Index: src/gpu/effects/GrBezierEffect.cpp |
diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..c5a12c9849fec3c2fa573fc235d42c7c430057a5 |
--- /dev/null |
+++ b/src/gpu/effects/GrBezierEffect.cpp |
@@ -0,0 +1,417 @@ |
+/* |
+ * 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 "GrBezierEffect.h" |
+ |
+#include "gl/GrGLEffect.h" |
+#include "gl/GrGLSL.h" |
+#include "GrTBackendEffectFactory.h" |
+ |
+class GrGLConicEffect : public GrGLEffect { |
+public: |
+ GrGLConicEffect(const GrBackendEffectFactory&, const GrDrawEffect&); |
+ |
+ virtual void emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray&) SK_OVERRIDE; |
+ |
+ static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); |
+ |
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {} |
+ |
+private: |
+ GrBezierEdgeType fEdgeType; |
+ |
+ typedef GrGLEffect INHERITED; |
+}; |
+ |
+GrGLConicEffect::GrGLConicEffect(const GrBackendEffectFactory& factory, |
+ const GrDrawEffect& drawEffect) |
+ : INHERITED (factory) { |
+ const GrConicEffect& ce = drawEffect.castEffect<GrConicEffect>(); |
+ fEdgeType = ce.getEdgeType(); |
+} |
+ |
+void GrGLConicEffect::emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray& samplers) { |
+ const char *vsName, *fsName; |
+ |
+ builder->addVarying(kVec4f_GrSLType, "ConicCoeffs", |
+ &vsName, &fsName); |
+ const SkString* attr0Name = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str()); |
+ |
+ builder->fsCodeAppend("\t\tfloat edgeAlpha;\n"); |
+ |
+ switch (fEdgeType) { |
+ case kHairAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdx =\n" |
+ "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n", |
+ fsName, fsName, fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdy =\n" |
+ "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n", |
+ fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n"); |
+ builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName, |
+ fsName, fsName); |
+ builder->fsCodeAppend("\t\tfunc = abs(func);\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdx =\n" |
+ "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n", |
+ fsName, fsName, fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdy =\n" |
+ "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n", |
+ fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n"); |
+ builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName, |
+ fsName, fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillNoAA_GrBezierEdgeType: { |
+ builder->fsCodeAppendf("\t\tedgeAlpha = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName, |
+ fsName, fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n"); |
+ break; |
+ } |
+ } |
+ |
+ SkString modulate; |
+ GrGLSLModulatef<4>(&modulate, inputColor, "edgeAlpha"); |
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor, modulate.c_str()); |
+} |
+ |
+GrGLEffect::EffectKey GrGLConicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
+ const GrConicEffect& ce = drawEffect.castEffect<GrConicEffect>(); |
+ return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2; |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GrConicEffect::~GrConicEffect() {} |
+ |
+const GrBackendEffectFactory& GrConicEffect::getFactory() const { |
+ return GrTBackendEffectFactory<GrConicEffect>::getInstance(); |
+} |
+ |
+GrConicEffect::GrConicEffect(GrBezierEdgeType edgeType) : GrEffect() { |
+ this->addVertexAttrib(kVec4f_GrSLType); |
+ fEdgeType = edgeType; |
+} |
+ |
+bool GrConicEffect::onIsEqual(const GrEffect& other) const { |
+ const GrConicEffect& ce = CastEffect<GrConicEffect>(other); |
+ return (ce.fEdgeType == fEdgeType); |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GR_DEFINE_EFFECT_TEST(GrConicEffect); |
+ |
+GrEffectRef* GrConicEffect::TestCreate(SkMWCRandom* random, |
+ GrContext*, |
+ const GrDrawTargetCaps& caps, |
+ GrTexture*[]) { |
+ const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3)); |
+ return GrConicEffect::Create(edgeType, caps); |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+// Quad |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+class GrGLQuadEffect : public GrGLEffect { |
+public: |
+ GrGLQuadEffect(const GrBackendEffectFactory&, const GrDrawEffect&); |
+ |
+ virtual void emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray&) SK_OVERRIDE; |
+ |
+ static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); |
+ |
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {} |
+ |
+private: |
+ GrBezierEdgeType fEdgeType; |
+ |
+ typedef GrGLEffect INHERITED; |
+}; |
+ |
+GrGLQuadEffect::GrGLQuadEffect(const GrBackendEffectFactory& factory, |
+ const GrDrawEffect& drawEffect) |
+ : INHERITED (factory) { |
+ const GrQuadEffect& ce = drawEffect.castEffect<GrQuadEffect>(); |
+ fEdgeType = ce.getEdgeType(); |
+} |
+ |
+void GrGLQuadEffect::emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray& samplers) { |
+ const char *vsName, *fsName; |
+ |
+ const SkString* attrName = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ builder->fsCodeAppendf("\t\tfloat edgeAlpha;\n"); |
+ |
+ builder->addVarying(kVec4f_GrSLType, "HairQuadEdge", &vsName, &fsName); |
+ |
+ switch (fEdgeType) { |
+ case kHairAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n" |
+ "\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n", |
+ fsName, fsName); |
+ builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, |
+ fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n" |
+ "\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n", |
+ fsName, fsName); |
+ builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, |
+ fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha / sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillNoAA_GrBezierEdgeType: { |
+ builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, |
+ fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n"); |
+ break; |
+ } |
+ } |
+ |
+ SkString modulate; |
+ GrGLSLModulatef<4>(&modulate, inputColor, "edgeAlpha"); |
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor, modulate.c_str()); |
+ |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsName, attrName->c_str()); |
+} |
+ |
+GrGLEffect::EffectKey GrGLQuadEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
+ const GrQuadEffect& ce = drawEffect.castEffect<GrQuadEffect>(); |
+ return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2; |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GrQuadEffect::~GrQuadEffect() {} |
+ |
+const GrBackendEffectFactory& GrQuadEffect::getFactory() const { |
+ return GrTBackendEffectFactory<GrQuadEffect>::getInstance(); |
+} |
+ |
+GrQuadEffect::GrQuadEffect(GrBezierEdgeType edgeType) : GrEffect() { |
+ this->addVertexAttrib(kVec4f_GrSLType); |
+ fEdgeType = edgeType; |
+} |
+ |
+bool GrQuadEffect::onIsEqual(const GrEffect& other) const { |
+ const GrQuadEffect& ce = CastEffect<GrQuadEffect>(other); |
+ return (ce.fEdgeType == fEdgeType); |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GR_DEFINE_EFFECT_TEST(GrQuadEffect); |
+ |
+GrEffectRef* GrQuadEffect::TestCreate(SkMWCRandom* random, |
+ GrContext*, |
+ const GrDrawTargetCaps& caps, |
+ GrTexture*[]) { |
+ const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3)); |
+ return GrQuadEffect::Create(edgeType, caps); |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+// Cubic |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+class GrGLCubicEffect : public GrGLEffect { |
+public: |
+ GrGLCubicEffect(const GrBackendEffectFactory&, const GrDrawEffect&); |
+ |
+ virtual void emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray&) SK_OVERRIDE; |
+ |
+ static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); |
+ |
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {} |
+ |
+private: |
+ GrBezierEdgeType fEdgeType; |
+ |
+ typedef GrGLEffect INHERITED; |
+}; |
+ |
+GrGLCubicEffect::GrGLCubicEffect(const GrBackendEffectFactory& factory, |
+ const GrDrawEffect& drawEffect) |
+ : INHERITED (factory) { |
+ const GrCubicEffect& ce = drawEffect.castEffect<GrCubicEffect>(); |
+ fEdgeType = ce.getEdgeType(); |
+} |
+ |
+void GrGLCubicEffect::emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray& samplers) { |
+ const char *vsName, *fsName; |
+ |
+ builder->addVarying(kVec4f_GrSLType, "CubicCoeffs", |
+ &vsName, &fsName); |
+ const SkString* attr0Name = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str()); |
+ |
+ builder->fsCodeAppend("\t\tfloat edgeAlpha;\n"); |
+ |
+ switch (fEdgeType) { |
+ case kHairAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdx =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdy =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n"); |
+ builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n", |
+ fsName, fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tfunc = abs(func);\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillAA_GrBezierEdgeType: { |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdx =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdy =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n"); |
+ builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n", |
+ fsName, fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ break; |
+ } |
+ case kFillNoAA_GrBezierEdgeType: { |
+ builder->fsCodeAppendf("\t\tedgeAlpha = %s.x*%s.x*%s.x - %s.y*%s.z;\n", |
+ fsName, fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n"); |
+ break; |
+ } |
+ } |
+ |
+ SkString modulate; |
+ GrGLSLModulatef<4>(&modulate, inputColor, "edgeAlpha"); |
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor, modulate.c_str()); |
+} |
+ |
+GrGLEffect::EffectKey GrGLCubicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
+ const GrCubicEffect& ce = drawEffect.castEffect<GrCubicEffect>(); |
+ return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2; |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GrCubicEffect::~GrCubicEffect() {} |
+ |
+const GrBackendEffectFactory& GrCubicEffect::getFactory() const { |
+ return GrTBackendEffectFactory<GrCubicEffect>::getInstance(); |
+} |
+ |
+GrCubicEffect::GrCubicEffect(GrBezierEdgeType edgeType) : GrEffect() { |
+ this->addVertexAttrib(kVec4f_GrSLType); |
+ fEdgeType = edgeType; |
+} |
+ |
+bool GrCubicEffect::onIsEqual(const GrEffect& other) const { |
+ const GrCubicEffect& ce = CastEffect<GrCubicEffect>(other); |
+ return (ce.fEdgeType == fEdgeType); |
+} |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+GR_DEFINE_EFFECT_TEST(GrCubicEffect); |
+ |
+GrEffectRef* GrCubicEffect::TestCreate(SkMWCRandom* random, |
+ GrContext*, |
+ const GrDrawTargetCaps& caps, |
+ GrTexture*[]) { |
+ const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3)); |
+ return GrCubicEffect::Create(edgeType, caps); |
+} |