blob: 1e454a00010b8856ffbf17e009923551e33bf35a [file] [log] [blame]
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrDistanceFieldGeoProc.h"
#include "GrFontAtlasSizes.h"
#include "GrInvariantOutput.h"
#include "GrTexture.h"
#include "SkDistanceFieldGen.h"
#include "gl/GrGLProcessor.h"
#include "gl/GrGLSL.h"
#include "gl/GrGLTexture.h"
#include "gl/GrGLGeometryProcessor.h"
#include "gl/builders/GrGLProgramBuilder.h"
// Assuming a radius of a little less than the diagonal of the fragment
#define SK_DistanceFieldAAFactor "0.65"
class GrGLDistanceFieldA8TextGeoProc : public GrGLGeometryProcessor {
public:
GrGLDistanceFieldA8TextGeoProc(const GrGeometryProcessor&,
const GrBatchTracker&)
: fColor(GrColor_ILLEGAL)
#ifdef SK_GAMMA_APPLY_TO_A8
, fDistanceAdjust(-1.0f)
#endif
{}
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());
// 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);
}
virtual void setData(const GrGLProgramDataManager& pdman,
const GrPrimitiveProcessor& proc,
const GrBatchTracker& bt) override {
#ifdef SK_GAMMA_APPLY_TO_A8
const GrDistanceFieldA8TextGeoProc& dfTexEffect = proc.cast<GrDistanceFieldA8TextGeoProc>();
float distanceAdjust = dfTexEffect.getDistanceAdjust();
if (distanceAdjust != fDistanceAdjust) {
pdman.set1f(fDistanceAdjustUni, distanceAdjust);
fDistanceAdjust = distanceAdjust;
}
#endif
const GrDistanceFieldA8TextGeoProc& dfa8gp = proc.cast<GrDistanceFieldA8TextGeoProc>();
this->setUniformViewMatrix(pdman, dfa8gp.viewMatrix());
if (dfa8gp.color() != fColor && !dfa8gp.hasVertexColor()) {
GrGLfloat c[4];
GrColorToRGBAFloat(dfa8gp.color(), c);
pdman.set4fv(fColorUniform, 1, c);
fColor = dfa8gp.color();
}
}
static inline void GenKey(const GrGeometryProcessor& gp,
const GrBatchTracker& bt,
const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const GrDistanceFieldA8TextGeoProc& dfTexEffect = gp.cast<GrDistanceFieldA8TextGeoProc>();
uint32_t key = dfTexEffect.getFlags();
key |= dfTexEffect.hasVertexColor() << 16;
key |= dfTexEffect.colorIgnored() << 17;
key |= ComputePosKey(dfTexEffect.viewMatrix()) << 25;
b->add32(key);
}
private:
GrColor fColor;
UniformHandle fColorUniform;
#ifdef SK_GAMMA_APPLY_TO_A8
float fDistanceAdjust;
UniformHandle fDistanceAdjustUni;
#endif
typedef GrGLGeometryProcessor INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
GrDistanceFieldA8TextGeoProc::GrDistanceFieldA8TextGeoProc(GrColor color,
const SkMatrix& viewMatrix,
GrTexture* texture,
const GrTextureParams& params,
#ifdef SK_GAMMA_APPLY_TO_A8
float distanceAdjust,
#endif
uint32_t flags,
bool usesLocalCoords)
: fColor(color)
, fViewMatrix(viewMatrix)
, fTextureAccess(texture, params)
#ifdef SK_GAMMA_APPLY_TO_A8
, fDistanceAdjust(distanceAdjust)
#endif
, fFlags(flags & kNonLCD_DistanceFieldEffectMask)
, fInColor(NULL)
, fUsesLocalCoords(usesLocalCoords) {
SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask));
this->initClassID<GrDistanceFieldA8TextGeoProc>();
fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType));
if (flags & kColorAttr_DistanceFieldEffectFlag) {
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
}
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
kVec2s_GrVertexAttribType));
this->addTextureAccess(&fTextureAccess);
}
void GrDistanceFieldA8TextGeoProc::getGLProcessorKey(const GrBatchTracker& bt,
const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const {
GrGLDistanceFieldA8TextGeoProc::GenKey(*this, bt, caps, b);
}
GrGLPrimitiveProcessor*
GrDistanceFieldA8TextGeoProc::createGLInstance(const GrBatchTracker& bt,
const GrGLSLCaps&) const {
return SkNEW_ARGS(GrGLDistanceFieldA8TextGeoProc, (*this, bt));
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldA8TextGeoProc);
GrGeometryProcessor* GrDistanceFieldA8TextGeoProc::TestCreate(SkRandom* random,
GrContext*,
const GrCaps&,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx :
GrProcessorUnitTest::kAlphaTextureIdx;
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
SkShader::kMirror_TileMode,
};
SkShader::TileMode tileModes[] = {
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
GrTextureParams::kNone_FilterMode);
return GrDistanceFieldA8TextGeoProc::Create(GrRandomColor(random),
GrTest::TestMatrix(random),
textures[texIdx], params,
#ifdef SK_GAMMA_APPLY_TO_A8
random->nextF(),
#endif
random->nextBool() ?
kSimilarity_DistanceFieldEffectFlag : 0,
random->nextBool());
}
///////////////////////////////////////////////////////////////////////////////
class GrGLDistanceFieldPathGeoProc : public GrGLGeometryProcessor {
public:
GrGLDistanceFieldPathGeoProc(const GrGeometryProcessor&,
const GrBatchTracker&)
: fColor(GrColor_ILLEGAL), fTextureSize(SkISize::Make(-1, -1)) {}
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());
// 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);
}
virtual void setData(const GrGLProgramDataManager& pdman,
const GrPrimitiveProcessor& proc,
const GrBatchTracker& bt) override {
SkASSERT(fTextureSizeUni.isValid());
GrTexture* texture = proc.texture(0);
if (texture->width() != fTextureSize.width() ||
texture->height() != fTextureSize.height()) {
fTextureSize = SkISize::Make(texture->width(), texture->height());
pdman.set2f(fTextureSizeUni,
SkIntToScalar(fTextureSize.width()),
SkIntToScalar(fTextureSize.height()));
}
const GrDistanceFieldPathGeoProc& dfpgp = proc.cast<GrDistanceFieldPathGeoProc>();
this->setUniformViewMatrix(pdman, dfpgp.viewMatrix());
if (dfpgp.color() != fColor) {
GrGLfloat c[4];
GrColorToRGBAFloat(dfpgp.color(), c);
pdman.set4fv(fColorUniform, 1, c);
fColor = dfpgp.color();
}
}
static inline void GenKey(const GrGeometryProcessor& gp,
const GrBatchTracker& bt,
const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const GrDistanceFieldPathGeoProc& dfTexEffect = gp.cast<GrDistanceFieldPathGeoProc>();
uint32_t key = dfTexEffect.getFlags();
key |= dfTexEffect.colorIgnored() << 16;
key |= dfTexEffect.hasVertexColor() << 17;
key |= ComputePosKey(dfTexEffect.viewMatrix()) << 25;
b->add32(key);
}
private:
UniformHandle fColorUniform;
UniformHandle fTextureSizeUni;
GrColor fColor;
SkISize fTextureSize;
typedef GrGLGeometryProcessor INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
GrDistanceFieldPathGeoProc::GrDistanceFieldPathGeoProc(
GrColor color,
const SkMatrix& viewMatrix,
GrTexture* texture,
const GrTextureParams& params,
uint32_t flags,
bool usesLocalCoords)
: fColor(color)
, fViewMatrix(viewMatrix)
, fTextureAccess(texture, params)
, fFlags(flags & kNonLCD_DistanceFieldEffectMask)
, fInColor(NULL)
, fUsesLocalCoords(usesLocalCoords) {
SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask));
this->initClassID<GrDistanceFieldPathGeoProc>();
fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType));
if (flags & kColorAttr_DistanceFieldEffectFlag) {
fInColor = &this->addVertexAttrib(Attribute("inColor", kVec4ub_GrVertexAttribType));
}
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
kVec2f_GrVertexAttribType));
this->addTextureAccess(&fTextureAccess);
}
void GrDistanceFieldPathGeoProc::getGLProcessorKey(const GrBatchTracker& bt,
const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const {
GrGLDistanceFieldPathGeoProc::GenKey(*this, bt, caps, b);
}
GrGLPrimitiveProcessor*
GrDistanceFieldPathGeoProc::createGLInstance(const GrBatchTracker& bt, const GrGLSLCaps&) const {
return SkNEW_ARGS(GrGLDistanceFieldPathGeoProc, (*this, bt));
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldPathGeoProc);
GrGeometryProcessor* GrDistanceFieldPathGeoProc::TestCreate(SkRandom* random,
GrContext*,
const GrCaps&,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx
: GrProcessorUnitTest::kAlphaTextureIdx;
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
SkShader::kMirror_TileMode,
};
SkShader::TileMode tileModes[] = {
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode
: GrTextureParams::kNone_FilterMode);
return GrDistanceFieldPathGeoProc::Create(GrRandomColor(random),
GrTest::TestMatrix(random),
textures[texIdx],
params,
random->nextBool() ?
kSimilarity_DistanceFieldEffectFlag : 0,
random->nextBool());
}
///////////////////////////////////////////////////////////////////////////////
class GrGLDistanceFieldLCDTextGeoProc : public GrGLGeometryProcessor {
public:
GrGLDistanceFieldLCDTextGeoProc(const GrGeometryProcessor&, const GrBatchTracker&)
: fColor(GrColor_ILLEGAL) {
fDistanceAdjust = GrDistanceFieldLCDTextGeoProc::DistanceAdjust::Make(1.0f, 1.0f, 1.0f);
}
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());
// 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);
}
virtual void setData(const GrGLProgramDataManager& pdman,
const GrPrimitiveProcessor& processor,
const GrBatchTracker& bt) override {
SkASSERT(fDistanceAdjustUni.isValid());
const GrDistanceFieldLCDTextGeoProc& dfTexEffect =
processor.cast<GrDistanceFieldLCDTextGeoProc>();
GrDistanceFieldLCDTextGeoProc::DistanceAdjust wa = dfTexEffect.getDistanceAdjust();
if (wa != fDistanceAdjust) {
pdman.set3f(fDistanceAdjustUni,
wa.fR,
wa.fG,
wa.fB);
fDistanceAdjust = wa;
}
this->setUniformViewMatrix(pdman, dfTexEffect.viewMatrix());
if (dfTexEffect.color() != fColor) {
GrGLfloat c[4];
GrColorToRGBAFloat(dfTexEffect.color(), c);
pdman.set4fv(fColorUniform, 1, c);
fColor = dfTexEffect.color();
}
}
static inline void GenKey(const GrGeometryProcessor& gp,
const GrBatchTracker& bt,
const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const GrDistanceFieldLCDTextGeoProc& dfTexEffect = gp.cast<GrDistanceFieldLCDTextGeoProc>();
uint32_t key = dfTexEffect.getFlags();
key |= dfTexEffect.colorIgnored() << 16;
key |= ComputePosKey(dfTexEffect.viewMatrix()) << 25;
b->add32(key);
}
private:
GrColor fColor;
UniformHandle fColorUniform;
GrDistanceFieldLCDTextGeoProc::DistanceAdjust fDistanceAdjust;
UniformHandle fDistanceAdjustUni;
typedef GrGLGeometryProcessor INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
GrDistanceFieldLCDTextGeoProc::GrDistanceFieldLCDTextGeoProc(
GrColor color, const SkMatrix& viewMatrix,
GrTexture* texture, const GrTextureParams& params,
DistanceAdjust distanceAdjust,
uint32_t flags, bool usesLocalCoords)
: fColor(color)
, fViewMatrix(viewMatrix)
, fTextureAccess(texture, params)
, fDistanceAdjust(distanceAdjust)
, fFlags(flags & kLCD_DistanceFieldEffectMask)
, fUsesLocalCoords(usesLocalCoords) {
SkASSERT(!(flags & ~kLCD_DistanceFieldEffectMask) && (flags & kUseLCD_DistanceFieldEffectFlag));
this->initClassID<GrDistanceFieldLCDTextGeoProc>();
fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType));
fInTextureCoords = &this->addVertexAttrib(Attribute("inTextureCoords",
kVec2s_GrVertexAttribType));
this->addTextureAccess(&fTextureAccess);
}
void GrDistanceFieldLCDTextGeoProc::getGLProcessorKey(const GrBatchTracker& bt,
const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const {
GrGLDistanceFieldLCDTextGeoProc::GenKey(*this, bt, caps, b);
}
GrGLPrimitiveProcessor*
GrDistanceFieldLCDTextGeoProc::createGLInstance(const GrBatchTracker& bt,
const GrGLSLCaps&) const {
return SkNEW_ARGS(GrGLDistanceFieldLCDTextGeoProc, (*this, bt));
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldLCDTextGeoProc);
GrGeometryProcessor* GrDistanceFieldLCDTextGeoProc::TestCreate(SkRandom* random,
GrContext*,
const GrCaps&,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx :
GrProcessorUnitTest::kAlphaTextureIdx;
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
SkShader::kMirror_TileMode,
};
SkShader::TileMode tileModes[] = {
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))],
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
GrTextureParams::kNone_FilterMode);
DistanceAdjust wa = { 0.0f, 0.1f, -0.1f };
uint32_t flags = kUseLCD_DistanceFieldEffectFlag;
flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0;
flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0;
return GrDistanceFieldLCDTextGeoProc::Create(GrRandomColor(random),
GrTest::TestMatrix(random),
textures[texIdx], params,
wa,
flags,
random->nextBool());
}