diff options
author | Brian Salomon <bsalomon@google.com> | 2017-12-15 11:41:09 -0500 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-12-15 17:06:08 +0000 |
commit | 0215e39d7e415d0530231df6ad20d5f215c72152 (patch) | |
tree | 91fec56dae447ceb15e1743117a8ff272c60a7c3 /src/gpu/glsl | |
parent | 29c14a760682e2c449fa043b5e8b69937cb58f3a (diff) |
Transform vertices for distance field glyphs on CPU.
This allows batching of DF draws with different view matrices.
For perspective matrices this means the transformed position vertex
attribute must have w values. Currently, non-perspective DF draws still
use 2 component positions, though this could be changed in the future.
Consequently, perspective draws can batch with other perspective draws
but not non-perspective draws.
Adds a GM to test batching and reusing the same blobs with both perspective
and non-perspective matrices.
Change-Id: I0e42c5449ebf3a5a54025dbcdec824d904d5bd9e
Reviewed-on: https://skia-review.googlesource.com/79900
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Diffstat (limited to 'src/gpu/glsl')
-rw-r--r-- | src/gpu/glsl/GrGLSLGeometryProcessor.cpp | 33 | ||||
-rw-r--r-- | src/gpu/glsl/GrGLSLGeometryProcessor.h | 3 |
2 files changed, 20 insertions, 16 deletions
diff --git a/src/gpu/glsl/GrGLSLGeometryProcessor.cpp b/src/gpu/glsl/GrGLSLGeometryProcessor.cpp index 9c71042413..9a768c21b4 100644 --- a/src/gpu/glsl/GrGLSLGeometryProcessor.cpp +++ b/src/gpu/glsl/GrGLSLGeometryProcessor.cpp @@ -57,40 +57,43 @@ void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb, const SkMatrix& localMatrix, FPCoordTransformHandler* handler) { SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType())); - SkASSERT(2 == GrSLTypeVecLength(localCoordsVar.getType())); + SkASSERT(2 == GrSLTypeVecLength(localCoordsVar.getType()) || + 3 == GrSLTypeVecLength(localCoordsVar.getType())); + bool threeComponentLocalCoords = 3 == GrSLTypeVecLength(localCoordsVar.getType()); + SkString localCoords; + if (threeComponentLocalCoords) { + localCoords = localCoordsVar.getName(); + } else { + localCoords.printf("float3(%s, 1)", localCoordsVar.c_str()); + } int i = 0; while (const GrCoordTransform* coordTransform = handler->nextCoordTransform()) { SkString strUniName; strUniName.printf("CoordTransformMatrix_%d", i); - GrSLType varyingType; - - uint32_t type = coordTransform->getMatrix().getType(); - type |= localMatrix.getType(); - - varyingType = SkToBool(SkMatrix::kPerspective_Mask & type) ? kFloat3_GrSLType : - kFloat2_GrSLType; const char* uniName; - - fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag, kFloat3x3_GrSLType, strUniName.c_str(), &uniName).toIndex(); + GrSLType varyingType = kFloat2_GrSLType; + if (localMatrix.hasPerspective() || coordTransform->getMatrix().hasPerspective()) { + varyingType = kFloat3_GrSLType; + } SkString strVaryingName; strVaryingName.printf("TransformedCoords_%d", i); - GrGLSLVarying v(varyingType); varyingHandler->addVarying(strVaryingName.c_str(), &v); - SkASSERT(kFloat2_GrSLType == varyingType || kFloat3_GrSLType == varyingType); handler->specifyCoordsForCurrCoordTransform(SkString(v.fsIn()), varyingType); if (kFloat2_GrSLType == varyingType) { - vb->codeAppendf("%s = (%s * float3(%s, 1)).xy;", v.vsOut(), uniName, - localCoordsVar.c_str()); + vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), uniName, localCoords.c_str()); + if (threeComponentLocalCoords) { + vb->codeAppendf("%s /= %s.z;", v.vsOut(), localCoords.c_str()); + } } else { - vb->codeAppendf("%s = %s * float3(%s, 1);", v.vsOut(), uniName, localCoordsVar.c_str()); + vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, localCoords.c_str()); } ++i; } diff --git a/src/gpu/glsl/GrGLSLGeometryProcessor.h b/src/gpu/glsl/GrGLSLGeometryProcessor.h index de1e4fd02a..36cc546c4c 100644 --- a/src/gpu/glsl/GrGLSLGeometryProcessor.h +++ b/src/gpu/glsl/GrGLSLGeometryProcessor.h @@ -29,7 +29,8 @@ protected: FPCoordTransformIter*); // Emit transformed local coords from the vertex shader as a uniform matrix and varying per - // coord-transform. + // coord-transform. localCoordsVar must be a 2- or 3-component vector. If it is 3 then it is + // assumed to be a 2D homogeneous coordinate. void emitTransforms(GrGLSLVertexBuilder*, GrGLSLVaryingHandler*, GrGLSLUniformHandler*, |