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-rwxr-xr-xchromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp423
1 files changed, 403 insertions, 20 deletions
diff --git a/chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
index 8c38f9bebf9..29f09851078 100755
--- a/chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
+++ b/chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
@@ -13,14 +13,27 @@
#include "GrTBackendEffectFactory.h"
#include "GrTexture.h"
-// The distance field is constructed as unsigned char values, so that the zero value is at 128.
-// Hence our zero threshold is 128/255.
-#define THRESHOLD "0.50196078431"
+#include "SkDistanceFieldGen.h"
+
+// To get optical sizes people don't complain about when we blit correctly,
+// we need to slightly bold each glyph. On the Mac, we need a larger bold value.
+#if defined(SK_BUILD_FOR_MAC)
+#define SK_DistanceFieldLCDFactor "0.33"
+#define SK_DistanceFieldNonLCDFactor "0.25"
+#else
+#define SK_DistanceFieldLCDFactor "0.05"
+#define SK_DistanceFieldNonLCDFactor "0.05"
+#endif
+
+// Assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2
+#define SK_DistanceFieldAAFactor "0.7071"
class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect {
public:
- GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect)
- : INHERITED (factory) {}
+ GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory,
+ const GrDrawEffect& drawEffect)
+ : INHERITED (factory)
+ , fTextureSize(SkISize::Make(-1,-1)) {}
virtual void emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
@@ -31,44 +44,145 @@ public:
const TextureSamplerArray& samplers) SK_OVERRIDE {
SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldTextureEffect>().numVertexAttribs());
+ SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
+ const GrDistanceFieldTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldTextureEffect>();
+
SkString fsCoordName;
- const char* vsVaryingName;
- const char* fsVaryingNamePtr;
- builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsVaryingName, &fsVaryingNamePtr);
- fsCoordName = fsVaryingNamePtr;
+ const char* vsCoordName;
+ const char* fsCoordNamePtr;
+ builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr);
+ fsCoordName = fsCoordNamePtr;
- const char* attrName =
+ const char* attrName0 =
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str();
- builder->vsCodeAppendf("\t%s = %s;\n", vsVaryingName, attrName);
+ builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0);
+
+ const char* textureSizeUniName = NULL;
+ fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ kVec2f_GrSLType, "TextureSize",
+ &textureSizeUniName);
builder->fsCodeAppend("\tvec4 texColor = ");
builder->fsAppendTextureLookup(samplers[0],
fsCoordName.c_str(),
kVec2f_GrSLType);
builder->fsCodeAppend(";\n");
- builder->fsCodeAppend("\tfloat distance = texColor.r;\n");
- // this gives us a smooth step across approximately one fragment
- // (assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2)
- builder->fsCodeAppend("\tfloat afwidth = 0.7071*length(vec2(dFdx(distance), dFdy(distance)));\n");
- builder->fsCodeAppend("\tfloat val = smoothstep("THRESHOLD"-afwidth, "THRESHOLD"+afwidth, distance);\n");
+ builder->fsCodeAppend("\tfloat distance = "
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ")"
+ "+ " SK_DistanceFieldNonLCDFactor ";\n");
+
+ // 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.
+ builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str());
+ builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName);
+ builder->fsCodeAppend("\tfloat afwidth;\n");
+ if (dfTexEffect.isSimilarity()) {
+ // this gives us a smooth step across approximately one fragment
+ builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n");
+ } else {
+ builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n");
+ builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n");
+
+ builder->fsCodeAppend("\tvec2 uv_grad;\n");
+ if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) {
+ // this is to compensate for the Adreno, which likes to drop tiles on division by 0
+ builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n");
+ builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n");
+ builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n");
+ builder->fsCodeAppend("\t} else {\n");
+ builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n");
+ builder->fsCodeAppend("\t}\n");
+ } else {
+ builder->fsCodeAppend("\tuv_grad = normalize(uv);\n");
+ }
+ builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n");
+ builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n");
+
+ // this gives us a smooth step across approximately one fragment
+ builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n");
+ }
+ builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n");
+
+#ifdef SK_GAMMA_APPLY_TO_A8
+ // adjust based on gamma
+ const char* luminanceUniName = NULL;
+ // width, height, 1/(3*width)
+ fLuminanceUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ kFloat_GrSLType, "Luminance",
+ &luminanceUniName);
+
+ builder->fsCodeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName);
+ builder->fsCodeAppend("\tvec4 gammaColor = ");
+ builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tval = gammaColor.r;\n");
+#endif
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str());
}
virtual void setData(const GrGLUniformManager& uman,
- const GrDrawEffect& drawEffect) SK_OVERRIDE {}
+ const GrDrawEffect& drawEffect) SK_OVERRIDE {
+ SkASSERT(fTextureSizeUni.isValid());
+
+ GrTexture* texture = drawEffect.effect()->get()->texture(0);
+ if (texture->width() != fTextureSize.width() ||
+ texture->height() != fTextureSize.height()) {
+ fTextureSize = SkISize::Make(texture->width(), texture->height());
+ uman.set2f(fTextureSizeUni,
+ SkIntToScalar(fTextureSize.width()),
+ SkIntToScalar(fTextureSize.height()));
+ }
+#ifdef SK_GAMMA_APPLY_TO_A8
+ const GrDistanceFieldTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldTextureEffect>();
+ float luminance = dfTexEffect.getLuminance();
+ if (luminance != fLuminance) {
+ uman.set1f(fLuminanceUni, luminance);
+ fLuminance = luminance;
+ }
+#endif
+ }
+
+ static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
+ const GrDistanceFieldTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldTextureEffect>();
+
+ return dfTexEffect.isSimilarity() ? 0x1 : 0x0;
+ }
private:
+ GrGLUniformManager::UniformHandle fTextureSizeUni;
+ SkISize fTextureSize;
+ GrGLUniformManager::UniformHandle fLuminanceUni;
+ float fLuminance;
+
typedef GrGLVertexEffect INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture,
- const GrTextureParams& params)
- : fTextureAccess(texture, params) {
+ const GrTextureParams& params,
+#ifdef SK_GAMMA_APPLY_TO_A8
+ GrTexture* gamma,
+ const GrTextureParams& gammaParams,
+ float luminance,
+#endif
+ bool similarity)
+ : fTextureAccess(texture, params)
+#ifdef SK_GAMMA_APPLY_TO_A8
+ , fGammaTextureAccess(gamma, gammaParams)
+ , fLuminance(luminance)
+#endif
+ , fIsSimilarity(similarity) {
this->addTextureAccess(&fTextureAccess);
+#ifdef SK_GAMMA_APPLY_TO_A8
+ this->addTextureAccess(&fGammaTextureAccess);
+#endif
this->addVertexAttrib(kVec2f_GrSLType);
}
@@ -101,6 +215,10 @@ GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
GrEffectUnitTest::kAlphaTextureIdx;
+#ifdef SK_GAMMA_APPLY_TO_A8
+ int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
+ GrEffectUnitTest::kAlphaTextureIdx;
+#endif
static const SkShader::TileMode kTileModes[] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
@@ -112,6 +230,271 @@ GrEffectRef* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random,
};
GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
GrTextureParams::kNone_FilterMode);
+#ifdef SK_GAMMA_APPLY_TO_A8
+ GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
+ GrTextureParams::kNone_FilterMode);
+#endif
+
+ return GrDistanceFieldTextureEffect::Create(textures[texIdx], params,
+#ifdef SK_GAMMA_APPLY_TO_A8
+ textures[texIdx2], params2,
+ random->nextF(),
+#endif
+ random->nextBool());
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+class GrGLDistanceFieldLCDTextureEffect : public GrGLVertexEffect {
+public:
+ GrGLDistanceFieldLCDTextureEffect(const GrBackendEffectFactory& factory,
+ const GrDrawEffect& drawEffect)
+ : INHERITED (factory)
+ , fTextureSize(SkISize::Make(-1,-1)) {}
+
+ virtual void emitCode(GrGLFullShaderBuilder* builder,
+ const GrDrawEffect& drawEffect,
+ EffectKey key,
+ const char* outputColor,
+ const char* inputColor,
+ const TransformedCoordsArray&,
+ const TextureSamplerArray& samplers) SK_OVERRIDE {
+ SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>().numVertexAttribs());
+
+ SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>();
+
+ SkString fsCoordName;
+ const char* vsCoordName;
+ const char* fsCoordNamePtr;
+ builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr);
+ fsCoordName = fsCoordNamePtr;
+
+ const char* attrName0 =
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str();
+ builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0);
+
+ const char* textureSizeUniName = NULL;
+ // width, height, 1/(3*width)
+ fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ kVec3f_GrSLType, "TextureSize",
+ &textureSizeUniName);
+
+ // create LCD offset adjusted by inverse of transform
+ builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str());
+ builder->fsCodeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName);
+ if (dfTexEffect.isUniformScale()) {
+ builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n");
+ builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName);
+ } else {
+ builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n");
+ builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n");
+ builder->fsCodeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUniName);
+ }
+
+ // green is distance to uv center
+ builder->fsCodeAppend("\tvec4 texColor = ");
+ builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tvec3 distance;\n");
+ builder->fsCodeAppend("\tdistance.y = texColor.r;\n");
+ // red is distance to left offset
+ builder->fsCodeAppend("\tvec2 uv_adjusted = uv - offset;\n");
+ builder->fsCodeAppend("\ttexColor = ");
+ builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tdistance.x = texColor.r;\n");
+ // blue is distance to right offset
+ builder->fsCodeAppend("\tuv_adjusted = uv + offset;\n");
+ builder->fsCodeAppend("\ttexColor = ");
+ builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tdistance.z = texColor.r;\n");
+
+ builder->fsCodeAppend("\tdistance = "
+ "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))"
+ "+ vec3(" SK_DistanceFieldLCDFactor ");\n");
+
+ // 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.
+
+ // 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.
+ builder->fsCodeAppend("\tfloat afwidth;\n");
+ if (dfTexEffect.isUniformScale()) {
+ // this gives us a smooth step across approximately one fragment
+ builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n");
+ } else {
+ builder->fsCodeAppend("\tvec2 uv_grad;\n");
+ if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) {
+ // this is to compensate for the Adreno, which likes to drop tiles on division by 0
+ builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n");
+ builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n");
+ builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n");
+ builder->fsCodeAppend("\t} else {\n");
+ builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n");
+ builder->fsCodeAppend("\t}\n");
+ } else {
+ builder->fsCodeAppend("\tuv_grad = normalize(uv);\n");
+ }
+ builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n");
+ builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n");
+
+ // this gives us a smooth step across approximately one fragment
+ builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n");
+ }
+
+ builder->fsCodeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n");
+
+ // adjust based on gamma
+ const char* textColorUniName = NULL;
+ // width, height, 1/(3*width)
+ fTextColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ kVec3f_GrSLType, "TextColor",
+ &textColorUniName);
+
+ builder->fsCodeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName);
+ builder->fsCodeAppend("\tvec4 gammaColor = ");
+ builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tval.x = gammaColor.r;\n");
+
+ builder->fsCodeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName);
+ builder->fsCodeAppend("\tgammaColor = ");
+ builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tval.y = gammaColor.r;\n");
- return GrDistanceFieldTextureEffect::Create(textures[texIdx], params);
+ builder->fsCodeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName);
+ builder->fsCodeAppend("\tgammaColor = ");
+ builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType);
+ builder->fsCodeAppend(";\n");
+ builder->fsCodeAppend("\tval.z = gammaColor.r;\n");
+
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_str());
+ }
+
+ virtual void setData(const GrGLUniformManager& uman,
+ const GrDrawEffect& drawEffect) SK_OVERRIDE {
+ SkASSERT(fTextureSizeUni.isValid());
+ SkASSERT(fTextColorUni.isValid());
+
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>();
+ GrTexture* texture = drawEffect.effect()->get()->texture(0);
+ if (texture->width() != fTextureSize.width() ||
+ texture->height() != fTextureSize.height()) {
+ fTextureSize = SkISize::Make(texture->width(), texture->height());
+ float delta = 1.0f/(3.0f*texture->width());
+ if (dfTexEffect.useBGR()) {
+ delta = -delta;
+ }
+ uman.set3f(fTextureSizeUni,
+ SkIntToScalar(fTextureSize.width()),
+ SkIntToScalar(fTextureSize.height()),
+ delta);
+ }
+
+ GrColor textColor = dfTexEffect.getTextColor();
+ if (textColor != fTextColor) {
+ static const float ONE_OVER_255 = 1.f / 255.f;
+ uman.set3f(fTextColorUni,
+ GrColorUnpackR(textColor) * ONE_OVER_255,
+ GrColorUnpackG(textColor) * ONE_OVER_255,
+ GrColorUnpackB(textColor) * ONE_OVER_255);
+ fTextColor = textColor;
+ }
+ }
+
+ static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
+ const GrDistanceFieldLCDTextureEffect& dfTexEffect =
+ drawEffect.castEffect<GrDistanceFieldLCDTextureEffect>();
+
+ return dfTexEffect.isUniformScale() ? 0x01 : 0x00;;
+ }
+
+private:
+ GrGLUniformManager::UniformHandle fTextureSizeUni;
+ SkISize fTextureSize;
+ GrGLUniformManager::UniformHandle fTextColorUni;
+ SkColor fTextColor;
+
+ typedef GrGLVertexEffect INHERITED;
+};
+
+///////////////////////////////////////////////////////////////////////////////
+
+GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect(
+ GrTexture* texture, const GrTextureParams& params,
+ GrTexture* gamma, const GrTextureParams& gParams,
+ SkColor textColor,
+ bool uniformScale, bool useBGR)
+ : fTextureAccess(texture, params)
+ , fGammaTextureAccess(gamma, gParams)
+ , fTextColor(textColor)
+ , fUniformScale(uniformScale)
+ , fUseBGR(useBGR) {
+ this->addTextureAccess(&fTextureAccess);
+ this->addTextureAccess(&fGammaTextureAccess);
+ this->addVertexAttrib(kVec2f_GrSLType);
+}
+
+bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const {
+ const GrDistanceFieldLCDTextureEffect& cte =
+ CastEffect<GrDistanceFieldLCDTextureEffect>(other);
+ return (fTextureAccess == cte.fTextureAccess && fGammaTextureAccess == cte.fGammaTextureAccess);
+}
+
+void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color,
+ uint32_t* validFlags) const {
+ if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color) &&
+ GrPixelConfigIsOpaque(this->texture(0)->config())) {
+ *validFlags = kA_GrColorComponentFlag;
+ } else {
+ *validFlags = 0;
+ }
+}
+
+const GrBackendEffectFactory& GrDistanceFieldLCDTextureEffect::getFactory() const {
+ return GrTBackendEffectFactory<GrDistanceFieldLCDTextureEffect>::getInstance();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+GR_DEFINE_EFFECT_TEST(GrDistanceFieldLCDTextureEffect);
+
+GrEffectRef* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* random,
+ GrContext*,
+ const GrDrawTargetCaps&,
+ GrTexture* textures[]) {
+ int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
+ GrEffectUnitTest::kAlphaTextureIdx;
+ int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
+ GrEffectUnitTest::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);
+ GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode :
+ GrTextureParams::kNone_FilterMode);
+ GrColor textColor = GrColorPackRGBA(random->nextULessThan(256),
+ random->nextULessThan(256),
+ random->nextULessThan(256),
+ random->nextULessThan(256));
+ return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params,
+ textures[texIdx2], params2,
+ textColor,
+ random->nextBool(), random->nextBool());
}