/* * 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" struct DistanceFieldBatchTracker { GrGPInput fInputColorType; GrColor fColor; bool fUsesLocalCoords; }; 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(); const DistanceFieldBatchTracker& local = args.fBT.cast(); 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 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, dfTexEffect.inColor(), &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(); float distanceAdjust = dfTexEffect.getDistanceAdjust(); if (distanceAdjust != fDistanceAdjust) { pdman.set1f(fDistanceAdjustUni, distanceAdjust); fDistanceAdjust = distanceAdjust; } #endif const GrDistanceFieldA8TextGeoProc& dfa8gp = proc.cast(); this->setUniformViewMatrix(pdman, dfa8gp.viewMatrix()); const DistanceFieldBatchTracker& local = bt.cast(); if (kUniform_GrGPInput == local.fInputColorType && local.fColor != fColor) { GrGLfloat c[4]; GrColorToRGBAFloat(local.fColor, c); pdman.set4fv(fColorUniform, 1, c); fColor = local.fColor; } } static inline void GenKey(const GrGeometryProcessor& gp, const GrBatchTracker& bt, const GrGLSLCaps&, GrProcessorKeyBuilder* b) { const GrDistanceFieldA8TextGeoProc& dfTexEffect = gp.cast(); const DistanceFieldBatchTracker& local = bt.cast(); uint32_t key = dfTexEffect.getFlags(); key |= local.fInputColorType << 16; 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) : fColor(color) , fViewMatrix(viewMatrix) , fTextureAccess(texture, params) #ifdef SK_GAMMA_APPLY_TO_A8 , fDistanceAdjust(distanceAdjust) #endif , fFlags(flags & kNonLCD_DistanceFieldEffectMask) , fInColor(NULL) { SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); this->initClassID(); fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType, kHigh_GrSLPrecision)); 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)); } void GrDistanceFieldA8TextGeoProc::initBatchTracker(GrBatchTracker* bt, const GrPipelineInfo& init) const { DistanceFieldBatchTracker* local = bt->cast(); local->fInputColorType = GetColorInputType(&local->fColor, this->color(), init, SkToBool(fInColor)); local->fUsesLocalCoords = init.fUsesLocalCoords; } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldA8TextGeoProc); GrGeometryProcessor* GrDistanceFieldA8TextGeoProc::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, 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); } /////////////////////////////////////////////////////////////////////////////// struct DistanceFieldPathBatchTracker { GrGPInput fInputColorType; GrColor fColor; bool fUsesLocalCoords; }; 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(); const DistanceFieldPathBatchTracker& local = args.fBT.cast(); 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 this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, dfTexEffect.inColor(), &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(); this->setUniformViewMatrix(pdman, dfpgp.viewMatrix()); const DistanceFieldPathBatchTracker& local = bt.cast(); if (kUniform_GrGPInput == local.fInputColorType && local.fColor != fColor) { GrGLfloat c[4]; GrColorToRGBAFloat(local.fColor, c); pdman.set4fv(fColorUniform, 1, c); fColor = local.fColor; } } static inline void GenKey(const GrGeometryProcessor& gp, const GrBatchTracker& bt, const GrGLSLCaps&, GrProcessorKeyBuilder* b) { const GrDistanceFieldPathGeoProc& dfTexEffect = gp.cast(); const DistanceFieldPathBatchTracker& local = bt.cast(); uint32_t key = dfTexEffect.getFlags(); key |= local.fInputColorType << 16; 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) : fColor(color) , fViewMatrix(viewMatrix) , fTextureAccess(texture, params) , fFlags(flags & kNonLCD_DistanceFieldEffectMask) , fInColor(NULL) { SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); this->initClassID(); fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType, kHigh_GrSLPrecision)); 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)); } void GrDistanceFieldPathGeoProc::initBatchTracker(GrBatchTracker* bt, const GrPipelineInfo& init) const { DistanceFieldPathBatchTracker* local = bt->cast(); local->fInputColorType = GetColorInputType(&local->fColor, this->color(), init, SkToBool(fInColor)); local->fUsesLocalCoords = init.fUsesLocalCoords; } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldPathGeoProc); GrGeometryProcessor* GrDistanceFieldPathGeoProc::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, 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); } /////////////////////////////////////////////////////////////////////////////// struct DistanceFieldLCDBatchTracker { GrGPInput fInputColorType; GrColor fColor; bool fUsesLocalCoords; }; 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(); const DistanceFieldLCDBatchTracker& local = args.fBT.cast(); GrGLGPBuilder* pb = args.fPB; GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(dfTexEffect); // setup pass through color this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, NULL, &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::DistanceAdjust wa = dfTexEffect.getDistanceAdjust(); if (wa != fDistanceAdjust) { pdman.set3f(fDistanceAdjustUni, wa.fR, wa.fG, wa.fB); fDistanceAdjust = wa; } this->setUniformViewMatrix(pdman, dfTexEffect.viewMatrix()); const DistanceFieldLCDBatchTracker& local = bt.cast(); if (kUniform_GrGPInput == local.fInputColorType && local.fColor != fColor) { GrGLfloat c[4]; GrColorToRGBAFloat(local.fColor, c); pdman.set4fv(fColorUniform, 1, c); fColor = local.fColor; } } static inline void GenKey(const GrGeometryProcessor& gp, const GrBatchTracker& bt, const GrGLSLCaps&, GrProcessorKeyBuilder* b) { const GrDistanceFieldLCDTextGeoProc& dfTexEffect = gp.cast(); const DistanceFieldLCDBatchTracker& local = bt.cast(); uint32_t key = dfTexEffect.getFlags(); key |= local.fInputColorType << 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) : fColor(color) , fViewMatrix(viewMatrix) , fTextureAccess(texture, params) , fDistanceAdjust(distanceAdjust) , fFlags(flags & kLCD_DistanceFieldEffectMask){ SkASSERT(!(flags & ~kLCD_DistanceFieldEffectMask) && (flags & kUseLCD_DistanceFieldEffectFlag)); this->initClassID(); fInPosition = &this->addVertexAttrib(Attribute("inPosition", kVec2f_GrVertexAttribType, kHigh_GrSLPrecision)); 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)); } void GrDistanceFieldLCDTextGeoProc::initBatchTracker(GrBatchTracker* bt, const GrPipelineInfo& init) const { DistanceFieldLCDBatchTracker* local = bt->cast(); local->fInputColorType = GetColorInputType(&local->fColor, this->color(), init, false); local->fUsesLocalCoords = init.fUsesLocalCoords; } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldLCDTextGeoProc); GrGeometryProcessor* GrDistanceFieldLCDTextGeoProc::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, 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); }