeAppendf("vec2 coord = %s - %s * vec2(0.5);", 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("coord /= %s;", imgInc); fragBuilder->codeAppend("vec2 f = fract(coord);"); fragBuilder->codeAppendf("coord = (coord - f + vec2(0.5)) * %s;", imgInc); fragBuilder->codeAppend("vec4 wx = kMitchellCoefficients * vec4(1.0, f.x, f.x * f.x, f.x * f.x * f.x);"); fragBuilder->codeAppend("vec4 wy = kMitchellCoefficients * vec4(1.0, f.y, f.y * f.y, f.y * f.y * f.y);"); fragBuilder->codeAppend("vec4 rowColors[4];"); 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.fShaderCaps, bicubicEffect.domain(), sampleVar.c_str(), coord, args.fTexSamplers[0]); } fragBuilder->codeAppendf( "vec4 s%d = wx.x * rowColors[0] + wx.y * rowColors[1] + wx.z * rowColors[2] + wx.w * rowColors[3];", y); } SkString bicubicColor("(wy.x * s0 + wy.y * s1 + wy.z * s2 + wy.w * s3)"); if (fColorSpaceHelper.isValid()) { SkString xformedColor; fragBuilder->appendColorGamutXform(&xformedColor, bicubicColor.c_str(), &fColorSpaceHelper); bicubicColor.swap(xformedColor); } fragBuilder->codeAppendf("%s = %s * %s;", args.fOutputColor, bicubicColor.c_str(), args.fInputColor); }
void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) { const GrMatrixConvolutionEffect& mce = args.fFp.cast<GrMatrixConvolutionEffect>(); const GrTextureDomain& domain = mce.domain(); int kWidth = mce.kernelSize().width(); int kHeight = mce.kernelSize().height(); int arrayCount = (kWidth * kHeight + 3) / 4; SkASSERT(4 * arrayCount >= kWidth * kHeight); GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf2_GrSLType, "ImageIncrement"); fKernelUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag, kHalf4_GrSLType, "Kernel", arrayCount); fKernelOffsetUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf2_GrSLType, "KernelOffset"); fGainUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf_GrSLType, "Gain"); fBiasUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf_GrSLType, "Bias"); const char* kernelOffset = uniformHandler->getUniformCStr(fKernelOffsetUni); const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni); const char* kernel = uniformHandler->getUniformCStr(fKernelUni); const char* gain = uniformHandler->getUniformCStr(fGainUni); const char* bias = uniformHandler->getUniformCStr(fBiasUni); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]); fragBuilder->codeAppend("half4 sum = half4(0, 0, 0, 0);"); fragBuilder->codeAppendf("float2 coord = %s - %s * %s;", coords2D.c_str(), kernelOffset, imgInc); fragBuilder->codeAppend("half4 c;"); const char* kVecSuffix[4] = { ".x", ".y", ".z", ".w" }; for (int y = 0; y < kHeight; y++) { for (int x = 0; x < kWidth; x++) { GrGLSLShaderBuilder::ShaderBlock block(fragBuilder); int offset = y*kWidth + x; fragBuilder->codeAppendf("half k = %s[%d]%s;", kernel, offset / 4, kVecSuffix[offset & 0x3]); SkString coord; coord.printf("coord + half2(%d, %d) * %s", x, y, imgInc); fDomain.sampleTexture(fragBuilder, uniformHandler, args.fShaderCaps, domain, "c", coord, args.fTexSamplers[0]); if (!mce.convolveAlpha()) { fragBuilder->codeAppend("c.rgb /= c.a;"); fragBuilder->codeAppend("c.rgb = clamp(c.rgb, 0.0, 1.0);"); } fragBuilder->codeAppend("sum += c * k;"); } } if (mce.convolveAlpha()) { fragBuilder->codeAppendf("%s = sum * %s + %s;", args.fOutputColor, gain, bias); fragBuilder->codeAppendf("%s.a = clamp(%s.a, 0, 1);", args.fOutputColor, args.fOutputColor); fragBuilder->codeAppendf("%s.rgb = clamp(%s.rgb, 0.0, %s.a);", args.fOutputColor, args.fOutputColor, args.fOutputColor); } else { fDomain.sampleTexture(fragBuilder, uniformHandler, args.fShaderCaps, domain, "c", coords2D, args.fTexSamplers[0]); fragBuilder->codeAppendf("%s.a = c.a;", args.fOutputColor); fragBuilder->codeAppendf("%s.rgb = clamp(sum.rgb * %s + %s, 0, 1);", args.fOutputColor, gain, bias); fragBuilder->codeAppendf("%s.rgb *= %s.a;", args.fOutputColor, args.fOutputColor); } fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor); }
void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) { const GrTextureDomain& domain = args.fFp.cast<GrMatrixConvolutionEffect>().domain(); GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "ImageIncrement"); fKernelUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "Kernel", fKernelSize.width() * fKernelSize.height()); fKernelOffsetUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kVec2f_GrSLType, kDefault_GrSLPrecision, "KernelOffset"); fGainUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "Gain"); fBiasUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, kFloat_GrSLType, kDefault_GrSLPrecision, "Bias"); const char* kernelOffset = uniformHandler->getUniformCStr(fKernelOffsetUni); const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni); const char* kernel = uniformHandler->getUniformCStr(fKernelUni); const char* gain = uniformHandler->getUniformCStr(fGainUni); const char* bias = uniformHandler->getUniformCStr(fBiasUni); int kWidth = fKernelSize.width(); int kHeight = fKernelSize.height(); GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0); fragBuilder->codeAppend("vec4 sum = vec4(0, 0, 0, 0);"); fragBuilder->codeAppendf("vec2 coord = %s - %s * %s;", coords2D.c_str(), kernelOffset, imgInc); fragBuilder->codeAppend("vec4 c;"); for (int y = 0; y < kHeight; y++) { for (int x = 0; x < kWidth; x++) { GrGLSLShaderBuilder::ShaderBlock block(fragBuilder); fragBuilder->codeAppendf("float k = %s[%d * %d + %d];", kernel, y, kWidth, x); SkString coord; coord.printf("coord + vec2(%d, %d) * %s", x, y, imgInc); fDomain.sampleTexture(fragBuilder, uniformHandler, args.fGLSLCaps, domain, "c", coord, args.fSamplers[0]); if (!fConvolveAlpha) { fragBuilder->codeAppend("c.rgb /= c.a;"); fragBuilder->codeAppend("c.rgb = clamp(c.rgb, 0.0, 1.0);"); } fragBuilder->codeAppend("sum += c * k;"); } } if (fConvolveAlpha) { fragBuilder->codeAppendf("%s = sum * %s + %s;", args.fOutputColor, gain, bias); fragBuilder->codeAppendf("%s.rgb = clamp(%s.rgb, 0.0, %s.a);", args.fOutputColor, args.fOutputColor, args.fOutputColor); } else { fDomain.sampleTexture(fragBuilder, uniformHandler, args.fGLSLCaps, domain, "c", coords2D, args.fSamplers[0]); fragBuilder->codeAppendf("%s.a = c.a;", args.fOutputColor); fragBuilder->codeAppendf("%s.rgb = sum.rgb * %s + %s;", args.fOutputColor, gain, bias); fragBuilder->codeAppendf("%s.rgb *= %s.a;", args.fOutputColor, args.fOutputColor); } SkString modulate; GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor); fragBuilder->codeAppend(modulate.c_str()); }