diff options
Diffstat (limited to 'src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp')
-rw-r--r-- | src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp index ed5f0f38d8..25cc5e4cc7 100644 --- a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp @@ -18,17 +18,17 @@ void GrCCPRQuadraticProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& GrGPArgs* gpArgs) const { v->codeAppendf("int3 indices = int3(%s.y, %s.x, %s.y + 1);", proc.instanceAttrib(), proc.instanceAttrib(), proc.instanceAttrib()); - v->codeAppend ("highp float2 self = "); + v->codeAppend ("highfloat2 self = "); v->appendTexelFetch(pointsBuffer, "indices[sk_VertexID]"); v->codeAppendf(".xy + %s;", atlasOffset); - gpArgs->fPositionVar.set(kVec2f_GrSLType, "self"); + gpArgs->fPositionVar.set(kHighFloat2_GrSLType, "self"); } void GrCCPRQuadraticProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* rtAdjust, const char* outputWind) const { // We will define bezierpts in onEmitGeometryShader. - g->codeAppend ("highp float area_times_2 = " - "determinant(float2x2(bezierpts[1] - bezierpts[0], " + g->codeAppend ("highfloat area_times_2 = " + "determinant(highfloat2x2(bezierpts[1] - bezierpts[0], " "bezierpts[2] - bezierpts[0]));"); // Drop curves that are nearly flat, in favor of the higher quality triangle antialiasing. g->codeAppendf("if (2 * abs(area_times_2) < length((bezierpts[2] - bezierpts[0]) * %s.zx)) {", @@ -47,26 +47,26 @@ void GrCCPRQuadraticProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const char* emitVertexFn, const char* wind, const char* rtAdjust) const { // Prepend bezierpts at the start of the shader. - g->codePrependf("highp float3x2 bezierpts = float3x2(sk_in[0].gl_Position.xy, " - "sk_in[1].gl_Position.xy, " - "sk_in[2].gl_Position.xy);"); + g->codePrependf("highfloat3x2 bezierpts = highfloat3x2(sk_in[0].gl_Position.xy, " + "sk_in[1].gl_Position.xy, " + "sk_in[2].gl_Position.xy);"); g->declareGlobal(fCanonicalMatrix); - g->codeAppendf("%s = float3x3(0.0, 0, 1, " - "0.5, 0, 1, " - "1.0, 1, 1) * " - "inverse(float3x3(bezierpts[0], 1, " - "bezierpts[1], 1, " - "bezierpts[2], 1));", + g->codeAppendf("%s = highfloat3x3(0.0, 0, 1, " + "0.5, 0, 1, " + "1.0, 1, 1) * " + "inverse(highfloat3x3(bezierpts[0], 1, " + "bezierpts[1], 1, " + "bezierpts[2], 1));", fCanonicalMatrix.c_str()); g->declareGlobal(fCanonicalDerivatives); - g->codeAppendf("%s = float2x2(%s) * float2x2(%s.x, 0, 0, %s.z);", + g->codeAppendf("%s = highfloat2x2(%s) * highfloat2x2(%s.x, 0, 0, %s.z);", fCanonicalDerivatives.c_str(), fCanonicalMatrix.c_str(), rtAdjust, rtAdjust); g->declareGlobal(fEdgeDistanceEquation); - g->codeAppendf("highp float2 edgept0 = bezierpts[%s > 0 ? 2 : 0];", wind); - g->codeAppendf("highp float2 edgept1 = bezierpts[%s > 0 ? 0 : 2];", wind); + g->codeAppendf("highfloat2 edgept0 = bezierpts[%s > 0 ? 2 : 0];", wind); + g->codeAppendf("highfloat2 edgept1 = bezierpts[%s > 0 ? 0 : 2];", wind); this->emitEdgeDistanceEquation(g, "edgept0", "edgept1", fEdgeDistanceEquation.c_str()); this->emitQuadraticGeometry(g, emitVertexFn, rtAdjust); @@ -75,7 +75,7 @@ void GrCCPRQuadraticProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, void GrCCPRQuadraticProcessor::emitPerVertexGeometryCode(SkString* fnBody, const char* position, const char* /*coverage*/, const char* /*wind*/) const { - fnBody->appendf("%s.xy = (%s * float3(%s, 1)).xy;", + fnBody->appendf("%s.xy = (%s * highfloat3(%s, 1)).xy;", fXYD.gsOut(), fCanonicalMatrix.c_str(), position); fnBody->appendf("%s.z = dot(%s.xy, %s) + %s.z;", fXYD.gsOut(), fEdgeDistanceEquation.c_str(), position, @@ -88,18 +88,18 @@ void GrCCPRQuadraticHullProcessor::emitQuadraticGeometry(GrGLSLGeometryBuilder* const char* /*rtAdjust*/) const { // Find the t value whose tangent is halfway between the tangents at the endpionts. // (We defined bezierpts in onEmitGeometryShader.) - g->codeAppend ("highp float2 tan0 = bezierpts[1] - bezierpts[0];"); - g->codeAppend ("highp float2 tan1 = bezierpts[2] - bezierpts[1];"); - g->codeAppend ("highp float2 midnorm = normalize(tan0) - normalize(tan1);"); - g->codeAppend ("highp float2 T = midnorm * float2x2(tan0 - tan1, tan0);"); - g->codeAppend ("highp float t = clamp(T.t / T.s, 0, 1);"); // T.s=0 is weeded out by this point. + g->codeAppend ("highfloat2 tan0 = bezierpts[1] - bezierpts[0];"); + g->codeAppend ("highfloat2 tan1 = bezierpts[2] - bezierpts[1];"); + g->codeAppend ("highfloat2 midnorm = normalize(tan0) - normalize(tan1);"); + g->codeAppend ("highfloat2 T = midnorm * highfloat2x2(tan0 - tan1, tan0);"); + g->codeAppend ("highfloat t = clamp(T.t / T.s, 0, 1);"); // T.s=0 is weeded out by this point. // Clip the bezier triangle by the tangent at our new t value. This is a simple application for // De Casteljau's algorithm. - g->codeAppendf("highp float4x2 quadratic_hull = float4x2(bezierpts[0], " - "bezierpts[0] + tan0 * t, " - "bezierpts[1] + tan1 * t, " - "bezierpts[2]);"); + g->codeAppendf("highfloat4x2 quadratic_hull = highfloat4x2(bezierpts[0], " + "bezierpts[0] + tan0 * t, " + "bezierpts[1] + tan1 * t, " + "bezierpts[2]);"); int maxVerts = this->emitHullGeometry(g, emitVertexFn, "quadratic_hull", 4, "sk_InvocationID"); @@ -109,13 +109,13 @@ void GrCCPRQuadraticHullProcessor::emitQuadraticGeometry(GrGLSLGeometryBuilder* } void GrCCPRQuadraticHullProcessor::onEmitPerVertexGeometryCode(SkString* fnBody) const { - fnBody->appendf("%s = float2(2 * %s.x, -1) * %s;", + fnBody->appendf("%s = highfloat2(2 * %s.x, -1) * %s;", fGradXY.gsOut(), fXYD.gsOut(), fCanonicalDerivatives.c_str()); } void GrCCPRQuadraticHullProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, const char* outputCoverage) const { - f->codeAppendf("highp float d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s, %s));", + f->codeAppendf("highfloat d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s, %s));", fXYD.fsIn(), fXYD.fsIn(), fXYD.fsIn(), fGradXY.fsIn(), fGradXY.fsIn()); f->codeAppendf("%s = clamp(0.5 - d, 0, 1);", outputCoverage); f->codeAppendf("%s += min(%s.z, 0);", outputCoverage, fXYD.fsIn()); // Flat closing edge. @@ -128,7 +128,7 @@ void GrCCPRQuadraticCornerProcessor::emitQuadraticGeometry(GrGLSLGeometryBuilder g->codeAppendf("%s = %s.xy * %s.xz;", fEdgeDistanceDerivatives.c_str(), fEdgeDistanceEquation.c_str(), rtAdjust); - g->codeAppendf("highp float2 corner = bezierpts[sk_InvocationID * 2];"); + g->codeAppendf("highfloat2 corner = bezierpts[sk_InvocationID * 2];"); int numVertices = this->emitCornerGeometry(g, emitVertexFn, "corner"); g->configure(GrGLSLGeometryBuilder::InputType::kTriangles, @@ -136,35 +136,35 @@ void GrCCPRQuadraticCornerProcessor::emitQuadraticGeometry(GrGLSLGeometryBuilder } void GrCCPRQuadraticCornerProcessor::onEmitPerVertexGeometryCode(SkString* fnBody) const { - fnBody->appendf("%s = float3(%s[0].x, %s[0].y, %s.x);", + fnBody->appendf("%s = highfloat3(%s[0].x, %s[0].y, %s.x);", fdXYDdx.gsOut(), fCanonicalDerivatives.c_str(), fCanonicalDerivatives.c_str(), fEdgeDistanceDerivatives.c_str()); - fnBody->appendf("%s = float3(%s[1].x, %s[1].y, %s.y);", + fnBody->appendf("%s = highfloat3(%s[1].x, %s[1].y, %s.y);", fdXYDdy.gsOut(), fCanonicalDerivatives.c_str(), fCanonicalDerivatives.c_str(), fEdgeDistanceDerivatives.c_str()); } void GrCCPRQuadraticCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, const char* outputCoverage) const { - f->codeAppendf("highp float x = %s.x, y = %s.y, d = %s.z;", + f->codeAppendf("highfloat x = %s.x, y = %s.y, d = %s.z;", fXYD.fsIn(), fXYD.fsIn(), fXYD.fsIn()); - f->codeAppendf("highp float2x3 grad_xyd = float2x3(%s, %s);", fdXYDdx.fsIn(), fdXYDdy.fsIn()); + f->codeAppendf("highfloat2x3 grad_xyd = highfloat2x3(%s, %s);", fdXYDdx.fsIn(), fdXYDdy.fsIn()); // Erase what the previous hull shader wrote. We don't worry about the two corners falling on // the same pixel because those cases should have been weeded out by this point. - f->codeAppend ("highp float f = x*x - y;"); - f->codeAppend ("highp float2 grad_f = float2(2*x, -1) * float2x2(grad_xyd);"); + f->codeAppend ("highfloat f = x*x - y;"); + f->codeAppend ("highfloat2 grad_f = highfloat2(2*x, -1) * highfloat2x2(grad_xyd);"); f->codeAppendf("%s = -(0.5 - f * inversesqrt(dot(grad_f, grad_f)));", outputCoverage); f->codeAppendf("%s -= d;", outputCoverage); // Use software msaa to approximate coverage at the corner pixels. int sampleCount = this->defineSoftSampleLocations(f, "samples"); - f->codeAppendf("highp float3 xyd_center = float3(%s.xy, %s.z + 0.5);", + f->codeAppendf("highfloat3 xyd_center = highfloat3(%s.xy, %s.z + 0.5);", fXYD.fsIn(), fXYD.fsIn()); f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount); - f->codeAppend ( "highp float3 xyd = grad_xyd * samples[i] + xyd_center;"); - f->codeAppend ( "lowp float f = xyd.y - xyd.x * xyd.x;"); // f > 0 -> inside curve. - f->codeAppendf( "%s += all(greaterThan(float2(f,xyd.z), float2(0))) ? %f : 0;", + f->codeAppend ( "highfloat3 xyd = grad_xyd * samples[i] + xyd_center;"); + f->codeAppend ( "half f = xyd.y - xyd.x * xyd.x;"); // f > 0 -> inside curve. + f->codeAppendf( "%s += all(greaterThan(highfloat2(f,xyd.z), highfloat2(0))) ? %f : 0;", outputCoverage, 1.0 / sampleCount); f->codeAppendf("}"); } |