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C++ GrGLSLVaryingHandler类代码示例

本文整理汇总了C++中GrGLSLVaryingHandler的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLVaryingHandler类的具体用法?C++ GrGLSLVaryingHandler怎么用?C++ GrGLSLVaryingHandler使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了GrGLSLVaryingHandler类的15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 MSAAQuadProcessor& qp = args.fGP.cast<MSAAQuadProcessor>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(qp);
            varyingHandler->addPassThroughAttribute(qp.inColor(), args.fOutputColor);

            GrGLSLVertToFrag uv(kVec2f_GrSLType);
            varyingHandler->addVarying("uv", &uv, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = %s;", uv.vsOut(), qp.inUV()->fName);

            // Setup position
            this->setupPosition(vsBuilder, uniformHandler, gpArgs, qp.inPosition()->fName, 
                                qp.viewMatrix(), &fViewMatrixUniform);

            // emit transforms
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 qp.inPosition()->fName, SkMatrix::I(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLPPFragmentBuilder* fsBuilder = args.fFragBuilder;
            fsBuilder->codeAppendf("if (%s.x * %s.x >= %s.y) discard;", uv.fsIn(), uv.fsIn(), 
                                                                        uv.fsIn());
            fsBuilder->codeAppendf("%s = vec4(1.0);", args.fOutputCoverage);
        }
开发者ID:vmthanh,项目名称:skia,代码行数:28,代码来源:GrMSAAPathRenderer.cpp

示例2: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
        const GrRRectShadowGeoProc& rsgp = args.fGP.cast<GrRRectShadowGeoProc>();
        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
        GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;

        // emit attributes
        varyingHandler->emitAttributes(rsgp);
        fragBuilder->codeAppend("vec4 shadowParams;");
        varyingHandler->addPassThroughAttribute(rsgp.inShadowParams(), "shadowParams");

        // setup pass through color
        varyingHandler->addPassThroughAttribute(rsgp.inColor(), args.fOutputColor);

        // Setup position
        this->setupPosition(vertBuilder, gpArgs, rsgp.inPosition()->fName);

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             gpArgs->fPositionVar,
                             rsgp.inPosition()->fName,
                             args.fFPCoordTransformHandler);

        fragBuilder->codeAppend("float d = length(shadowParams.xy);");
        fragBuilder->codeAppend("float distance = shadowParams.z * (1.0 - d);");

        fragBuilder->codeAppend("float factor = 1.0 - clamp(distance, 0.0, shadowParams.w);");
        fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
        fragBuilder->codeAppendf("%s = vec4(factor);",
                                 args.fOutputCoverage);
    }
开发者ID:MIPS,项目名称:external-skia,代码行数:34,代码来源:GrShadowGeoProc.cpp

示例3: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
        const GrBitmapTextGeoProc& btgp = args.fGP.cast<GrBitmapTextGeoProc>();

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(btgp);

        const char* atlasSizeInvName;
        fAtlasSizeInvUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
                                                          kFloat2_GrSLType,
                                                          kHigh_GrSLPrecision,
                                                          "AtlasSizeInv",
                                                          &atlasSizeInvName);

        GrGLSLVarying uv(kFloat2_GrSLType);
        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
        GrGLSLVarying texIdx(texIdxType);
        append_index_uv_varyings(args, btgp.inTextureCoords().name(), atlasSizeInvName, &uv,
                                 &texIdx, nullptr);

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
        // Setup pass through color
        if (btgp.hasVertexColor()) {
            varyingHandler->addPassThroughAttribute(btgp.inColor(), args.fOutputColor);
        } else {
            this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                    &fColorUniform);
        }

        // Setup position
        gpArgs->fPositionVar = btgp.inPosition().asShaderVar();

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             btgp.inPosition().asShaderVar(),
                             btgp.localMatrix(),
                             args.fFPCoordTransformHandler);

        fragBuilder->codeAppend("half4 texColor;");
        append_multitexture_lookup(args, btgp.numTextureSamplers(),
                                   texIdx, uv.fsIn(), "texColor");

        if (btgp.maskFormat() == kARGB_GrMaskFormat) {
            // modulate by color
            fragBuilder->codeAppendf("%s = %s * texColor;", args.fOutputColor, args.fOutputColor);
            fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
        } else {
            fragBuilder->codeAppendf("%s = texColor;", args.fOutputCoverage);
        }
    }
开发者ID:jasonLaster,项目名称:gecko-dev,代码行数:55,代码来源:GrBitmapTextGeoProc.cpp

示例4: onEmitCode

        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const QuadEdgeEffect& qe = args.fGP.cast<QuadEdgeEffect>();
            GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(qe);

            GrGLSLVertToFrag v(kVec4f_GrSLType);
            varyingHandler->addVarying("QuadEdge", &v);
            vertBuilder->codeAppendf("%s = %s;", v.vsOut(), qe.inQuadEdge()->fName);

            GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
            // Setup pass through color
            if (!qe.colorIgnored()) {
                this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                        &fColorUniform);
            }

            // Setup position
            this->setupPosition(vertBuilder, gpArgs, qe.inPosition()->fName);

            // emit transforms
            this->emitTransforms(vertBuilder,
                                 varyingHandler,
                                 uniformHandler,
                                 gpArgs->fPositionVar,
                                 qe.inPosition()->fName,
                                 qe.localMatrix(),
                                 args.fTransformsIn,
                                 args.fTransformsOut);

            SkAssertResult(fragBuilder->enableFeature(
                    GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fragBuilder->codeAppendf("float edgeAlpha;");

            // keep the derivative instructions outside the conditional
            fragBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", v.fsIn());
            fragBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", v.fsIn());
            fragBuilder->codeAppendf("if (%s.z > 0.0 && %s.w > 0.0) {", v.fsIn(), v.fsIn());
            // today we know z and w are in device space. We could use derivatives
            fragBuilder->codeAppendf("edgeAlpha = min(min(%s.z, %s.w) + 0.5, 1.0);", v.fsIn(),
                                     v.fsIn());
            fragBuilder->codeAppendf ("} else {");
            fragBuilder->codeAppendf("vec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,"
                                     "               2.0*%s.x*duvdy.x - duvdy.y);",
                                     v.fsIn(), v.fsIn());
            fragBuilder->codeAppendf("edgeAlpha = (%s.x*%s.x - %s.y);", v.fsIn(), v.fsIn(),
                                     v.fsIn());
            fragBuilder->codeAppendf("edgeAlpha = "
                                     "clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);}");

            fragBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);
        }
开发者ID:03050903,项目名称:skia,代码行数:55,代码来源:GrAAConvexPathRenderer.cpp

示例5: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
        const GrPipelineDynamicStateTestProcessor& mp =
            args.fGP.cast<GrPipelineDynamicStateTestProcessor>();

        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        varyingHandler->emitAttributes(mp);
        varyingHandler->addPassThroughAttribute(&mp.fColor, args.fOutputColor);

        GrGLSLVertexBuilder* v = args.fVertBuilder;
        v->codeAppendf("vec2 vertex = %s;", mp.fVertex.fName);
        gpArgs->fPositionVar.set(kVec2f_GrSLType, "vertex");

        GrGLSLPPFragmentBuilder* f = args.fFragBuilder;
        f->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
    }
开发者ID:MIPS,项目名称:external-skia,代码行数:15,代码来源:GrPipelineDynamicStateTest.cpp

示例6: onEmitCode

        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const PLSFinishEffect& fe = args.fGP.cast<PLSFinishEffect>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            fUseEvenOdd = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                    kFloat_GrSLType, kLow_GrSLPrecision, 
                                                    "useEvenOdd");
            const char* useEvenOdd = uniformHandler->getUniformCStr(fUseEvenOdd);

            varyingHandler->emitAttributes(fe);
            this->setupPosition(vsBuilder, gpArgs, fe.inPosition()->fName);
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 fe.inPosition()->fName, fe.localMatrix(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
            SkAssertResult(fsBuilder->enableFeature(
                           GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature));
            fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL);
            fsBuilder->codeAppend("float coverage;");
            fsBuilder->codeAppendf("if (%s != 0.0) {", useEvenOdd);
            fsBuilder->codeAppend("coverage = float(abs(pls.windings[0]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[1]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[2]) % 2) * 0.25;");
            fsBuilder->codeAppend("coverage += float(abs(pls.windings[3]) % 2) * 0.25;");
            fsBuilder->codeAppend("} else {");
            fsBuilder->codeAppend("coverage = pls.windings[0] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[1] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[2] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("coverage += pls.windings[3] != 0 ? 0.25 : 0.0;");
            fsBuilder->codeAppend("}");
            if (!fe.colorIgnored()) {
                this->setupUniformColor(fsBuilder, uniformHandler, args.fOutputColor, 
                                        &fColorUniform);
            }
            fsBuilder->codeAppendf("%s = vec4(coverage);", args.fOutputCoverage);
            fsBuilder->codeAppendf("%s = vec4(1.0, 0.0, 1.0, 1.0);", args.fOutputColor);
        }
开发者ID:crabfang,项目名称:skia,代码行数:40,代码来源:GrPLSPathRenderer.cpp

示例7: onEmitCode

        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
            GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
            GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(gp);

            // Setup pass through color
            if (!gp.colorIgnored()) {
                if (gp.hasVertexColor()) {
                    varyingHandler->addPassThroughAttribute(gp.inColor(), args.fOutputColor);
                } else {
                    this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                            &fColorUniform);
                }
            }

            // Setup position
            this->setupPosition(vertBuilder,
                                uniformHandler,
                                gpArgs,
                                gp.inPosition()->fName,
                                gp.viewMatrix(),
                                &fViewMatrixUniform);

            if (gp.hasExplicitLocalCoords()) {
                // emit transforms with explicit local coords
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gpArgs->fPositionVar,
                                     gp.inLocalCoords()->fName,
                                     gp.localMatrix(),
                                     args.fTransformsIn,
                                     args.fTransformsOut);
            } else if(gp.hasTransformedLocalCoords()) {
                // transforms have already been applied to vertex attributes on the cpu
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     gp.inLocalCoords()->fName,
                                     args.fTransformsIn,
                                     args.fTransformsOut);
            } else {
                // emit transforms with position
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gpArgs->fPositionVar,
                                     gp.inPosition()->fName,
                                     gp.localMatrix(),
                                     args.fTransformsIn,
                                     args.fTransformsOut);
            }

            // Setup coverage as pass through
            if (!gp.coverageWillBeIgnored()) {
                if (gp.hasVertexCoverage()) {
                    fragBuilder->codeAppendf("float alpha = 1.0;");
                    varyingHandler->addPassThroughAttribute(gp.inCoverage(), "alpha");
                    fragBuilder->codeAppendf("%s = vec4(alpha);", args.fOutputCoverage);
                } else if (gp.coverage() == 0xff) {
                    fragBuilder->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
                } else {
                    const char* fragCoverage;
                    fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                                  kFloat_GrSLType,
                                                                  kDefault_GrSLPrecision,
                                                                  "Coverage",
                                                                  &fragCoverage);
                    fragBuilder->codeAppendf("%s = vec4(%s);", args.fOutputCoverage, fragCoverage);
                }
            }
        }
开发者ID:03050903,项目名称:skia,代码行数:76,代码来源:GrDefaultGeoProcFactory.cpp

示例8: 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("}");
    }
开发者ID:,项目名称:,代码行数:97,代码来源:

示例9: onEmitCode

void GrGLCubicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
    GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
    const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>();
    GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

    // emit attributes
    varyingHandler->emitAttributes(gp);

    GrGLSLVertToFrag v(kVec4f_GrSLType);
    varyingHandler->addVarying("CubicCoeffs", &v, kHigh_GrSLPrecision);
    vertBuilder->codeAppendf("%s = %s;", v.vsOut(), gp.inCubicCoeffs()->fName);

    GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
    // Setup pass through color
    if (!gp.colorIgnored()) {
        this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
    }

    // Setup position
    this->setupPosition(vertBuilder,
                        uniformHandler,
                        gpArgs,
                        gp.inPosition()->fName,
                        gp.viewMatrix(),
                        &fViewMatrixUniform);

    // emit transforms with position
    this->emitTransforms(vertBuilder,
                         varyingHandler,
                         uniformHandler,
                         gpArgs->fPositionVar,
                         gp.inPosition()->fName,
                         args.fFPCoordTransformHandler);


    GrShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar dfdx("dfdx", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar dfdy("dfdy", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar gF("gF", kVec2f_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar gFM("gFM", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar func("func", kFloat_GrSLType, 0, kHigh_GrSLPrecision);

    fragBuilder->declAppend(edgeAlpha);
    fragBuilder->declAppend(dklmdx);
    fragBuilder->declAppend(dklmdy);
    fragBuilder->declAppend(dfdx);
    fragBuilder->declAppend(dfdy);
    fragBuilder->declAppend(gF);
    fragBuilder->declAppend(gFM);
    fragBuilder->declAppend(func);

    switch (fEdgeType) {
        case kHairlineAA_GrProcessorEdgeType: {
            fragBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), v.fsIn());
            fragBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), v.fsIn());
            fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
                                     dfdx.c_str(), v.fsIn(), v.fsIn(), dklmdx.c_str(), v.fsIn(),
                                     dklmdx.c_str(), v.fsIn(), dklmdx.c_str());
            fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
                                     dfdy.c_str(), v.fsIn(), v.fsIn(), dklmdy.c_str(), v.fsIn(),
                                     dklmdy.c_str(), v.fsIn(), dklmdy.c_str());
            fragBuilder->codeAppendf("%s = vec2(%s, %s);", gF.c_str(), dfdx.c_str(), dfdy.c_str());
            fragBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
                                     gFM.c_str(), gF.c_str(), gF.c_str());
            fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                     func.c_str(), v.fsIn(), v.fsIn(),
                                     v.fsIn(), v.fsIn(), v.fsIn());
            fragBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
            fragBuilder->codeAppendf("%s = %s / %s;",
                                     edgeAlpha.c_str(), func.c_str(), gFM.c_str());
            fragBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
                                     edgeAlpha.c_str(), edgeAlpha.c_str());
            // Add line below for smooth cubic ramp
            // fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
            //                        edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
            //                        edgeAlpha.c_str());
            break;
        }
        case kFillAA_GrProcessorEdgeType: {
            fragBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), v.fsIn());
            fragBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), v.fsIn());
            fragBuilder->codeAppendf("%s ="
                                     "3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
                                     dfdx.c_str(), v.fsIn(), v.fsIn(), dklmdx.c_str(), v.fsIn(),
                                     dklmdx.c_str(), v.fsIn(), dklmdx.c_str());
            fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
                                     dfdy.c_str(), v.fsIn(), v.fsIn(), dklmdy.c_str(), v.fsIn(),
                                     dklmdy.c_str(), v.fsIn(), dklmdy.c_str());
            fragBuilder->codeAppendf("%s = vec2(%s, %s);", gF.c_str(), dfdx.c_str(), dfdy.c_str());
            fragBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
                                     gFM.c_str(), gF.c_str(), gF.c_str());
            fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                     func.c_str(),
                                     v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn());
            fragBuilder->codeAppendf("%s = %s / %s;",
                                     edgeAlpha.c_str(), func.c_str(), gFM.c_str());
            fragBuilder->codeAppendf("%s = clamp(0.5 - %s, 0.0, 1.0);",
//.........这里部分代码省略.........
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:101,代码来源:GrBezierEffect.cpp

示例10: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldA8TextGeoProc& dfTexEffect =
                args.fGP.cast<GrDistanceFieldA8TextGeoProc>();
        GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
        SkAssertResult(fragBuilder->enableFeature(
                GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfTexEffect);

#ifdef SK_GAMMA_APPLY_TO_A8
        // adjust based on gamma
        const char* distanceAdjustUniName = nullptr;
        // width, height, 1/(3*width)
        fDistanceAdjustUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                        kFloat_GrSLType, kDefault_GrSLPrecision,
                                                        "DistanceAdjust", &distanceAdjustUniName);
#endif

        // Setup pass through color
        if (!dfTexEffect.colorIgnored()) {
            varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);
        }

        // Setup position
        this->setupPosition(vertBuilder,
                            uniformHandler,
                            gpArgs,
                            dfTexEffect.inPosition()->fName,
                            dfTexEffect.viewMatrix(),
                            &fViewMatrixUniform);

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             gpArgs->fPositionVar,
                             dfTexEffect.inPosition()->fName,
                             args.fTransformsIn,
                             args.fTransformsOut);

        // add varyings
        GrGLSLVertToFrag recipScale(kFloat_GrSLType);
        GrGLSLVertToFrag uv(kVec2f_GrSLType);
        bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) ==
                              kUniformScale_DistanceFieldEffectMask;
        bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
        varyingHandler->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
        vertBuilder->codeAppendf("%s = %s;", uv.vsOut(), dfTexEffect.inTextureCoords()->fName);

        // compute numbers to be hardcoded to convert texture coordinates from float to int
        SkASSERT(dfTexEffect.numTextures() == 1);
        GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
        SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));

        GrGLSLVertToFrag st(kVec2f_GrSLType);
        varyingHandler->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
        vertBuilder->codeAppendf("%s = vec2(%d, %d) * %s;", st.vsOut(),
                                 atlas->width(), atlas->height(),
                                 dfTexEffect.inTextureCoords()->fName);
        
        // Use highp to work around aliasing issues
        fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
                                                                 kHigh_GrSLPrecision));
        fragBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());

        fragBuilder->codeAppend("\tfloat texColor = ");
        fragBuilder->appendTextureLookup(args.fSamplers[0],
                                         "uv",
                                         kVec2f_GrSLType);
        fragBuilder->codeAppend(".r;\n");
        fragBuilder->codeAppend("\tfloat distance = "
                       SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");");
#ifdef SK_GAMMA_APPLY_TO_A8
        // adjust width based on gamma
        fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName);
#endif

        fragBuilder->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 t coordinate in the y direction. 
            // 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
            fragBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(%s.y));",
                                     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
            fragBuilder->codeAppendf("float st_grad_len = length(dFdy(%s));", st.fsIn());
//.........这里部分代码省略.........
开发者ID:fluxxion82,项目名称:skia,代码行数:101,代码来源:GrDistanceFieldGeoProc.cpp

示例11: onEmitCode

        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
            GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
            GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(gp);

            // Setup pass through color
            if (gp.hasVertexColor()) {
                GrGLSLVarying varying(kHalf4_GrSLType);
                varyingHandler->addVarying("color", &varying);

                // There are several optional steps to process the color. Start with the attribute:
                vertBuilder->codeAppendf("half4 color = %s;", gp.inColor()->fName);

                // Linearize
                if (gp.linearizeColor()) {
                    SkString srgbFuncName;
                    static const GrShaderVar gSrgbArgs[] = {
                        GrShaderVar("x", kHalf_GrSLType),
                    };
                    vertBuilder->emitFunction(kHalf_GrSLType,
                                              "srgb_to_linear",
                                              SK_ARRAY_COUNT(gSrgbArgs),
                                              gSrgbArgs,
                                              "return (x <= 0.04045) ? (x / 12.92) "
                                              ": pow((x + 0.055) / 1.055, 2.4);",
                                              &srgbFuncName);
                    vertBuilder->codeAppendf("color = half4(%s(%s.r), %s(%s.g), %s(%s.b), %s.a);",
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             gp.inColor()->fName);
                }

                // For SkColor, do a red/blue swap and premul
                if (gp.fFlags & kColorAttributeIsSkColor_GPFlag) {
                    vertBuilder->codeAppend("color = half4(color.a * color.bgr, color.a);");
                }

                // Do color-correction to destination gamut
                if (gp.linearizeColor()) {
                    fColorSpaceHelper.emitCode(uniformHandler, gp.fColorSpaceXform.get(),
                                               kVertex_GrShaderFlag);
                    if (fColorSpaceHelper.isValid()) {
                        SkString xformedColor;
                        vertBuilder->appendColorGamutXform(&xformedColor, "color",
                                                           &fColorSpaceHelper);
                        vertBuilder->codeAppendf("color = %s;", xformedColor.c_str());
                    }
                }
                vertBuilder->codeAppendf("%s = color;\n", varying.vsOut());
                fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, varying.fsIn());
            } else {
                this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                        &fColorUniform);
            }

            // Setup position
            this->writeOutputPosition(vertBuilder,
                                      uniformHandler,
                                      gpArgs,
                                      gp.inPosition()->fName,
                                      gp.viewMatrix(),
                                      &fViewMatrixUniform);

            if (gp.hasExplicitLocalCoords()) {
                // emit transforms with explicit local coords
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gp.inLocalCoords()->asShaderVar(),
                                     gp.localMatrix(),
                                     args.fFPCoordTransformHandler);
            } else {
                // emit transforms with position
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gp.inPosition()->asShaderVar(),
                                     gp.localMatrix(),
                                     args.fFPCoordTransformHandler);
            }

            // Setup coverage as pass through
            if (gp.hasVertexCoverage()) {
                fragBuilder->codeAppendf("half alpha = 1.0;");
                varyingHandler->addPassThroughAttribute(gp.inCoverage(), "alpha");
                fragBuilder->codeAppendf("%s = half4(alpha);", args.fOutputCoverage);
            } else if (gp.coverage() == 0xff) {
                fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
            } else {
                const char* fragCoverage;
                fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                              kHalf_GrSLType,
                                                              "Coverage",
                                                              &fragCoverage);
//.........这里部分代码省略.........
开发者ID:android,项目名称:platform_external_skia,代码行数:101,代码来源:GrDefaultGeoProcFactory.cpp

示例12: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldPathGeoProc& dfPathEffect =
                args.fGP.cast<GrDistanceFieldPathGeoProc>();

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfPathEffect);

        const char* atlasSizeInvName;
        fAtlasSizeInvUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
                                                          kFloat2_GrSLType,
                                                          kHigh_GrSLPrecision,
                                                          "AtlasSizeInv",
                                                          &atlasSizeInvName);

        GrGLSLVarying uv(kFloat2_GrSLType);
        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
        GrGLSLVarying texIdx(texIdxType);
        GrGLSLVarying st(kFloat2_GrSLType);
        append_index_uv_varyings(args, dfPathEffect.inTextureCoords()->fName, atlasSizeInvName, &uv,
                                 &texIdx, &st);

        // setup pass through color
        varyingHandler->addPassThroughAttribute(dfPathEffect.inColor(), args.fOutputColor);

        if (dfPathEffect.matrix().hasPerspective()) {
            // Setup position
            this->writeOutputPosition(vertBuilder,
                                      uniformHandler,
                                      gpArgs,
                                      dfPathEffect.inPosition()->fName,
                                      dfPathEffect.matrix(),
                                      &fMatrixUniform);

            // emit transforms
            this->emitTransforms(vertBuilder,
                                 varyingHandler,
                                 uniformHandler,
                                 dfPathEffect.inPosition()->asShaderVar(),
                                 args.fFPCoordTransformHandler);
        } else {
            // Setup position
            this->writeOutputPosition(vertBuilder, gpArgs, dfPathEffect.inPosition()->fName);

            // emit transforms
            this->emitTransforms(vertBuilder,
                                 varyingHandler,
                                 uniformHandler,
                                 dfPathEffect.inPosition()->asShaderVar(),
                                 dfPathEffect.matrix(),
                                 args.fFPCoordTransformHandler);
        }

        // 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
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(%s.x));",
                                     st.fsIn());
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(%s.y));",
                                     st.fsIn());
#endif
        } 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
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("half st_grad_len = length(dFdx(%s));", st.fsIn());
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppendf("half st_grad_len = length(dFdy(%s));", st.fsIn());
#endif
            fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);");
//.........这里部分代码省略.........
开发者ID:marcoscaceres,项目名称:gecko-dev,代码行数:101,代码来源:GrDistanceFieldGeoProc.cpp

示例13: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldPathGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldPathGeoProc>();

        GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
        SkAssertResult(fragBuilder->enableFeature(
                                     GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfTexEffect);

        GrGLSLVertToFrag v(kVec2f_GrSLType);
        varyingHandler->addVarying("TextureCoords", &v, kHigh_GrSLPrecision);

        // setup pass through color
        if (!dfTexEffect.colorIgnored()) {
            varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);
        }
        vertBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoords()->fName);

        // Setup position
        this->setupPosition(vertBuilder,
                            uniformHandler,
                            gpArgs,
                            dfTexEffect.inPosition()->fName,
                            dfTexEffect.viewMatrix(),
                            &fViewMatrixUniform);

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             gpArgs->fPositionVar,
                             dfTexEffect.inPosition()->fName,
                             args.fFPCoordTransformHandler);

        const char* textureSizeUniName = nullptr;
        fTextureSizeUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                     kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                     "TextureSize", &textureSizeUniName);

        // Use highp to work around aliasing issues
        fragBuilder->appendPrecisionModifier(kHigh_GrSLPrecision);
        fragBuilder->codeAppendf("vec2 uv = %s;", v.fsIn());

        fragBuilder->codeAppend("float texColor = ");
        fragBuilder->appendTextureLookup(args.fTexSamplers[0],
                                         "uv",
                                         kVec2f_GrSLType);
        fragBuilder->codeAppend(".r;");
        fragBuilder->codeAppend("float distance = "
            SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");");

        fragBuilder->appendPrecisionModifier(kHigh_GrSLPrecision);
        fragBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName);
        fragBuilder->codeAppend("float afwidth;");
        bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) ==
                               kUniformScale_DistanceFieldEffectMask;
        bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
        bool isGammaCorrect =
            SkToBool(dfTexEffect.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
#ifdef SK_VULKAN
            fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(st.x));");
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(st.y));");
#endif
        } 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
#ifdef SK_VULKAN
            fragBuilder->codeAppend("float st_grad_len = length(dFdx(st));");
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppend("float st_grad_len = length(dFdy(st));");
#endif
            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("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
            fragBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);");
            fragBuilder->codeAppend("if (dg_len2 < 0.0001) {");
            fragBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);");
            fragBuilder->codeAppend("} else {");
//.........这里部分代码省略.........
开发者ID:alphan102,项目名称:gecko-dev,代码行数:101,代码来源:GrDistanceFieldGeoProc.cpp

示例14: onEmitCode

void GrGLCubicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
    GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
    const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>();
    GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

    // emit attributes
    varyingHandler->emitAttributes(gp);

    GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
    // Setup pass through color
    if (!gp.colorIgnored()) {
        this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
    }

    // Setup position
    this->setupPosition(vertBuilder,
                        uniformHandler,
                        gpArgs,
                        gp.inPosition()->fName,
                        gp.viewMatrix(),
                        &fViewMatrixUniform);

    // Setup KLM
    const char* devkLMMatrixName;
    fDevKLMUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType,
                                                kHigh_GrSLPrecision, "KLM", &devkLMMatrixName);
    GrGLSLVertToFrag v(kVec3f_GrSLType);
    varyingHandler->addVarying("CubicCoeffs", &v, kHigh_GrSLPrecision);
    vertBuilder->codeAppendf("%s = %s * vec3(%s, 1);",
                             v.vsOut(), devkLMMatrixName, gpArgs->fPositionVar.c_str());


    GrGLSLVertToFrag gradCoeffs(kVec4f_GrSLType);
    if (kFillAA_GrProcessorEdgeType == fEdgeType || kHairlineAA_GrProcessorEdgeType == fEdgeType) {
        varyingHandler->addVarying("GradCoeffs", &gradCoeffs, kHigh_GrSLPrecision);
        vertBuilder->codeAppendf("highp float k = %s[0], l = %s[1], m = %s[2];",
                                 v.vsOut(), v.vsOut(), v.vsOut());
        vertBuilder->codeAppendf("highp vec2 gk = vec2(%s[0][0], %s[1][0]), "
                                            "gl = vec2(%s[0][1], %s[1][1]), "
                                            "gm = vec2(%s[0][2], %s[1][2]);",
                                 devkLMMatrixName, devkLMMatrixName, devkLMMatrixName,
                                 devkLMMatrixName, devkLMMatrixName, devkLMMatrixName);
        vertBuilder->codeAppendf("%s = vec4(3 * k * gk, -m * gl - l * gm);",
                                 gradCoeffs.vsOut());
    }

    // emit transforms with position
    this->emitTransforms(vertBuilder,
                         varyingHandler,
                         uniformHandler,
                         gpArgs->fPositionVar,
                         gp.inPosition()->fName,
                         args.fFPCoordTransformHandler);


    GrShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar gF("gF", kVec2f_GrSLType, 0, kHigh_GrSLPrecision);
    GrShaderVar func("func", kFloat_GrSLType, 0, kHigh_GrSLPrecision);

    fragBuilder->declAppend(edgeAlpha);
    fragBuilder->declAppend(gF);
    fragBuilder->declAppend(func);

    switch (fEdgeType) {
        case kHairlineAA_GrProcessorEdgeType: {
            fragBuilder->codeAppendf("%s = %s.x * %s.xy + %s.zw;",
                                     gF.c_str(), v.fsIn(), gradCoeffs.fsIn(), gradCoeffs.fsIn());
            fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                     func.c_str(), v.fsIn(), v.fsIn(),
                                     v.fsIn(), v.fsIn(), v.fsIn());
            fragBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
            fragBuilder->codeAppendf("%s = %s * inversesqrt(dot(%s, %s));",
                                     edgeAlpha.c_str(), func.c_str(), gF.c_str(), gF.c_str());
            fragBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
                                     edgeAlpha.c_str(), edgeAlpha.c_str());
            // Add line below for smooth cubic ramp
            // fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
            //                        edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
            //                        edgeAlpha.c_str());
            break;
        }
        case kFillAA_GrProcessorEdgeType: {
            fragBuilder->codeAppendf("%s = %s.x * %s.xy + %s.zw;",
                                     gF.c_str(), v.fsIn(), gradCoeffs.fsIn(), gradCoeffs.fsIn());
            fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                     func.c_str(),
                                     v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn());
            fragBuilder->codeAppendf("%s = %s * inversesqrt(dot(%s, %s));",
                                     edgeAlpha.c_str(), func.c_str(), gF.c_str(), gF.c_str());
            fragBuilder->codeAppendf("%s = clamp(0.5 - %s, 0.0, 1.0);",
                                     edgeAlpha.c_str(), edgeAlpha.c_str());
            // Add line below for smooth cubic ramp
            // fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
            //                        edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
            //                        edgeAlpha.c_str());
            break;
        }
        case kFillBW_GrProcessorEdgeType: {
            fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
//.........这里部分代码省略.........
开发者ID:MIPS,项目名称:external-skia,代码行数:101,代码来源:GrBezierEffect.cpp

示例15: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldPathGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldPathGeoProc>();

        GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
        SkAssertResult(fragBuilder->enableFeature(
                                     GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfTexEffect);

        GrGLSLVertToFrag v(kVec2f_GrSLType);
        varyingHandler->addVarying("TextureCoords", &v, kHigh_GrSLPrecision);

        // setup pass through color
        if (!dfTexEffect.colorIgnored()) {
            varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);
        }
        vertBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoords()->fName);

        // Setup position
        this->setupPosition(vertBuilder,
                            uniformHandler,
                            gpArgs,
                            dfTexEffect.inPosition()->fName,
                            dfTexEffect.viewMatrix(),
                            &fViewMatrixUniform);

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             gpArgs->fPositionVar,
                             dfTexEffect.inPosition()->fName,
                             args.fTransformsIn,
                             args.fTransformsOut);

        const char* textureSizeUniName = nullptr;
        fTextureSizeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
                                                     kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                     "TextureSize", &textureSizeUniName);

        // Use highp to work around aliasing issues
        fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
                                                                 kHigh_GrSLPrecision));
        fragBuilder->codeAppendf("vec2 uv = %s;", v.fsIn());

        fragBuilder->codeAppend("float texColor = ");
        fragBuilder->appendTextureLookup(args.fSamplers[0],
                                         "uv",
                                         kVec2f_GrSLType);
        fragBuilder->codeAppend(".r;");
        fragBuilder->codeAppend("float distance = "
            SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");");

        fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
                                                                 kHigh_GrSLPrecision));
        fragBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName);
        fragBuilder->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
            fragBuilder->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.
            fragBuilder->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
            fragBuilder->codeAppend("float dg_len2 = dot(dist_grad, dist_grad);");
            fragBuilder->codeAppend("if (dg_len2 < 0.0001) {");
            fragBuilder->codeAppend("dist_grad = vec2(0.7071, 0.7071);");
            fragBuilder->codeAppend("} else {");
            fragBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);");
            fragBuilder->codeAppend("}");

            fragBuilder->codeAppend("vec2 Jdx = dFdx(st);");
            fragBuilder->codeAppend("vec2 Jdy = dFdy(st);");
            fragBuilder->codeAppend("vec2 grad = vec2(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);");
        }
        fragBuilder->codeAppend("float val = smoothstep(-afwidth, afwidth, distance);");

        fragBuilder->codeAppendf("%s = vec4(val);", args.fOutputCoverage);
    }
开发者ID:Crawping,项目名称:chromium_extract,代码行数:95,代码来源:GrDistanceFieldGeoProc.cpp


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