diff options
Diffstat (limited to 'chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp')
-rwxr-xr-x | chromium/third_party/skia/src/gpu/effects/GrDistanceFieldTextureEffect.cpp | 423 |
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()); } |