本文整理汇总了C++中GrGLSLFPFragmentBuilder::applyFnToMultisampleMask方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLFPFragmentBuilder::applyFnToMultisampleMask方法的具体用法?C++ GrGLSLFPFragmentBuilder::applyFnToMultisampleMask怎么用?C++ GrGLSLFPFragmentBuilder::applyFnToMultisampleMask使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrGLSLFPFragmentBuilder
的用法示例。
在下文中一共展示了GrGLSLFPFragmentBuilder::applyFnToMultisampleMask方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onEmitCode
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& proc = args.fGP.cast<Processor>();
bool useHWDerivatives = (proc.fFlags & Flags::kUseHWDerivatives);
bool hasPerspective = (proc.fFlags & Flags::kHasPerspective);
bool hasLocalCoords = (proc.fFlags & Flags::kHasLocalCoords);
SkASSERT(useHWDerivatives == hasPerspective);
SkASSERT(proc.vertexStride() == sizeof(MSAAVertex));
// Emit the vertex shader.
GrGLSLVertexBuilder* v = args.fVertBuilder;
GrGLSLVaryingHandler* varyings = args.fVaryingHandler;
varyings->emitAttributes(proc);
varyings->addPassThroughAttribute(*proc.fColorAttrib, args.fOutputColor,
GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
// Unpack vertex attribs.
v->codeAppendf("float2 corner = corner_and_radius_outsets.xy;");
v->codeAppendf("float2 radius_outset = corner_and_radius_outsets.zw;");
// Identify our radii.
v->codeAppend("float2 radii;");
v->codeAppend("radii.x = dot(radii_selector, radii_x);");
v->codeAppend("radii.y = dot(radii_selector, radii_y);");
v->codeAppendf("bool is_arc_section = (radii.x > 0);");
v->codeAppendf("radii = abs(radii);");
// Find our vertex position, adjusted for radii. Our rect is drawn in normalized
// [-1,-1,+1,+1] space.
v->codeAppend("float2 vertexpos = corner + radius_outset * radii;");
// Emit transforms.
GrShaderVar localCoord("", kFloat2_GrSLType);
if (hasLocalCoords) {
v->codeAppend("float2 localcoord = (local_rect.xy * (1 - vertexpos) + "
"local_rect.zw * (1 + vertexpos)) * .5;");
localCoord.set(kFloat2_GrSLType, "localcoord");
}
this->emitTransforms(v, varyings, args.fUniformHandler, localCoord,
args.fFPCoordTransformHandler);
// Transform to device space.
if (!hasPerspective) {
v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);");
v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord");
} else {
v->codeAppend("float3x3 persp_matrix = float3x3(persp_x, persp_y, persp_z);");
v->codeAppend("float3 devcoord = float3(vertexpos, 1) * persp_matrix;");
gpArgs->fPositionVar.set(kFloat3_GrSLType, "devcoord");
}
// Determine normalized arc coordinates for the implicit function.
GrGLSLVarying arcCoord((useHWDerivatives) ? kFloat2_GrSLType : kFloat4_GrSLType);
varyings->addVarying("arccoord", &arcCoord);
v->codeAppendf("if (is_arc_section) {");
v->codeAppendf( "%s.xy = 1 - abs(radius_outset);", arcCoord.vsOut());
if (!useHWDerivatives) {
// The gradient is order-1: Interpolate it across arccoord.zw.
// This doesn't work with perspective.
SkASSERT(!hasPerspective);
v->codeAppendf("float2x2 derivatives = inverse(skewmatrix);");
v->codeAppendf("%s.zw = derivatives * (%s.xy/radii * corner * 2);",
arcCoord.vsOut(), arcCoord.vsOut());
}
v->codeAppendf("} else {");
if (useHWDerivatives) {
v->codeAppendf("%s = float2(0);", arcCoord.vsOut());
} else {
v->codeAppendf("%s = float4(0);", arcCoord.vsOut());
}
v->codeAppendf("}");
// Emit the fragment shader.
GrGLSLFPFragmentBuilder* f = args.fFragBuilder;
f->codeAppendf("%s = half4(1);", args.fOutputCoverage);
// If x,y == 0, then we are drawing a triangle that does not track an arc.
f->codeAppendf("if (float2(0) != %s.xy) {", arcCoord.fsIn());
f->codeAppendf( "float fn = dot(%s.xy, %s.xy) - 1;", arcCoord.fsIn(), arcCoord.fsIn());
if (GrAAType::kMSAA == proc.fAAType) {
using ScopeFlags = GrGLSLFPFragmentBuilder::ScopeFlags;
if (!useHWDerivatives) {
f->codeAppendf("float2 grad = %s.zw;", arcCoord.fsIn());
f->applyFnToMultisampleMask("fn", "grad", ScopeFlags::kInsidePerPrimitiveBranch);
} else {
f->applyFnToMultisampleMask("fn", nullptr, ScopeFlags::kInsidePerPrimitiveBranch);
}
} else {
f->codeAppendf("if (fn > 0) {");
f->codeAppendf( "%s = half4(0);", args.fOutputCoverage);
f->codeAppendf("}");
}
f->codeAppendf("}");
}