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authorGravatar robertphillips <robertphillips@google.com>2015-01-28 17:37:33 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-01-28 17:37:33 -0800
commit9cc2f2613a4fa27de2c6c79830433867c72d8cd5 (patch)
tree341e3002390b1f21ada90abc45641053ea66cbd2 /src
parente79d7b7929d777006bd973b597f0bbd321dcc4d0 (diff)
Revert of Add device space "nudge" to gpu draws (patchset #5 id:70001 of https://codereview.chromium.org/877473005/)
Reason for revert: Chrome pixel test :( Original issue's description: > Add device space "nudge" to gpu draws > > This CL nudges all the GPU draws and clips slightly to match raster's round behavior for BW draws. We assume the effect will be negligible and do it for AA draws too. > > BUG=423834 > > Committed: https://skia.googlesource.com/skia/+/2d55d07501c56310f97d2092d789a2bc9fa01b78 TBR=bsalomon@google.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=423834 Review URL: https://codereview.chromium.org/890433003
Diffstat (limited to 'src')
-rw-r--r--src/core/SkClipStack.cpp13
-rw-r--r--src/gpu/effects/GrConvexPolyEffect.cpp23
-rw-r--r--src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp10
3 files changed, 24 insertions, 22 deletions
diff --git a/src/core/SkClipStack.cpp b/src/core/SkClipStack.cpp
index 863dc9a387..515596a969 100644
--- a/src/core/SkClipStack.cpp
+++ b/src/core/SkClipStack.cpp
@@ -418,6 +418,19 @@ void SkClipStack::Element::updateBoundAndGenID(const Element* prior) {
break;
}
+ if (!fDoAA) {
+ // Here we mimic a non-anti-aliased scanline system. If there is
+ // no anti-aliasing we can integerize the bounding box to exclude
+ // fractional parts that won't be rendered.
+ // Note: the left edge is handled slightly differently below. We
+ // are a bit more generous in the rounding since we don't want to
+ // risk missing the left pixels when fLeft is very close to .5
+ fFiniteBound.set(SkScalarFloorToScalar(fFiniteBound.fLeft+0.45f),
+ SkScalarRoundToScalar(fFiniteBound.fTop),
+ SkScalarRoundToScalar(fFiniteBound.fRight),
+ SkScalarRoundToScalar(fFiniteBound.fBottom));
+ }
+
// Now determine the previous Element's bound information taking into
// account that there may be no previous clip
SkRect prevFinite;
diff --git a/src/gpu/effects/GrConvexPolyEffect.cpp b/src/gpu/effects/GrConvexPolyEffect.cpp
index 9d9792e2b9..7035094fa6 100644
--- a/src/gpu/effects/GrConvexPolyEffect.cpp
+++ b/src/gpu/effects/GrConvexPolyEffect.cpp
@@ -137,14 +137,10 @@ void GLAARectEffect::emitCode(GrGLFPBuilder* builder,
fsBuilder->codeAppendf("\t\tfloat alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));\n");
} else {
fsBuilder->codeAppendf("\t\tfloat alpha = 1.0;\n");
- fsBuilder->codeAppendf("\t\talpha *= (%s.x - %s.x) > -0.5 ? 1.0 : 0.0;\n",
- fragmentPos, rectName);
- fsBuilder->codeAppendf("\t\talpha *= (%s.z - %s.x) > -0.5 ? 1.0 : 0.0;\n",
- rectName, fragmentPos);
- fsBuilder->codeAppendf("\t\talpha *= (%s.y - %s.y) > -0.5 ? 1.0 : 0.0;\n",
- fragmentPos, rectName);
- fsBuilder->codeAppendf("\t\talpha *= (%s.w - %s.y) > -0.5 ? 1.0 : 0.0;\n",
- rectName, fragmentPos);
+ fsBuilder->codeAppendf("\t\talpha *= (%s.x - %s.x) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
+ fsBuilder->codeAppendf("\t\talpha *= (%s.z - %s.x) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
+ fsBuilder->codeAppendf("\t\talpha *= (%s.y - %s.y) > -0.5 ? 1.0 : 0.0;\n", fragmentPos, rectName);
+ fsBuilder->codeAppendf("\t\talpha *= (%s.w - %s.y) > -0.5 ? 1.0 : 0.0;\n", rectName, fragmentPos);
}
if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
@@ -158,10 +154,8 @@ void GLAARectEffect::setData(const GrGLProgramDataManager& pdman, const GrProces
const AARectEffect& aare = processor.cast<AARectEffect>();
const SkRect& rect = aare.getRect();
if (rect != fPrevRect) {
- // Add a device space "nudge" of 0.05f, 0.05f to match raster's rounding behavior for
- // BW clipping/drawing
- pdman.set4f(fRectUniform, rect.fLeft + 0.55f, rect.fTop + 0.55f,
- rect.fRight - 0.45f, rect.fBottom - 0.45f);
+ pdman.set4f(fRectUniform, rect.fLeft + 0.5f, rect.fTop + 0.5f,
+ rect.fRight - 0.5f, rect.fBottom - 0.5f);
fPrevRect = rect;
}
}
@@ -227,10 +221,7 @@ void GrGLConvexPolyEffect::emitCode(GrGLFPBuilder* builder,
fsBuilder->codeAppend("\t\tfloat edge;\n");
const char* fragmentPos = fsBuilder->fragmentPosition();
for (int i = 0; i < cpe.getEdgeCount(); ++i) {
- // Add a device space "nudge" of 0.05f, 0.05f to match raster's rounding behavior for
- // BW clipping/drawing. Since we are "nudging" fragment positions we have to go in
- // the opposite direction.
- fsBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x - 0.05f, %s.y - 0.05f, 1));\n",
+ fsBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x, %s.y, 1));\n",
edgeArrayName, i, fragmentPos, fragmentPos);
if (GrProcessorEdgeTypeIsAA(cpe.getEdgeType())) {
fsBuilder->codeAppend("\t\tedge = clamp(edge, 0.0, 1.0);\n");
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
index f0b645ee42..f17e741169 100644
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
@@ -47,15 +47,13 @@ void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
// Transform from Skia's device coords to GL's normalized device coords. Note that
// because we want to "nudge" the device space positions we are converting to
// non-homogeneous NDC.
- // The "0.05" nudge serves to match the raster path's rounding for bw draws.
- // For aa draws we just assume the impact will be minimal - so we always perform the nudge.
if (kVec3f_GrSLType == posVar.getType()) {
- this->codeAppendf("gl_Position = vec4((dot(%s.xz, %s.xy)/%s.z) + 0.05 * %s.x, (dot(%s.yz, %s.zw)/%s.z) + 0.05 * %s.z, 0, 1);",
- posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName,
- posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName);
+ this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);",
+ posVar.c_str(), fRtAdjustName, posVar.c_str(),
+ posVar.c_str(), fRtAdjustName, posVar.c_str());
} else {
SkASSERT(kVec2f_GrSLType == posVar.getType());
- this->codeAppendf("gl_Position = vec4((%s.x + 0.05) * %s.x + %s.y, (%s.y + 0.05) * %s.z + %s.w, 0, 1);",
+ this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
posVar.c_str(), fRtAdjustName, fRtAdjustName,
posVar.c_str(), fRtAdjustName, fRtAdjustName);
}