/* * 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 "src/core/SkDistanceFieldGen.h" #include "src/gpu/GrCaps.h" #include "src/gpu/GrShaderCaps.h" #include "src/gpu/GrTexture.h" #include "src/gpu/effects/GrAtlasedShaderHelpers.h" #include "src/gpu/effects/GrDistanceFieldGeoProc.h" #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" #include "src/gpu/glsl/GrGLSLGeometryProcessor.h" #include "src/gpu/glsl/GrGLSLProgramDataManager.h" #include "src/gpu/glsl/GrGLSLUniformHandler.h" #include "src/gpu/glsl/GrGLSLVarying.h" #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" // Assuming a radius of a little less than the diagonal of the fragment #define SK_DistanceFieldAAFactor "0.65" class GrGLDistanceFieldA8TextGeoProc : public GrGLSLGeometryProcessor { public: GrGLDistanceFieldA8TextGeoProc() = default; void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldA8TextGeoProc& dfTexEffect = args.fGeomProc.cast(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfTexEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "AtlasDimensionsInv", &atlasDimensionsInvName); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust based on gamma const char* distanceAdjustUniName = nullptr; // width, height, 1/(3*width) fDistanceAdjustUni = uniformHandler->addUniform(nullptr, kFragment_GrShaderFlag, kHalf_GrSLType, "DistanceAdjust", &distanceAdjustUniName); #endif // Setup pass through color fragBuilder->codeAppendf("half4 %s;\n", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor); // Setup position gpArgs->fPositionVar = dfTexEffect.inPosition().asShaderVar(); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, gpArgs->fPositionVar, dfTexEffect.localMatrix(), &fLocalMatrixUniform); // add varyings GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfTexEffect.numTextureSamplers(), dfTexEffect.inTextureCoords().name(), atlasDimensionsInvName, &uv, &texIdx, &st); bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag); bool isGammaCorrect = SkToBool(dfTexEffect.getFlags() & kGammaCorrect_DistanceFieldEffectFlag); bool isAliased = SkToBool(dfTexEffect.getFlags() & kAliased_DistanceFieldEffectFlag); // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;\n", uv.fsIn()); fragBuilder->codeAppend("half4 texColor;"); append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(), texIdx, "uv", "texColor"); fragBuilder->codeAppend("half distance = " SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");"); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust width based on gamma fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName); #endif fragBuilder->codeAppend("half 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 t coordinate in the y direction. // 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 if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdx(%s.x)));", st.fsIn()); } } else if (isSimilarity) { // For similarity transform, we adjust 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. // We use the y gradient because there is a bug in the Mali 400 in the x direction. // this gives us a smooth step across approximately one fragment if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { fragBuilder->codeAppendf("half st_grad_len = length(half2(dFdy(%s)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = length(half2(dFdx(%s)));", st.fsIn()); } fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);"); } 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. fragBuilder->codeAppend("half2 dist_grad = half2(float2(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 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);"); fragBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fragBuilder->codeAppend("dist_grad = half2(0.7071, 0.7071);"); fragBuilder->codeAppend("} else {"); fragBuilder->codeAppend("dist_grad = dist_grad*half(inversesqrt(dg_len2));"); fragBuilder->codeAppend("}"); fragBuilder->codeAppendf("half2 Jdx = half2(dFdx(%s));", st.fsIn()); fragBuilder->codeAppendf("half2 Jdy = half2(dFdy(%s));", st.fsIn()); fragBuilder->codeAppend("half2 grad = half2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fragBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } if (isAliased) { fragBuilder->codeAppend("half val = distance > 0 ? 1.0 : 0.0;"); } else if (isGammaCorrect) { // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want // distance mapped linearly to coverage, so use a linear step: fragBuilder->codeAppend( "half val = saturate((distance + afwidth) / (2.0 * afwidth));"); } else { fragBuilder->codeAppend("half val = smoothstep(-afwidth, afwidth, distance);"); } fragBuilder->codeAppendf("half4 %s = half4(val);", args.fOutputCoverage); } void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { const GrDistanceFieldA8TextGeoProc& dfa8gp = geomProc.cast(); #ifdef SK_GAMMA_APPLY_TO_A8 float distanceAdjust = dfa8gp.getDistanceAdjust(); if (distanceAdjust != fDistanceAdjust) { fDistanceAdjust = distanceAdjust; pdman.set1f(fDistanceAdjustUni, distanceAdjust); } #endif const SkISize& atlasDimensions = dfa8gp.atlasDimensions(); SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } SetTransform(pdman, shaderCaps, fLocalMatrixUniform, dfa8gp.localMatrix(), &fLocalMatrix); } static inline void GenKey(const GrGeometryProcessor& gp, const GrShaderCaps& shaderCaps, GrProcessorKeyBuilder* b) { const GrDistanceFieldA8TextGeoProc& dfTexEffect = gp.cast(); uint32_t key = dfTexEffect.getFlags(); key |= ComputeMatrixKey(shaderCaps, dfTexEffect.localMatrix()) << 16; b->add32(key); b->add32(dfTexEffect.numTextureSamplers()); } private: #ifdef SK_GAMMA_APPLY_TO_A8 float fDistanceAdjust = -1.f; UniformHandle fDistanceAdjustUni; #endif SkISize fAtlasDimensions = {0, 0}; UniformHandle fAtlasDimensionsInvUniform; SkMatrix fLocalMatrix = SkMatrix::InvalidMatrix(); UniformHandle fLocalMatrixUniform; using INHERITED = GrGLSLGeometryProcessor; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldA8TextGeoProc::GrDistanceFieldA8TextGeoProc(const GrShaderCaps& caps, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, #ifdef SK_GAMMA_APPLY_TO_A8 float distanceAdjust, #endif uint32_t flags, const SkMatrix& localMatrix) : INHERITED(kGrDistanceFieldA8TextGeoProc_ClassID) , fLocalMatrix(localMatrix) , fFlags(flags & kNonLCD_DistanceFieldEffectMask) #ifdef SK_GAMMA_APPLY_TO_A8 , fDistanceAdjust(distanceAdjust) #endif { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); if (flags & kPerspective_DistanceFieldEffectFlag) { fInPosition = {"inPosition", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; } else { fInPosition = {"inPosition", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; } fInColor = {"inColor", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType }; fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.integerSupport() ? kUShort2_GrSLType : kFloat2_GrSLType}; this->setVertexAttributes(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldA8TextGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldA8TextGeoProc::getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { GrGLDistanceFieldA8TextGeoProc::GenKey(*this, caps, b); } GrGLSLGeometryProcessor* GrDistanceFieldA8TextGeoProc::createGLSLInstance(const GrShaderCaps&) const { return new GrGLDistanceFieldA8TextGeoProc(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldA8TextGeoProc); #if GR_TEST_UTILS GrGeometryProcessor* GrDistanceFieldA8TextGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomAlphaOnlyView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); uint32_t flags = 0; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); #ifdef SK_GAMMA_APPLY_TO_A8 float lum = d->fRandom->nextF(); #endif return GrDistanceFieldA8TextGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), &view, 1, samplerState, #ifdef SK_GAMMA_APPLY_TO_A8 lum, #endif flags, localMatrix); } #endif /////////////////////////////////////////////////////////////////////////////// class GrGLDistanceFieldPathGeoProc : public GrGLSLGeometryProcessor { public: GrGLDistanceFieldPathGeoProc() : fMatrix(SkMatrix::InvalidMatrix()), fAtlasDimensions{0,0} {} void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldPathGeoProc& dfPathEffect = args.fGeomProc.cast(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfPathEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "AtlasDimensionsInv", &atlasDimensionsInvName); GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfPathEffect.numTextureSamplers(), dfPathEffect.inTextureCoords().name(), atlasDimensionsInvName, &uv, &texIdx, &st); // setup pass through color fragBuilder->codeAppendf("half4 %s;", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfPathEffect.inColor(), args.fOutputColor); if (dfPathEffect.matrix().hasPerspective()) { // Setup position (output position is transformed, local coords are pass through) WriteOutputPosition(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, dfPathEffect.inPosition().name(), dfPathEffect.matrix(), &fMatrixUniform); gpArgs->fLocalCoordVar = dfPathEffect.inPosition().asShaderVar(); } else { // Setup position (output position is pass through, local coords are transformed) WriteOutputPosition(vertBuilder, gpArgs, dfPathEffect.inPosition().name()); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, dfPathEffect.inPosition().asShaderVar(), dfPathEffect.matrix(), &fMatrixUniform); } // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;", uv.fsIn()); fragBuilder->codeAppend("half4 texColor;"); append_multitexture_lookup(args, dfPathEffect.numTextureSamplers(), texIdx, "uv", "texColor"); fragBuilder->codeAppend("half distance = " SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");"); fragBuilder->codeAppend("half afwidth;"); bool isUniformScale = (dfPathEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfPathEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag); bool isGammaCorrect = SkToBool(dfPathEffect.getFlags() & kGammaCorrect_DistanceFieldEffectFlag); 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 t coordinate in the y direction. // 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 if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdx(%s.x)));", st.fsIn()); } } else if (isSimilarity) { // For similarity transform, we adjust 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 if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { fragBuilder->codeAppendf("half st_grad_len = half(length(dFdy(%s)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = half(length(dFdx(%s)));", st.fsIn()); } fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);"); } 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. fragBuilder->codeAppend("half2 dist_grad = half2(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 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);"); fragBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fragBuilder->codeAppend("dist_grad = half2(0.7071, 0.7071);"); fragBuilder->codeAppend("} else {"); fragBuilder->codeAppend("dist_grad = dist_grad*half(inversesqrt(dg_len2));"); fragBuilder->codeAppend("}"); fragBuilder->codeAppendf("half2 Jdx = half2(dFdx(%s));", st.fsIn()); fragBuilder->codeAppendf("half2 Jdy = half2(dFdy(%s));", st.fsIn()); fragBuilder->codeAppend("half2 grad = half2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fragBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance // mapped linearly to coverage, so use a linear step: if (isGammaCorrect) { fragBuilder->codeAppend( "half val = saturate((distance + afwidth) / (2.0 * afwidth));"); } else { fragBuilder->codeAppend("half val = smoothstep(-afwidth, afwidth, distance);"); } fragBuilder->codeAppendf("half4 %s = half4(val);", args.fOutputCoverage); } void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { const GrDistanceFieldPathGeoProc& dfpgp = geomProc.cast(); // We always set the matrix uniform; it's either used to transform from local to device // for the output position, or from device to local for the local coord variable. SetTransform(pdman, shaderCaps, fMatrixUniform, dfpgp.matrix(), &fMatrix); const SkISize& atlasDimensions = dfpgp.atlasDimensions(); SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } } static inline void GenKey(const GrGeometryProcessor& gp, const GrShaderCaps& shaderCaps, GrProcessorKeyBuilder* b) { const GrDistanceFieldPathGeoProc& dfTexEffect = gp.cast(); uint32_t key = dfTexEffect.getFlags(); key |= ComputeMatrixKey(shaderCaps, dfTexEffect.matrix()) << 16; b->add32(key); b->add32(dfTexEffect.matrix().hasPerspective()); b->add32(dfTexEffect.numTextureSamplers()); } private: SkMatrix fMatrix; // view matrix if perspective, local matrix otherwise UniformHandle fMatrixUniform; SkISize fAtlasDimensions; UniformHandle fAtlasDimensionsInvUniform; using INHERITED = GrGLSLGeometryProcessor; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldPathGeoProc::GrDistanceFieldPathGeoProc(const GrShaderCaps& caps, const SkMatrix& matrix, bool wideColor, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, uint32_t flags) : INHERITED(kGrDistanceFieldPathGeoProc_ClassID) , fMatrix(matrix) , fFlags(flags & kNonLCD_DistanceFieldEffectMask) { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); fInPosition = {"inPosition", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; fInColor = MakeColorAttribute("inColor", wideColor); fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.integerSupport() ? kUShort2_GrSLType : kFloat2_GrSLType}; this->setVertexAttributes(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldPathGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldPathGeoProc::getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { GrGLDistanceFieldPathGeoProc::GenKey(*this, caps, b); } GrGLSLGeometryProcessor* GrDistanceFieldPathGeoProc::createGLSLInstance(const GrShaderCaps&) const { return new GrGLDistanceFieldPathGeoProc(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldPathGeoProc); #if GR_TEST_UTILS GrGeometryProcessor* GrDistanceFieldPathGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomAlphaOnlyView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); uint32_t flags = 0; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); bool wideColor = d->fRandom->nextBool(); return GrDistanceFieldPathGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), localMatrix, wideColor, &view, 1, samplerState, flags); } #endif /////////////////////////////////////////////////////////////////////////////// class GrGLDistanceFieldLCDTextGeoProc : public GrGLSLGeometryProcessor { public: GrGLDistanceFieldLCDTextGeoProc() : fAtlasDimensions({0, 0}) , fLocalMatrix(SkMatrix::InvalidMatrix()) { fDistanceAdjust = GrDistanceFieldLCDTextGeoProc::DistanceAdjust::Make(1.0f, 1.0f, 1.0f); } void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldLCDTextGeoProc& dfTexEffect = args.fGeomProc.cast(); GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfTexEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "AtlasDimensionsInv", &atlasDimensionsInvName); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; // setup pass through color fragBuilder->codeAppendf("half4 %s;\n", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor); // Setup position gpArgs->fPositionVar = dfTexEffect.inPosition().asShaderVar(); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, dfTexEffect.inPosition().asShaderVar(), dfTexEffect.localMatrix(), &fLocalMatrixUniform); // set up varyings GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfTexEffect.numTextureSamplers(), dfTexEffect.inTextureCoords().name(), atlasDimensionsInvName, &uv, &texIdx, &st); GrGLSLVarying delta(kFloat_GrSLType); varyingHandler->addVarying("Delta", &delta); if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { vertBuilder->codeAppendf("%s = -%s.x/3.0;", delta.vsOut(), atlasDimensionsInvName); } else { vertBuilder->codeAppendf("%s = %s.x/3.0;", delta.vsOut(), atlasDimensionsInvName); } // add frag shader code bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag); bool isGammaCorrect = SkToBool(dfTexEffect.getFlags() & kGammaCorrect_DistanceFieldEffectFlag); // create LCD offset adjusted by inverse of transform // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;\n", uv.fsIn()); if (isUniformScale) { if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { fragBuilder->codeAppendf("half st_grad_len = half(abs(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = half(abs(dFdx(%s.x)));", st.fsIn()); } fragBuilder->codeAppendf("half2 offset = half2(half(st_grad_len*%s), 0.0);", delta.fsIn()); } else if (isSimilarity) { // For a similarity matrix with rotation, the gradient will not be aligned // with the texel coordinate axes, so we need to calculate it. if (args.fShaderCaps->avoidDfDxForGradientsWhenPossible()) { // We use dFdy instead and rotate -90 degrees to get the gradient in the x // direction. fragBuilder->codeAppendf("half2 st_grad = half2(dFdy(%s));", st.fsIn()); fragBuilder->codeAppendf("half2 offset = half2(%s*float2(st_grad.y, -st_grad.x));", delta.fsIn()); } else { fragBuilder->codeAppendf("half2 st_grad = half2(dFdx(%s));", st.fsIn()); fragBuilder->codeAppendf("half2 offset = half(%s)*st_grad;", delta.fsIn()); } fragBuilder->codeAppend("half st_grad_len = length(st_grad);"); } else { fragBuilder->codeAppendf("half2 st = half2(%s);\n", st.fsIn()); fragBuilder->codeAppend("half2 Jdx = half2(dFdx(st));"); fragBuilder->codeAppend("half2 Jdy = half2(dFdy(st));"); fragBuilder->codeAppendf("half2 offset = half2(half(%s))*Jdx;", delta.fsIn()); } // sample the texture by index fragBuilder->codeAppend("half4 texColor;"); append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(), texIdx, "uv", "texColor"); // green is distance to uv center fragBuilder->codeAppend("half3 distance;"); fragBuilder->codeAppend("distance.y = texColor.r;"); // red is distance to left offset fragBuilder->codeAppend("half2 uv_adjusted = half2(uv) - offset;"); append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(), texIdx, "uv_adjusted", "texColor"); fragBuilder->codeAppend("distance.x = texColor.r;"); // blue is distance to right offset fragBuilder->codeAppend("uv_adjusted = half2(uv) + offset;"); append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(), texIdx, "uv_adjusted", "texColor"); fragBuilder->codeAppend("distance.z = texColor.r;"); fragBuilder->codeAppend("distance = " "half3(" SK_DistanceFieldMultiplier ")*(distance - half3(" SK_DistanceFieldThreshold"));"); // adjust width based on gamma const char* distanceAdjustUniName = nullptr; fDistanceAdjustUni = uniformHandler->addUniform(nullptr, kFragment_GrShaderFlag, kHalf3_GrSLType, "DistanceAdjust", &distanceAdjustUniName); fragBuilder->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. fragBuilder->codeAppend("half afwidth;"); if (isSimilarity) { // For similarity transform (uniform scale-only is a subset of this), 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 fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*st_grad_len;"); } 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. fragBuilder->codeAppend("half2 dist_grad = half2(half(dFdx(distance.r)), " "half(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 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);"); fragBuilder->codeAppend("if (dg_len2 < 0.0001) {"); fragBuilder->codeAppend("dist_grad = half2(0.7071, 0.7071);"); fragBuilder->codeAppend("} else {"); fragBuilder->codeAppend("dist_grad = dist_grad*half(inversesqrt(dg_len2));"); fragBuilder->codeAppend("}"); fragBuilder->codeAppend("half2 grad = half2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,"); fragBuilder->codeAppend(" dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance // mapped linearly to coverage, so use a linear step: if (isGammaCorrect) { fragBuilder->codeAppendf("half4 %s = " "half4(saturate((distance + half3(afwidth)) / half3(2.0 * afwidth)), 1.0);", args.fOutputCoverage); } else { fragBuilder->codeAppendf( "half4 %s = half4(smoothstep(half3(-afwidth), half3(afwidth), distance), 1.0);", args.fOutputCoverage); } } void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { SkASSERT(fDistanceAdjustUni.isValid()); const GrDistanceFieldLCDTextGeoProc& dflcd = geomProc.cast(); GrDistanceFieldLCDTextGeoProc::DistanceAdjust wa = dflcd.getDistanceAdjust(); if (wa != fDistanceAdjust) { pdman.set3f(fDistanceAdjustUni, wa.fR, wa.fG, wa.fB); fDistanceAdjust = wa; } const SkISize& atlasDimensions = dflcd.atlasDimensions(); SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } SetTransform(pdman, shaderCaps, fLocalMatrixUniform, dflcd.localMatrix(), &fLocalMatrix); } static inline void GenKey(const GrGeometryProcessor& gp, const GrShaderCaps& shaderCaps, GrProcessorKeyBuilder* b) { const GrDistanceFieldLCDTextGeoProc& dfTexEffect = gp.cast(); uint32_t key = (dfTexEffect.getFlags() << 16) | ComputeMatrixKey(shaderCaps, dfTexEffect.localMatrix()); b->add32(key); b->add32(dfTexEffect.numTextureSamplers()); } private: GrDistanceFieldLCDTextGeoProc::DistanceAdjust fDistanceAdjust; UniformHandle fDistanceAdjustUni; SkISize fAtlasDimensions; UniformHandle fAtlasDimensionsInvUniform; SkMatrix fLocalMatrix; UniformHandle fLocalMatrixUniform; using INHERITED = GrGLSLGeometryProcessor; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldLCDTextGeoProc::GrDistanceFieldLCDTextGeoProc(const GrShaderCaps& caps, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, DistanceAdjust distanceAdjust, uint32_t flags, const SkMatrix& localMatrix) : INHERITED(kGrDistanceFieldLCDTextGeoProc_ClassID) , fLocalMatrix(localMatrix) , fDistanceAdjust(distanceAdjust) , fFlags(flags & kLCD_DistanceFieldEffectMask) { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kLCD_DistanceFieldEffectMask) && (flags & kUseLCD_DistanceFieldEffectFlag)); if (fFlags & kPerspective_DistanceFieldEffectFlag) { fInPosition = {"inPosition", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; } else { fInPosition = {"inPosition", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; } fInColor = {"inColor", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}; fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.integerSupport() ? kUShort2_GrSLType : kFloat2_GrSLType}; this->setVertexAttributes(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldLCDTextGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldLCDTextGeoProc::getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { GrGLDistanceFieldLCDTextGeoProc::GenKey(*this, caps, b); } GrGLSLGeometryProcessor* GrDistanceFieldLCDTextGeoProc::createGLSLInstance( const GrShaderCaps&) const { return new GrGLDistanceFieldLCDTextGeoProc(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldLCDTextGeoProc); #if GR_TEST_UTILS GrGeometryProcessor* GrDistanceFieldLCDTextGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); DistanceAdjust wa = { 0.0f, 0.1f, -0.1f }; uint32_t flags = kUseLCD_DistanceFieldEffectFlag; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } flags |= d->fRandom->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); return GrDistanceFieldLCDTextGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), &view, 1, samplerState, wa, flags, localMatrix); } #endif