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C++ GrGLSLVertexBuilder::codeAppend方法代码示例

本文整理汇总了C++中GrGLSLVertexBuilder::codeAppend方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLVertexBuilder::codeAppend方法的具体用法?C++ GrGLSLVertexBuilder::codeAppend怎么用?C++ GrGLSLVertexBuilder::codeAppend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GrGLSLVertexBuilder的用法示例。


在下文中一共展示了GrGLSLVertexBuilder::codeAppend方法的3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 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2: 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3: onEmitCode

void GLSLPathProcessor::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
    using InstanceAttribs = GrCCPRPathProcessor::InstanceAttribs;
    const GrCCPRPathProcessor& proc = args.fGP.cast<GrCCPRPathProcessor>();
    GrGLSLUniformHandler* uniHandler = args.fUniformHandler;
    GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;

    const char* atlasAdjust;
    fAtlasAdjustUniform = uniHandler->addUniform(
            kVertex_GrShaderFlag,
            kVec2f_GrSLType, kHigh_GrSLPrecision, "atlas_adjust", &atlasAdjust);

    varyingHandler->emitAttributes(proc);

    GrGLSLVertToFrag texcoord(kVec2f_GrSLType);
    GrGLSLVertToFrag color(kVec4f_GrSLType);
    varyingHandler->addVarying("texcoord", &texcoord, kHigh_GrSLPrecision);
    varyingHandler->addFlatPassThroughAttribute(&proc.getInstanceAttrib(InstanceAttribs::kColor),
                                                args.fOutputColor, kLow_GrSLPrecision);

    // Vertex shader.
    GrGLSLVertexBuilder* v = args.fVertBuilder;

    // Find the intersections of (bloated) devBounds and devBounds45 in order to come up with an
    // octagon that circumscribes the (bloated) path. A vertex is the intersection of two lines:
    // one edge from the path's bounding box and one edge from its 45-degree bounding box.
    v->codeAppendf("highp mat2 N = mat2(%s);", proc.getEdgeNormsAttrib().fName);

    // N[0] is the normal for the edge we are intersecting from the regular bounding box, pointing
    // out of the octagon.
    v->codeAppendf("highp vec2 refpt = (min(N[0].x, N[0].y) < 0) ? %s.xy : %s.zw;",
                   proc.getInstanceAttrib(InstanceAttribs::kDevBounds).fName,
                   proc.getInstanceAttrib(InstanceAttribs::kDevBounds).fName);
    v->codeAppendf("refpt += N[0] * %f;", kAABloatRadius); // bloat for AA.

    // N[1] is the normal for the edge we are intersecting from the 45-degree bounding box, pointing
    // out of the octagon.
    v->codeAppendf("highp vec2 refpt45 = (N[1].x < 0) ? %s.xy : %s.zw;",
                   proc.getInstanceAttrib(InstanceAttribs::kDevBounds45).fName,
                   proc.getInstanceAttrib(InstanceAttribs::kDevBounds45).fName);
    v->codeAppendf("refpt45 *= mat2(.5,.5,-.5,.5);"); // transform back to device space.
    v->codeAppendf("refpt45 += N[1] * %f;", kAABloatRadius); // bloat for AA.

    v->codeAppend ("highp vec2 K = vec2(dot(N[0], refpt), dot(N[1], refpt45));");
    v->codeAppendf("highp vec2 octocoord = K * inverse(N);");

    gpArgs->fPositionVar.set(kVec2f_GrSLType, "octocoord");

    // Convert to atlas coordinates in order to do our texture lookup.
    v->codeAppendf("highp vec2 atlascoord = octocoord + vec2(%s);",
                   proc.getInstanceAttrib(InstanceAttribs::kAtlasOffset).fName);
    if (kTopLeft_GrSurfaceOrigin == proc.atlas()->origin()) {
        v->codeAppendf("%s = atlascoord * %s;", texcoord.vsOut(), atlasAdjust);
    } else {
        SkASSERT(kBottomLeft_GrSurfaceOrigin == proc.atlas()->origin());
        v->codeAppendf("%s = vec2(atlascoord.x * %s.x, 1 - atlascoord.y * %s.y);",
                       texcoord.vsOut(), atlasAdjust, atlasAdjust);
    }

    // Convert to (local) path cordinates.
    v->codeAppendf("highp vec2 pathcoord = inverse(mat2(%s)) * (octocoord - %s);",
                   proc.getInstanceAttrib(InstanceAttribs::kViewMatrix).fName,
                   proc.getInstanceAttrib(InstanceAttribs::kViewTranslate).fName);

    this->emitTransforms(v, varyingHandler, uniHandler, gpArgs->fPositionVar, "pathcoord",
                         args.fFPCoordTransformHandler);

    // Fragment shader.
    GrGLSLPPFragmentBuilder* f = args.fFragBuilder;

    f->codeAppend ("mediump float coverage_count = ");
    f->appendTextureLookup(args.fTexSamplers[0], texcoord.fsIn(), kVec2f_GrSLType);
    f->codeAppend (".a;");

    if (SkPath::kWinding_FillType == proc.fillType()) {
        f->codeAppendf("%s = vec4(min(abs(coverage_count), 1));", args.fOutputCoverage);
    } else {
        SkASSERT(SkPath::kEvenOdd_FillType == proc.fillType());
        f->codeAppend ("mediump float t = mod(abs(coverage_count), 2);");
        f->codeAppendf("%s = vec4(1 - abs(t - 1));", args.fOutputCoverage);
    }
}
开发者ID:MIPS,项目名称:external-skia,代码行数:81,代码来源:GrCCPRPathProcessor.cpp


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