diff options
Diffstat (limited to 'src/gpu/ccpr')
-rw-r--r-- | src/gpu/ccpr/GrCCPRCoverageProcessor.cpp | 76 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCoverageProcessor.h | 8 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCubicProcessor.cpp | 142 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRPathProcessor.cpp | 22 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp | 77 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRTriangleProcessor.cpp | 68 |
6 files changed, 200 insertions, 193 deletions
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp index 85b989b25f..332a64c664 100644 --- a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp @@ -122,7 +122,8 @@ void PrimitiveProcessor::emitVertexShader(const GrCCPRCoverageProcessor& proc, const TexelBufferHandle& pointsBuffer, const char* rtAdjust, GrGPArgs* gpArgs) const { v->codeAppendf("int packedoffset = %s.w;", proc.instanceAttrib()); - v->codeAppend ("highp vec2 atlasoffset = vec2((packedoffset<<16) >> 16, packedoffset >> 16);"); + v->codeAppend ("highp float2 atlasoffset = float2((packedoffset<<16) >> 16, " + "packedoffset >> 16);"); this->onEmitVertexShader(proc, v, pointsBuffer, "atlasoffset", rtAdjust, gpArgs); } @@ -150,12 +151,12 @@ void PrimitiveProcessor::emitGeometryShader(const GrCCPRCoverageProcessor& proc, fnBody.appendf("%s = %s * %s;", fFragCoverageTimesWind.gsOut(), coverage, fGeomWind.c_str()); } - fnBody.append ("gl_Position = vec4(position, 0, 1);"); + fnBody.append ("gl_Position = float4(position, 0, 1);"); fnBody.append ("EmitVertex();"); return fnBody; }().c_str(), &emitVertexFn); - g->codeAppendf("highp vec2 bloat = %f * abs(%s.xz);", kAABloatRadius, rtAdjust); + g->codeAppendf("highp float2 bloat = %f * abs(%s.xz);", kAABloatRadius, rtAdjust); #ifdef SK_DEBUG if (proc.debugVisualizations()) { @@ -172,7 +173,7 @@ int PrimitiveProcessor::emitHullGeometry(GrGLSLGeometryBuilder* g, const char* e SkASSERT(numSides >= 3); if (!insetPts) { - g->codeAppendf("highp vec2 centroidpt = %s * vec%i(%f);", + g->codeAppendf("highp float2 centroidpt = %s * float%i(%f);", polygonPts, numSides, 1.0 / numSides); } @@ -180,44 +181,44 @@ int PrimitiveProcessor::emitHullGeometry(GrGLSLGeometryBuilder* g, const char* e "nextidx = (%s + 1) %% %i;", wedgeIdx, numSides - 1, numSides, wedgeIdx, numSides); - g->codeAppendf("highp vec2 self = %s[%s];" + g->codeAppendf("highp float2 self = %s[%s];" "highp int leftidx = %s > 0 ? previdx : nextidx;" "highp int rightidx = %s > 0 ? nextidx : previdx;", polygonPts, wedgeIdx, fGeomWind.c_str(), fGeomWind.c_str()); // Which quadrant does the vector from self -> right fall into? - g->codeAppendf("highp vec2 right = %s[rightidx];", polygonPts); + g->codeAppendf("highp float2 right = %s[rightidx];", polygonPts); if (3 == numSides) { // TODO: evaluate perf gains. - g->codeAppend ("highp vec2 qsr = sign(right - self);"); + g->codeAppend ("highp float2 qsr = sign(right - self);"); } else { SkASSERT(4 == numSides); - g->codeAppendf("highp vec2 diag = %s[(%s + 2) %% 4];", polygonPts, wedgeIdx); - g->codeAppend ("highp vec2 qsr = sign((right != self ? right : diag) - self);"); + g->codeAppendf("highp float2 diag = %s[(%s + 2) %% 4];", polygonPts, wedgeIdx); + g->codeAppend ("highp float2 qsr = sign((right != self ? right : diag) - self);"); } // Which quadrant does the vector from left -> self fall into? - g->codeAppendf("highp vec2 qls = sign(self - %s[leftidx]);", polygonPts); + g->codeAppendf("highp float2 qls = sign(self - %s[leftidx]);", polygonPts); // d2 just helps us reduce triangle counts with orthogonal, axis-aligned lines. // TODO: evaluate perf gains. const char* dr2 = "dr"; if (3 == numSides) { // TODO: evaluate perf gains. - g->codeAppend ("highp vec2 dr = vec2(qsr.y != 0 ? +qsr.y : +qsr.x, " + g->codeAppend ("highp float2 dr = float2(qsr.y != 0 ? +qsr.y : +qsr.x, " "qsr.x != 0 ? -qsr.x : +qsr.y);"); - g->codeAppend ("highp vec2 dr2 = vec2(qsr.y != 0 ? +qsr.y : -qsr.x, " + g->codeAppend ("highp float2 dr2 = float2(qsr.y != 0 ? +qsr.y : -qsr.x, " "qsr.x != 0 ? -qsr.x : -qsr.y);"); - g->codeAppend ("highp vec2 dl = vec2(qls.y != 0 ? +qls.y : +qls.x, " + g->codeAppend ("highp float2 dl = float2(qls.y != 0 ? +qls.y : +qls.x, " "qls.x != 0 ? -qls.x : +qls.y);"); dr2 = "dr2"; } else { - g->codeAppend ("highp vec2 dr = vec2(qsr.y != 0 ? +qsr.y : 1, " + g->codeAppend ("highp float2 dr = float2(qsr.y != 0 ? +qsr.y : 1, " "qsr.x != 0 ? -qsr.x : 1);"); - g->codeAppend ("highp vec2 dl = (qls == vec2(0)) ? dr : vec2(qls.y != 0 ? +qls.y : 1, " - "qls.x != 0 ? -qls.x : 1);"); + g->codeAppend ("highp float2 dl = (qls == float2(0)) ? dr : " + "float2(qls.y != 0 ? +qls.y : 1, qls.x != 0 ? -qls.x : 1);"); } - g->codeAppendf("bvec2 dnotequal = notEqual(%s, dl);", dr2); + g->codeAppendf("bool2 dnotequal = notEqual(%s, dl);", dr2); // Emit one third of what is the convex hull of pixel-size boxes centered on the vertices. // Each invocation emits a different third. @@ -235,7 +236,7 @@ int PrimitiveProcessor::emitHullGeometry(GrGLSLGeometryBuilder* g, const char* e g->codeAppendf( "%s(self + bloat * dl, 1);", emitVertexFn); g->codeAppend ("}"); g->codeAppend ("if (all(dnotequal)) {"); - g->codeAppendf( "%s(self + bloat * vec2(-dl.y, dl.x), 1);", emitVertexFn); + g->codeAppendf( "%s(self + bloat * float2(-dl.y, dl.x), 1);", emitVertexFn); g->codeAppend ("}"); g->codeAppend ("EndPrimitive();"); @@ -246,18 +247,18 @@ int PrimitiveProcessor::emitEdgeGeometry(GrGLSLGeometryBuilder* g, const char* e const char* leftPt, const char* rightPt, const char* distanceEquation) const { if (!distanceEquation) { - this->emitEdgeDistanceEquation(g, leftPt, rightPt, "highp vec3 edge_distance_equation"); + this->emitEdgeDistanceEquation(g, leftPt, rightPt, "highp float3 edge_distance_equation"); distanceEquation = "edge_distance_equation"; } // qlr is defined in emitEdgeDistanceEquation. - g->codeAppendf("highp mat2 endpts = mat2(%s - bloat * qlr, %s + bloat * qlr);", + g->codeAppendf("highp float2x2 endpts = float2x2(%s - bloat * qlr, %s + bloat * qlr);", leftPt, rightPt); - g->codeAppendf("mediump vec2 endpts_coverage = %s.xy * endpts + %s.z;", + g->codeAppendf("mediump float2 endpts_coverage = %s.xy * endpts + %s.z;", distanceEquation, distanceEquation); // d1 is defined in emitEdgeDistanceEquation. - g->codeAppend ("highp vec2 d2 = d1;"); + g->codeAppend ("highp float2 d2 = d1;"); g->codeAppend ("bool aligned = qlr.x == 0 || qlr.y == 0;"); g->codeAppend ("if (aligned) {"); g->codeAppend ( "d1 -= qlr;"); @@ -286,16 +287,17 @@ void PrimitiveProcessor::emitEdgeDistanceEquation(GrGLSLGeometryBuilder* g, const char* leftPt, const char* rightPt, const char* outputDistanceEquation) const { // Which quadrant does the vector from left -> right fall into? - g->codeAppendf("highp vec2 qlr = sign(%s - %s);", rightPt, leftPt); - g->codeAppend ("highp vec2 d1 = vec2(qlr.y, -qlr.x);"); + g->codeAppendf("highp float2 qlr = sign(%s - %s);", rightPt, leftPt); + g->codeAppend ("highp float2 d1 = float2(qlr.y, -qlr.x);"); - g->codeAppendf("highp vec2 n = vec2(%s.y - %s.y, %s.x - %s.x);", + g->codeAppendf("highp float2 n = float2(%s.y - %s.y, %s.x - %s.x);", rightPt, leftPt, leftPt, rightPt); - g->codeAppendf("highp vec2 kk = n * mat2(%s + bloat * d1, %s - bloat * d1);", leftPt, leftPt); + g->codeAppendf("highp float2 kk = n * float2x2(%s + bloat * d1, %s - bloat * d1);", + leftPt, leftPt); // Clamp for when n=0. wind=0 when n=0 so as long as we don't get Inf or NaN we are fine. g->codeAppendf("highp float scale = 1 / max(kk[0] - kk[1], 1e-30);"); - g->codeAppendf("%s = vec3(-n, kk[1]) * scale;", outputDistanceEquation); + g->codeAppendf("%s = float3(-n, kk[1]) * scale;", outputDistanceEquation); } void PrimitiveProcessor::emitCoverage(const GrCCPRCoverageProcessor& proc, GrGLSLFragmentBuilder* f, @@ -314,11 +316,11 @@ void PrimitiveProcessor::emitCoverage(const GrCCPRCoverageProcessor& proc, GrGLS break; } - f->codeAppendf("%s = vec4(1);", outputCoverage); + f->codeAppendf("%s = float4(1);", outputCoverage); #ifdef SK_DEBUG if (proc.debugVisualizations()) { - f->codeAppendf("%s = vec4(-%s.a, %s.a, 0, 1);", outputColor, outputColor, outputColor); + f->codeAppendf("%s = float4(-%s.a, %s.a, 0, 1);", outputColor, outputColor, outputColor); } #endif } @@ -327,17 +329,17 @@ int PrimitiveProcessor::defineSoftSampleLocations(GrGLSLFragmentBuilder* f, const char* samplesName) const { // Standard DX11 sample locations. #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS) - f->defineConstant("highp vec2[8]", samplesName, "vec2[8](" - "vec2(+1, -3)/16, vec2(-1, +3)/16, vec2(+5, +1)/16, vec2(-3, -5)/16, " - "vec2(-5, +5)/16, vec2(-7, -1)/16, vec2(+3, +7)/16, vec2(+7, -7)/16." + f->defineConstant("highp float2[8]", samplesName, "float2[8](" + "float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, " + "float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16." ")"); return 8; #else - f->defineConstant("highp vec2[16]", samplesName, "vec2[16](" - "vec2(+1, +1)/16, vec2(-1, -3)/16, vec2(-3, +2)/16, vec2(+4, -1)/16, " - "vec2(-5, -2)/16, vec2(+2, +5)/16, vec2(+5, +3)/16, vec2(+3, -5)/16, " - "vec2(-2, +6)/16, vec2( 0, -7)/16, vec2(-4, -6)/16, vec2(-6, +4)/16, " - "vec2(-8, 0)/16, vec2(+7, -4)/16, vec2(+6, +7)/16, vec2(-7, -8)/16." + f->defineConstant("highp float2[16]", samplesName, "float2[16](" + "float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, " + "float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, " + "float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, " + "float2(-8, 0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16." ")"); return 16; #endif diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.h b/src/gpu/ccpr/GrCCPRCoverageProcessor.h index 574cf4a162..befa1a9c5a 100644 --- a/src/gpu/ccpr/GrCCPRCoverageProcessor.h +++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.h @@ -215,13 +215,13 @@ protected: int emitEdgeGeometry(GrGLSLGeometryBuilder*, const char* emitVertexFn, const char* leftPt, const char* rightPt, const char* distanceEquation = nullptr) const; - // Defines an equation ("dot(vec3(pt, 1), distance_equation)") that is -1 on the outside border - // of a conservative raster edge and 0 on the inside (see emitEdgeGeometry). + // Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside + // border of a conservative raster edge and 0 on the inside (see emitEdgeGeometry). void emitEdgeDistanceEquation(GrGLSLGeometryBuilder*, const char* leftPt, const char* rightPt, const char* outputDistanceEquation) const; - // Defines a global vec2 array that contains MSAA sample locations as offsets from pixel center. - // Subclasses can use this for software multisampling. + // Defines a global float2 array that contains MSAA sample locations as offsets from pixel + // center. Subclasses can use this for software multisampling. // // Returns the number of samples. int defineSoftSampleLocations(GrGLSLFragmentBuilder*, const char* samplesName) const; diff --git a/src/gpu/ccpr/GrCCPRCubicProcessor.cpp b/src/gpu/ccpr/GrCCPRCubicProcessor.cpp index 9dfa8e158f..5f6f759c6d 100644 --- a/src/gpu/ccpr/GrCCPRCubicProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRCubicProcessor.cpp @@ -24,10 +24,10 @@ void GrCCPRCubicProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& pro #endif // Fetch all 4 cubic bezier points. - v->codeAppendf("ivec4 indices = ivec4(%s.y, %s.x, %s.x + 1, %s.y + 1);", + v->codeAppendf("int4 indices = int4(%s.y, %s.x, %s.x + 1, %s.y + 1);", proc.instanceAttrib(), proc.instanceAttrib(), proc.instanceAttrib(), proc.instanceAttrib()); - v->codeAppend ("highp mat4x2 bezierpts = mat4x2("); + v->codeAppend ("highp float4x2 bezierpts = float4x2("); v->appendTexelFetch(pointsBuffer, "indices[sk_VertexID]"); v->codeAppend (".xy, "); v->appendTexelFetch(pointsBuffer, "indices[(sk_VertexID + 1) % 4]"); @@ -38,24 +38,24 @@ void GrCCPRCubicProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& pro v->codeAppend (".xy);"); // Find the corner of the inset geometry that corresponds to this bezier vertex (bezierpts[0]). - v->codeAppend ("highp mat2 N = mat2(bezierpts[3].y - bezierpts[0].y, " - "bezierpts[0].x - bezierpts[3].x, " - "bezierpts[1].y - bezierpts[0].y, " - "bezierpts[0].x - bezierpts[1].x);"); - v->codeAppend ("highp mat2 P = mat2(bezierpts[3], bezierpts[1]);"); + v->codeAppend ("highp float2x2 N = float2x2(bezierpts[3].y - bezierpts[0].y, " + "bezierpts[0].x - bezierpts[3].x, " + "bezierpts[1].y - bezierpts[0].y, " + "bezierpts[0].x - bezierpts[1].x);"); + v->codeAppend ("highp float2x2 P = float2x2(bezierpts[3], bezierpts[1]);"); v->codeAppend ("if (abs(determinant(N)) < 2) {"); // Area of [pts[3], pts[0], pts[1]] < 1px. // The inset corner doesn't exist because we are effectively colinear with // both neighbor vertices. Just duplicate a neighbor's inset corner. v->codeAppend ( "int smallidx = (dot(N[0], N[0]) > dot(N[1], N[1])) ? 1 : 0;"); - v->codeAppend ( "N[smallidx] = vec2(bezierpts[2].y - bezierpts[3 - smallidx * 2].y, " - "bezierpts[3 - smallidx * 2].x - bezierpts[2].x);"); + v->codeAppend ( "N[smallidx] = float2(bezierpts[2].y - bezierpts[3 - smallidx * 2].y, " + "bezierpts[3 - smallidx * 2].x - bezierpts[2].x);"); v->codeAppend ( "P[smallidx] = bezierpts[2];"); v->codeAppend ("}"); v->codeAppend ("N[0] *= sign(dot(N[0], P[1] - P[0]));"); v->codeAppend ("N[1] *= sign(dot(N[1], P[0] - P[1]));"); - v->codeAppendf("highp vec2 K = vec2(dot(N[0], P[0] + %f * sign(N[0])), " - "dot(N[1], P[1] + %f * sign(N[1])));", inset, inset); + v->codeAppendf("highp float2 K = float2(dot(N[0], P[0] + %f * sign(N[0])), " + "dot(N[1], P[1] + %f * sign(N[1])));", inset, inset); v->codeAppendf("%s.xy = K * inverse(N) + %s;", fInset.vsOut(), atlasOffset); v->codeAppendf("%s.xy = %s.xy * %s.xz + %s.yw;", fInset.vsOut(), fInset.vsOut(), rtAdjust, rtAdjust); @@ -71,14 +71,15 @@ void GrCCPRCubicProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& pro v->codeAppend ("[sk_VertexID % 2];"); // Emit the vertex position. - v->codeAppendf("highp vec2 self = bezierpts[0] + %s;", atlasOffset); + v->codeAppendf("highp float2 self = bezierpts[0] + %s;", atlasOffset); gpArgs->fPositionVar.set(kVec2f_GrSLType, "self"); } void GrCCPRCubicProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* rtAdjust, const char* outputWind) const { // We will define bezierpts in onEmitGeometryShader. - g->codeAppend ("highp float area_times_2 = determinant(mat3(1, bezierpts[0], " + g->codeAppend ("highp float area_times_2 = " + "determinant(float3x3(1, bezierpts[0], " "1, bezierpts[2], " "0, bezierpts[3] - bezierpts[1]));"); // Drop curves that are nearly flat. The KLM math becomes unstable in this case. @@ -97,13 +98,13 @@ void GrCCPRCubicProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* rtAdju void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const char* emitVertexFn, const char* wind, const char* rtAdjust) const { // Prepend bezierpts at the start of the shader. - g->codePrependf("highp mat4x2 bezierpts = mat4x2(sk_in[0].gl_Position.xy, " + g->codePrependf("highp float4x2 bezierpts = float4x2(sk_in[0].gl_Position.xy, " "sk_in[1].gl_Position.xy, " "sk_in[2].gl_Position.xy, " "sk_in[3].gl_Position.xy);"); // Evaluate the cubic at t=.5 for an approximate midpoint. - g->codeAppendf("highp vec2 midpoint = bezierpts * vec4(.125, .375, .375, .125);"); + g->codeAppendf("highp float2 midpoint = bezierpts * float4(.125, .375, .375, .125);"); // Finish finding the inset geometry we started in the vertex shader. The z component tells us // how "sharp" an inset corner is. And the vertex shader already skips one corner if it is @@ -111,9 +112,9 @@ void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const // geometry is all empty (it should never be non-convex because the curve gets chopped into // convex segments ahead of time). g->codeAppendf("bool isempty = " - "any(lessThan(vec4(%s[0].z, %s[1].z, %s[2].z, %s[3].z) * %s, vec4(2)));", + "any(lessThan(float4(%s[0].z, %s[1].z, %s[2].z, %s[3].z) * %s, float4(2)));", fInset.gsIn(), fInset.gsIn(), fInset.gsIn(), fInset.gsIn(), wind); - g->codeAppendf("highp vec2 inset[4];"); + g->codeAppendf("highp float2 inset[4];"); g->codeAppend ("for (int i = 0; i < 4; ++i) {"); g->codeAppendf( "inset[i] = isempty ? midpoint : %s[i].xy;", fInset.gsIn()); g->codeAppend ("}"); @@ -127,8 +128,8 @@ void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const g->codeAppend ("lowp int numbackwards = 0;"); g->codeAppend ("for (int i = 0; i < 4; ++i) {"); g->codeAppend ( "lowp int j = (i + 1) % 4;"); - g->codeAppendf( "highp vec2 inner = inset[j] - inset[i];"); - g->codeAppendf( "highp vec2 outer = sk_in[j].gl_Position.xy - sk_in[i].gl_Position.xy;"); + g->codeAppendf( "highp float2 inner = inset[j] - inset[i];"); + g->codeAppendf( "highp float2 outer = sk_in[j].gl_Position.xy - sk_in[i].gl_Position.xy;"); g->codeAppendf( "backwards[i] = sign(dot(outer, inner));"); g->codeAppendf( "numbackwards += backwards[i] < 0 ? 1 : 0;"); g->codeAppend ("}"); @@ -137,16 +138,16 @@ void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const // dropped on the floor later. g->codeAppend ("lowp int x = (backwards[0] != backwards[2]) ? 1 : 0;"); g->codeAppend ("lowp int x3 = (x + 3) % 4;"); - g->codeAppend ("highp mat2 X = mat2(inset[x].y - inset[x+1].y, " - "inset[x+1].x - inset[x].x, " - "inset[x+2].y - inset[x3].y, " - "inset[x3].x - inset[x+2].x);"); - g->codeAppend ("highp vec2 KK = vec2(dot(X[0], inset[x]), dot(X[1], inset[x+2]));"); - g->codeAppend ("highp vec2 crossoverpoint = KK * inverse(X);"); + g->codeAppend ("highp float2x2 X = float2x2(inset[x].y - inset[x+1].y, " + "inset[x+1].x - inset[x].x, " + "inset[x+2].y - inset[x3].y, " + "inset[x3].x - inset[x+2].x);"); + g->codeAppend ("highp float2 KK = float2(dot(X[0], inset[x]), dot(X[1], inset[x+2]));"); + g->codeAppend ("highp float2 crossoverpoint = KK * inverse(X);"); // Determine what point backwards edges should collapse into. If there is one backwards edge, // it should collapse to the crossover point. If >1, they should all collapse to the midpoint. - g->codeAppend ("highp vec2 collapsepoint = numbackwards == 1 ? crossoverpoint : midpoint;"); + g->codeAppend ("highp float2 collapsepoint = numbackwards == 1 ? crossoverpoint : midpoint;"); // Collapse backwards egdes to the "collapse" point. g->codeAppend ("for (int i = 0; i < 4; ++i) {"); @@ -157,46 +158,46 @@ void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const // Calculate the KLM matrix. g->declareGlobal(fKLMMatrix); - g->codeAppend ("highp vec4 K, L, M;"); + g->codeAppend ("highp float4 K, L, M;"); if (Type::kSerpentine == fType) { - g->codeAppend ("highp vec2 l,m;"); - g->codeAppendf("l.ts = vec2(%s[0], %s[1]);", fTS.gsIn(), fTS.gsIn()); - g->codeAppendf("m.ts = vec2(%s[2], %s[3]);", fTS.gsIn(), fTS.gsIn()); - g->codeAppend ("K = vec4(0, l.s * m.s, -l.t * m.s - m.t * l.s, l.t * m.t);"); - g->codeAppend ("L = vec4(-1,3,-3,1) * l.ssst * l.sstt * l.sttt;"); - g->codeAppend ("M = vec4(-1,3,-3,1) * m.ssst * m.sstt * m.sttt;"); + g->codeAppend ("highp float2 l,m;"); + g->codeAppendf("l.ts = float2(%s[0], %s[1]);", fTS.gsIn(), fTS.gsIn()); + g->codeAppendf("m.ts = float2(%s[2], %s[3]);", fTS.gsIn(), fTS.gsIn()); + g->codeAppend ("K = float4(0, l.s * m.s, -l.t * m.s - m.t * l.s, l.t * m.t);"); + g->codeAppend ("L = float4(-1,3,-3,1) * l.ssst * l.sstt * l.sttt;"); + g->codeAppend ("M = float4(-1,3,-3,1) * m.ssst * m.sstt * m.sttt;"); } else { - g->codeAppend ("highp vec2 d,e;"); - g->codeAppendf("d.ts = vec2(%s[0], %s[1]);", fTS.gsIn(), fTS.gsIn()); - g->codeAppendf("e.ts = vec2(%s[2], %s[3]);", fTS.gsIn(), fTS.gsIn()); - g->codeAppend ("highp vec4 dxe = vec4(d.s * e.s, d.s * e.t, d.t * e.s, d.t * e.t);"); - g->codeAppend ("K = vec4(0, dxe.x, -dxe.y - dxe.z, dxe.w);"); - g->codeAppend ("L = vec4(-1,1,-1,1) * d.sstt * (dxe.xyzw + vec4(0, 2*dxe.zy, 0));"); - g->codeAppend ("M = vec4(-1,1,-1,1) * e.sstt * (dxe.xzyw + vec4(0, 2*dxe.yz, 0));"); + g->codeAppend ("highp float2 d,e;"); + g->codeAppendf("d.ts = float2(%s[0], %s[1]);", fTS.gsIn(), fTS.gsIn()); + g->codeAppendf("e.ts = float2(%s[2], %s[3]);", fTS.gsIn(), fTS.gsIn()); + g->codeAppend ("highp float4 dxe = float4(d.s * e.s, d.s * e.t, d.t * e.s, d.t * e.t);"); + g->codeAppend ("K = float4(0, dxe.x, -dxe.y - dxe.z, dxe.w);"); + g->codeAppend ("L = float4(-1,1,-1,1) * d.sstt * (dxe.xyzw + float4(0, 2*dxe.zy, 0));"); + g->codeAppend ("M = float4(-1,1,-1,1) * e.sstt * (dxe.xzyw + float4(0, 2*dxe.yz, 0));"); } - g->codeAppend ("highp mat2x4 C = mat4(-1, 3, -3, 1, " - " 3, -6, 3, 0, " - "-3, 3, 0, 0, " - " 1, 0, 0, 0) * transpose(bezierpts);"); + g->codeAppend ("highp float2x4 C = float4x4(-1, 3, -3, 1, " + " 3, -6, 3, 0, " + "-3, 3, 0, 0, " + " 1, 0, 0, 0) * transpose(bezierpts);"); - g->codeAppend ("highp vec2 absdet = abs(C[0].xx * C[1].zy - C[1].xx * C[0].zy);"); + g->codeAppend ("highp float2 absdet = abs(C[0].xx * C[1].zy - C[1].xx * C[0].zy);"); g->codeAppend ("lowp int middlerow = absdet[0] > absdet[1] ? 2 : 1;"); - g->codeAppend ("highp mat3 CI = inverse(mat3(C[0][0], C[0][middlerow], C[0][3], " - "C[1][0], C[1][middlerow], C[1][3], " - " 0, 0, 1));"); - g->codeAppendf("%s = CI * mat3(K[0], K[middlerow], K[3], " - "L[0], L[middlerow], L[3], " - "M[0], M[middlerow], M[3]);", fKLMMatrix.c_str()); + g->codeAppend ("highp float3x3 CI = inverse(float3x3(C[0][0], C[0][middlerow], C[0][3], " + "C[1][0], C[1][middlerow], C[1][3], " + " 0, 0, 1));"); + g->codeAppendf("%s = CI * float3x3(K[0], K[middlerow], K[3], " + "L[0], L[middlerow], L[3], " + "M[0], M[middlerow], M[3]);", fKLMMatrix.c_str()); // Orient the KLM matrix so we fill the correct side of the curve. - g->codeAppendf("lowp vec2 orientation = sign(vec3(midpoint, 1) * mat2x3(%s[1], %s[2]));", + g->codeAppendf("lowp float2 orientation = sign(float3(midpoint, 1) * float2x3(%s[1], %s[2]));", fKLMMatrix.c_str(), fKLMMatrix.c_str()); - g->codeAppendf("%s *= mat3(orientation[0] * orientation[1], 0, 0, " - "0, orientation[0], 0, " - "0, 0, orientation[1]);", fKLMMatrix.c_str()); + g->codeAppendf("%s *= float3x3(orientation[0] * orientation[1], 0, 0, " + "0, orientation[0], 0, " + "0, 0, orientation[1]);", fKLMMatrix.c_str()); g->declareGlobal(fKLMDerivatives); g->codeAppendf("%s[0] = %s[0].xy * %s.xz;", @@ -227,7 +228,7 @@ void GrCCPRCubicInsetProcessor::emitCubicGeometry(GrGLSLGeometryBuilder* g, void GrCCPRCubicInsetProcessor::emitPerVertexGeometryCode(SkString* fnBody, const char* position, const char* /*coverage*/, const char* /*wind*/) const { - fnBody->appendf("highp vec3 klm = vec3(%s, 1) * %s;", position, fKLMMatrix.c_str()); + fnBody->appendf("highp float3 klm = float3(%s, 1) * %s;", position, fKLMMatrix.c_str()); fnBody->appendf("%s = klm;", fKLM.gsOut()); fnBody->appendf("%s[0] = 3 * klm[0] * %s[0];", fGradMatrix.gsOut(), fKLMDerivatives.c_str()); fnBody->appendf("%s[1] = -klm[1] * %s[2].xy - klm[2] * %s[1].xy;", @@ -239,7 +240,7 @@ void GrCCPRCubicInsetProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, f->codeAppendf("highp float k = %s.x, l = %s.y, m = %s.z;", fKLM.fsIn(), fKLM.fsIn(), fKLM.fsIn()); f->codeAppend ("highp float f = k*k*k - l*m;"); - f->codeAppendf("highp vec2 grad = %s * vec2(k, 1);", fGradMatrix.fsIn()); + f->codeAppendf("highp float2 grad = %s * float2(k, 1);", fGradMatrix.fsIn()); f->codeAppend ("highp float d = f * inversesqrt(dot(grad, grad));"); f->codeAppendf("%s = clamp(0.5 - d, 0, 1);", outputCoverage); } @@ -250,8 +251,8 @@ void GrCCPRCubicBorderProcessor::emitCubicGeometry(GrGLSLGeometryBuilder* g, // We defined bezierpts in onEmitGeometryShader. g->declareGlobal(fEdgeDistanceEquation); g->codeAppendf("int edgeidx0 = %s > 0 ? 3 : 0;", wind); - g->codeAppendf("highp vec2 edgept0 = bezierpts[edgeidx0];"); - g->codeAppendf("highp vec2 edgept1 = bezierpts[3 - edgeidx0];"); + g->codeAppendf("highp float2 edgept0 = bezierpts[edgeidx0];"); + g->codeAppendf("highp float2 edgept1 = bezierpts[3 - edgeidx0];"); this->emitEdgeDistanceEquation(g, "edgept0", "edgept1", fEdgeDistanceEquation.c_str()); g->codeAppendf("%s.z += 0.5;", fEdgeDistanceEquation.c_str()); // outer = -.5, inner = .5 @@ -260,9 +261,9 @@ void GrCCPRCubicBorderProcessor::emitCubicGeometry(GrGLSLGeometryBuilder* g, fEdgeDistanceDerivatives.c_str(), fEdgeDistanceEquation.c_str(), rtAdjust); g->declareGlobal(fEdgeSpaceTransform); - g->codeAppend ("highp vec4 edgebbox = vec4(min(bezierpts[0], bezierpts[3]) - bloat, " + g->codeAppend ("highp float4 edgebbox = float4(min(bezierpts[0], bezierpts[3]) - bloat, " "max(bezierpts[0], bezierpts[3]) + bloat);"); - g->codeAppendf("%s.xy = 2 / vec2(edgebbox.zw - edgebbox.xy);", fEdgeSpaceTransform.c_str()); + g->codeAppendf("%s.xy = 2 / float2(edgebbox.zw - edgebbox.xy);", fEdgeSpaceTransform.c_str()); g->codeAppendf("%s.zw = -1 - %s.xy * edgebbox.xy;", fEdgeSpaceTransform.c_str(), fEdgeSpaceTransform.c_str()); @@ -277,14 +278,14 @@ void GrCCPRCubicBorderProcessor::emitCubicGeometry(GrGLSLGeometryBuilder* g, void GrCCPRCubicBorderProcessor::emitPerVertexGeometryCode(SkString* fnBody, const char* position, const char* /*coverage*/, const char* /*wind*/) const { - fnBody->appendf("highp vec3 klm = vec3(%s, 1) * %s;", position, fKLMMatrix.c_str()); - fnBody->appendf("highp float d = dot(vec3(%s, 1), %s);", + fnBody->appendf("highp float3 klm = float3(%s, 1) * %s;", position, fKLMMatrix.c_str()); + fnBody->appendf("highp float d = dot(float3(%s, 1), %s);", position, fEdgeDistanceEquation.c_str()); - fnBody->appendf("%s = vec4(klm, d);", fKLMD.gsOut()); - fnBody->appendf("%s = vec4(%s[0].x, %s[1].x, %s[2].x, %s.x);", + fnBody->appendf("%s = float4(klm, d);", fKLMD.gsOut()); + fnBody->appendf("%s = float4(%s[0].x, %s[1].x, %s[2].x, %s.x);", fdKLMDdx.gsOut(), fKLMDerivatives.c_str(), fKLMDerivatives.c_str(), fKLMDerivatives.c_str(), fEdgeDistanceDerivatives.c_str()); - fnBody->appendf("%s = vec4(%s[0].y, %s[1].y, %s[2].y, %s.y);", + fnBody->appendf("%s = float4(%s[0].y, %s[1].y, %s[2].y, %s.y);", fdKLMDdy.gsOut(), fKLMDerivatives.c_str(), fKLMDerivatives.c_str(), fKLMDerivatives.c_str(), fEdgeDistanceDerivatives.c_str()); fnBody->appendf("%s = position * %s.xy + %s.zw;", fEdgeSpaceCoord.gsOut(), @@ -302,18 +303,19 @@ void GrCCPRCubicBorderProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, // Along the shared edge, we start with distance-to-edge coverage, then subtract out the // remaining pixel coverage that is still inside the shared edge, but outside the curve. // Outside the shared edege, we just use standard msaa to count samples inside the curve. - f->codeAppendf("bool use_edge = all(lessThan(abs(%s), vec2(1)));", fEdgeSpaceCoord.fsIn()); + f->codeAppendf("bool use_edge = all(lessThan(abs(%s), float2(1)));", fEdgeSpaceCoord.fsIn()); f->codeAppendf("%s = (use_edge ? clamp(%s.w + 0.5, 0, 1) : 0) * %i;", outputCoverage, fKLMD.fsIn(), sampleCount); - f->codeAppendf("highp mat2x4 grad_klmd = mat2x4(%s, %s);", fdKLMDdx.fsIn(), fdKLMDdy.fsIn()); + f->codeAppendf("highp float2x4 grad_klmd = float2x4(%s, %s);", fdKLMDdx.fsIn(), + fdKLMDdy.fsIn()); f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount); - f->codeAppendf( "highp vec4 klmd = grad_klmd * samples[i] + %s;", fKLMD.fsIn()); + f->codeAppendf( "highp float4 klmd = grad_klmd * samples[i] + %s;", fKLMD.fsIn()); f->codeAppend ( "lowp float f = klmd.y * klmd.z - klmd.x * klmd.x * klmd.x;"); // A sample is inside our cubic sub-section if it is inside the implicit AND L & M are both // positive. This works because the sections get chopped at the K/L and K/M intersections. - f->codeAppend ( "bvec4 inside = greaterThan(vec4(f,klmd.yzw), vec4(0));"); + f->codeAppend ( "bool4 inside = greaterThan(float4(f,klmd.yzw), float4(0));"); f->codeAppend ( "lowp float in_curve = all(inside.xyz) ? 1 : 0;"); f->codeAppend ( "lowp float in_edge = inside.w ? 1 : 0;"); f->codeAppendf( "%s += use_edge ? in_edge * (in_curve - 1) : in_curve;", outputCoverage); diff --git a/src/gpu/ccpr/GrCCPRPathProcessor.cpp b/src/gpu/ccpr/GrCCPRPathProcessor.cpp index 6efaecf9f9..1292553824 100644 --- a/src/gpu/ccpr/GrCCPRPathProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRPathProcessor.cpp @@ -136,41 +136,41 @@ void GLSLPathProcessor::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) { // 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); + v->codeAppendf("highp float2x2 N = float2x2(%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;", + v->codeAppendf("highp float2 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;", + v->codeAppendf("highp float2 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 *= float2x2(.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);"); + v->codeAppend ("highp float2 K = float2(dot(N[0], refpt), dot(N[1], refpt45));"); + v->codeAppendf("highp float2 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);", + v->codeAppendf("highp float2 atlascoord = octocoord + float2(%s);", proc.getInstanceAttrib(InstanceAttribs::kAtlasOffset).fName); if (kTopLeft_GrSurfaceOrigin == proc.atlasProxy()->origin()) { v->codeAppendf("%s = atlascoord * %s;", texcoord.vsOut(), atlasAdjust); } else { SkASSERT(kBottomLeft_GrSurfaceOrigin == proc.atlasProxy()->origin()); - v->codeAppendf("%s = vec2(atlascoord.x * %s.x, 1 - atlascoord.y * %s.y);", + v->codeAppendf("%s = float2(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);", + v->codeAppendf("highp float2 pathcoord = inverse(float2x2(%s)) * (octocoord - %s);", proc.getInstanceAttrib(InstanceAttribs::kViewMatrix).fName, proc.getInstanceAttrib(InstanceAttribs::kViewTranslate).fName); @@ -185,11 +185,11 @@ void GLSLPathProcessor::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) { f->codeAppend (".a;"); if (SkPath::kWinding_FillType == proc.fillType()) { - f->codeAppendf("%s = vec4(min(abs(coverage_count), 1));", args.fOutputCoverage); + f->codeAppendf("%s = float4(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); + f->codeAppendf("%s = float4(1 - abs(t - 1));", args.fOutputCoverage); } } diff --git a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp index 8c58ea26a8..bc09fea1ae 100644 --- a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp @@ -16,9 +16,9 @@ void GrCCPRQuadraticProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& const TexelBufferHandle& pointsBuffer, const char* atlasOffset, const char* rtAdjust, GrGPArgs* gpArgs) const { - v->codeAppendf("ivec3 indices = ivec3(%s.y, %s.x, %s.y + 1);", + v->codeAppendf("int3 indices = int3(%s.y, %s.x, %s.y + 1);", proc.instanceAttrib(), proc.instanceAttrib(), proc.instanceAttrib()); - v->codeAppend ("highp vec2 self = "); + v->codeAppend ("highp float2 self = "); v->appendTexelFetch(pointsBuffer, "indices[sk_VertexID]"); v->codeAppendf(".xy + %s;", atlasOffset); gpArgs->fPositionVar.set(kVec2f_GrSLType, "self"); @@ -27,8 +27,9 @@ void GrCCPRQuadraticProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& 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(mat2(bezierpts[1] - bezierpts[0], " - "bezierpts[2] - bezierpts[0]));"); + g->codeAppend ("highp float area_times_2 = " + "determinant(float2x2(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)) {", rtAdjust); @@ -46,21 +47,21 @@ 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 mat3x2 bezierpts = mat3x2(sk_in[0].gl_Position.xy, " - "sk_in[1].gl_Position.xy, " - "sk_in[2].gl_Position.xy);"); + 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->declareGlobal(fCanonicalMatrix); - g->codeAppendf("%s = mat3(0.0, 0, 1, " - "0.5, 0, 1, " - "1.0, 1, 1) * " - "inverse(mat3(bezierpts[0], 1, " - "bezierpts[1], 1, " - "bezierpts[2], 1));", + 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));", fCanonicalMatrix.c_str()); g->declareGlobal(fCanonicalDerivatives); - g->codeAppendf("%s = mat2(%s) * mat2(%s.x, 0, 0, %s.z);", + g->codeAppendf("%s = float2x2(%s) * float2x2(%s.x, 0, 0, %s.z);", fCanonicalDerivatives.c_str(), fCanonicalMatrix.c_str(), rtAdjust, rtAdjust); this->emitQuadraticGeometry(g, emitVertexFn, wind, rtAdjust); @@ -69,10 +70,10 @@ 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 * vec3(%s, 1)).xy;", + fnBody->appendf("%s.xy = (%s * float3(%s, 1)).xy;", fCanonicalCoord.gsOut(), fCanonicalMatrix.c_str(), position); - fnBody->appendf("%s.zw = vec2(2 * %s.x * %s[0].x - %s[0].y, " - "2 * %s.x * %s[1].x - %s[1].y);", + fnBody->appendf("%s.zw = float2(2 * %s.x * %s[0].x - %s[0].y, " + "2 * %s.x * %s[1].x - %s[1].y);", fCanonicalCoord.gsOut(), fCanonicalCoord.gsOut(), fCanonicalDerivatives.c_str(), fCanonicalDerivatives.c_str(), fCanonicalCoord.gsOut(), fCanonicalDerivatives.c_str(), @@ -93,26 +94,26 @@ void GrCCPRQuadraticHullProcessor::emitQuadraticGeometry(GrGLSLGeometryBuilder* const char* rtAdjust) const { // Find the point on the curve whose tangent is halfway between the tangents at the endpionts. // We defined bezierpts in onEmitGeometryShader. - g->codeAppend ("highp vec2 n = (normalize(bezierpts[0] - bezierpts[1]) + " - "normalize(bezierpts[2] - bezierpts[1]));"); + g->codeAppend ("highp float2 n = (normalize(bezierpts[0] - bezierpts[1]) + " + "normalize(bezierpts[2] - bezierpts[1]));"); g->codeAppend ("highp float t = dot(bezierpts[0] - bezierpts[1], n) / " "dot(bezierpts[2] - 2 * bezierpts[1] + bezierpts[0], n);"); - g->codeAppend ("highp vec2 pt = (1 - t) * (1 - t) * bezierpts[0] + " - "2 * t * (1 - t) * bezierpts[1] + " - "t * t * bezierpts[2];"); + g->codeAppend ("highp float2 pt = (1 - t) * (1 - t) * bezierpts[0] + " + "2 * t * (1 - t) * bezierpts[1] + " + "t * t * bezierpts[2];"); // Clip the triangle by the tangent line at this halfway point. - g->codeAppend ("highp mat2 v = mat2(bezierpts[0] - bezierpts[1], " - "bezierpts[2] - bezierpts[1]);"); - g->codeAppend ("highp vec2 nv = n * v;"); - g->codeAppend ("highp vec2 d = abs(nv[0]) > 0.1 * max(bloat.x, bloat.y) ? " - "(dot(n, pt - bezierpts[1])) / nv : vec2(0);"); + g->codeAppend ("highp float2x2 v = float2x2(bezierpts[0] - bezierpts[1], " + "bezierpts[2] - bezierpts[1]);"); + g->codeAppend ("highp float2 nv = n * v;"); + g->codeAppend ("highp float2 d = abs(nv[0]) > 0.1 * max(bloat.x, bloat.y) ? " + "(dot(n, pt - bezierpts[1])) / nv : float2(0);"); // Generate a 4-point hull of the curve from the clipped triangle. - g->codeAppendf("highp mat4x2 quadratic_hull = mat4x2(bezierpts[0], " - "bezierpts[1] + d[0] * v[0], " - "bezierpts[1] + d[1] * v[1], " - "bezierpts[2]);"); + g->codeAppendf("highp float4x2 quadratic_hull = float4x2(bezierpts[0], " + "bezierpts[1] + d[0] * v[0], " + "bezierpts[1] + d[1] * v[1], " + "bezierpts[2]);"); int maxVerts = this->emitHullGeometry(g, emitVertexFn, "quadratic_hull", 4, "sk_InvocationID"); @@ -127,9 +128,9 @@ void GrCCPRQuadraticSharedEdgeProcessor::emitQuadraticGeometry(GrGLSLGeometryBui const char* rtAdjust) const { // We defined bezierpts in onEmitGeometryShader. g->codeAppendf("int leftidx = %s > 0 ? 2 : 0;", wind); - g->codeAppendf("highp vec2 left = bezierpts[leftidx];"); - g->codeAppendf("highp vec2 right = bezierpts[2 - leftidx];"); - this->emitEdgeDistanceEquation(g, "left", "right", "highp vec3 edge_distance_equation"); + g->codeAppendf("highp float2 left = bezierpts[leftidx];"); + g->codeAppendf("highp float2 right = bezierpts[2 - leftidx];"); + this->emitEdgeDistanceEquation(g, "left", "right", "highp float3 edge_distance_equation"); g->declareGlobal(fEdgeDistanceDerivatives); g->codeAppendf("%s = edge_distance_equation.xy * %s.xz;", @@ -163,16 +164,16 @@ void GrCCPRQuadraticSharedEdgeProcessor::emitShaderCoverage(GrGLSLFragmentBuilde // shared edge, but outside the curve. int sampleCount = this->defineSoftSampleLocations(f, "samples"); - f->codeAppendf("highp mat2x3 grad_xyd = mat2x3(%s[0],%s.y, %s[1],%s.z);", + f->codeAppendf("highp float2x3 grad_xyd = float2x3(%s[0],%s.y, %s[1],%s.z);", fFragCanonicalDerivatives.fsIn(), fEdgeDistance.fsIn(), fFragCanonicalDerivatives.fsIn(), fEdgeDistance.fsIn()); - f->codeAppendf("highp vec3 center_xyd = vec3(%s.xy, %s.x);", + f->codeAppendf("highp float3 center_xyd = float3(%s.xy, %s.x);", fCanonicalCoord.fsIn(), fEdgeDistance.fsIn()); f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount); - f->codeAppend ( "highp vec3 xyd = grad_xyd * samples[i] + center_xyd;"); + f->codeAppend ( "highp float3 xyd = grad_xyd * samples[i] + center_xyd;"); f->codeAppend ( "lowp float f = xyd.x * xyd.x - xyd.y;"); // f > 0 -> outside curve. - f->codeAppend ( "bvec2 outside_curve_inside_edge = greaterThan(vec2(f, xyd.z), vec2(0));"); + f->codeAppend ( "bool2 outside_curve_inside_edge = greaterThan(float2(f, xyd.z), float2(0));"); f->codeAppendf( "%s -= all(outside_curve_inside_edge) ? %f : 0;", outputCoverage, 1.0 / sampleCount); f->codeAppendf("}"); diff --git a/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp b/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp index 23f7b143b1..77da2cf0ad 100644 --- a/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp +++ b/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp @@ -16,7 +16,7 @@ void GrCCPRTriangleProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& const TexelBufferHandle& pointsBuffer, const char* atlasOffset, const char* rtAdjust, GrGPArgs* gpArgs) const { - v->codeAppend ("highp vec2 self = "); + v->codeAppend ("highp float2 self = "); v->appendTexelFetch(pointsBuffer, SkStringPrintf("%s[sk_VertexID]", proc.instanceAttrib()).c_str()); v->codeAppendf(".xy + %s;", atlasOffset); @@ -25,16 +25,17 @@ void GrCCPRTriangleProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& void GrCCPRTriangleProcessor::defineInputVertices(GrGLSLGeometryBuilder* g) const { // Prepend in_vertices at the start of the shader. - g->codePrependf("highp mat3x2 in_vertices = mat3x2(sk_in[0].gl_Position.xy, " - "sk_in[1].gl_Position.xy, " - "sk_in[2].gl_Position.xy);"); + g->codePrependf("highp float3x2 in_vertices = float3x2(sk_in[0].gl_Position.xy, " + "sk_in[1].gl_Position.xy, " + "sk_in[2].gl_Position.xy);"); } void GrCCPRTriangleProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* /*rtAdjust*/, const char* outputWind) const { // We will define in_vertices in defineInputVertices. - g->codeAppendf("%s = sign(determinant(mat2(in_vertices[1] - in_vertices[0], " - "in_vertices[2] - in_vertices[0])));", outputWind); + g->codeAppendf("%s = sign(determinant(float2x2(in_vertices[1] - in_vertices[0], " + "in_vertices[2] - in_vertices[0])));", + outputWind); } void GrCCPRTriangleHullAndEdgeProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, @@ -52,8 +53,8 @@ void GrCCPRTriangleHullAndEdgeProcessor::onEmitGeometryShader(GrGLSLGeometryBuil if (GeometryType::kHulls != fGeometryType) { g->codeAppend ("int edgeidx0 = sk_InvocationID, " "edgeidx1 = (edgeidx0 + 1) % 3;"); - g->codeAppendf("highp vec2 edgept0 = in_vertices[%s > 0 ? edgeidx0 : edgeidx1];", wind); - g->codeAppendf("highp vec2 edgept1 = in_vertices[%s > 0 ? edgeidx1 : edgeidx0];", wind); + g->codeAppendf("highp float2 edgept0 = in_vertices[%s > 0 ? edgeidx0 : edgeidx1];", wind); + g->codeAppendf("highp float2 edgept1 = in_vertices[%s > 0 ? edgeidx1 : edgeidx0];", wind); maxOutputVertices += this->emitEdgeGeometry(g, emitVertexFn, "edgept0", "edgept1"); } @@ -72,16 +73,17 @@ void GrCCPRTriangleCornerProcessor::onEmitVertexShader(const GrCCPRCoverageProce this->INHERITED::onEmitVertexShader(proc, v, pointsBuffer, atlasOffset, rtAdjust, gpArgs); // Fetch and transform the next point in the triangle. - v->codeAppend ("highp vec2 next = "); + v->codeAppend ("highp float2 next = "); v->appendTexelFetch(pointsBuffer, SkStringPrintf("%s[(sk_VertexID+1) %% 3]", proc.instanceAttrib()).c_str()); v->codeAppendf(".xy + %s;", atlasOffset); // Find the plane that gives distance from the [self -> next] edge, normalized to its AA // bloat width. - v->codeAppend ("highp vec2 n = vec2(next.y - self.y, self.x - next.x);"); - v->codeAppendf("highp vec2 d = n * mat2(self + %f * sign(n), " - "self - %f * sign(n));", kAABloatRadius, kAABloatRadius); + v->codeAppend ("highp float2 n = float2(next.y - self.y, self.x - next.x);"); + v->codeAppendf("highp float2 d = n * float2x2(self + %f * sign(n), " + "self - %f * sign(n));", + kAABloatRadius, kAABloatRadius); // Clamp for when n=0. (wind=0 when n=0, so as long as we don't get Inf or NaN we are fine.) v->codeAppendf("%s.xy = n / max(d[0] - d[1], 1e-30);", fEdgeDistance.vsOut()); @@ -96,11 +98,11 @@ void GrCCPRTriangleCornerProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* const char* rtAdjust) const { this->defineInputVertices(g); - g->codeAppend ("highp vec2 self = in_vertices[sk_InvocationID];"); - g->codeAppendf("%s(self + vec2(-bloat.x, -bloat.y), 1);", emitVertexFn); - g->codeAppendf("%s(self + vec2(-bloat.x, +bloat.y), 1);", emitVertexFn); - g->codeAppendf("%s(self + vec2(+bloat.x, -bloat.y), 1);", emitVertexFn); - g->codeAppendf("%s(self + vec2(+bloat.x, +bloat.y), 1);", emitVertexFn); + g->codeAppend ("highp float2 self = in_vertices[sk_InvocationID];"); + g->codeAppendf("%s(self + float2(-bloat.x, -bloat.y), 1);", emitVertexFn); + g->codeAppendf("%s(self + float2(-bloat.x, +bloat.y), 1);", emitVertexFn); + g->codeAppendf("%s(self + float2(+bloat.x, -bloat.y), 1);", emitVertexFn); + g->codeAppendf("%s(self + float2(+bloat.x, +bloat.y), 1);", emitVertexFn); g->codeAppend ("EndPrimitive();"); g->configure(GrGLSLGeometryBuilder::InputType::kTriangles, @@ -116,13 +118,13 @@ void GrCCPRTriangleCornerProcessor::emitPerVertexGeometryCode(SkString* fnBody, fNeighbors.gsOut(), fDevCoord.gsIn()); fnBody->appendf("%s.zw = %s[(sk_InvocationID + 2) %% 3];", fNeighbors.gsOut(), fDevCoord.gsIn()); - fnBody->appendf("%s = mat3(%s[(sk_InvocationID + 2) %% 3], " - "%s[sk_InvocationID], " - "%s[(sk_InvocationID + 1) %% 3]) * %s;", + fnBody->appendf("%s = float3x3(%s[(sk_InvocationID + 2) %% 3], " + "%s[sk_InvocationID], " + "%s[(sk_InvocationID + 1) %% 3]) * %s;", fEdgeDistances.gsOut(), fEdgeDistance.gsIn(), fEdgeDistance.gsIn(), fEdgeDistance.gsIn(), wind); - // Otherwise, fEdgeDistances = mat3(...) * sign(wind * rtAdjust.x * rdAdjust.z). + // Otherwise, fEdgeDistances = float3x3(...) * sign(wind * rtAdjust.x * rdAdjust.z). GR_STATIC_ASSERT(kTopLeft_GrSurfaceOrigin == GrCCPRCoverageProcessor::kAtlasOrigin); fnBody->appendf("%s = sk_InvocationID;", fCornerIdx.gsOut()); @@ -131,23 +133,23 @@ void GrCCPRTriangleCornerProcessor::emitPerVertexGeometryCode(SkString* fnBody, void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, const char* outputCoverage) const { // FIXME: Adreno breaks if we don't put the frag coord in an intermediate highp variable. - f->codeAppendf("highp vec2 fragcoord = sk_FragCoord.xy;"); + f->codeAppendf("highp float2 fragcoord = sk_FragCoord.xy;"); // Approximate coverage by tracking where 4 horizontal lines enter and leave the triangle. GrShaderVar samples("samples", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(samples); - f->codeAppendf("%s = fragcoord.y + vec4(-0.375, -0.125, 0.125, 0.375);", samples.c_str()); + f->codeAppendf("%s = fragcoord.y + float4(-0.375, -0.125, 0.125, 0.375);", samples.c_str()); GrShaderVar leftedge("leftedge", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(leftedge); - f->codeAppendf("%s = vec4(fragcoord.x - 0.5);", leftedge.c_str()); + f->codeAppendf("%s = float4(fragcoord.x - 0.5);", leftedge.c_str()); GrShaderVar rightedge("rightedge", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(rightedge); - f->codeAppendf("%s = vec4(fragcoord.x + 0.5);", rightedge.c_str()); + f->codeAppendf("%s = float4(fragcoord.x + 0.5);", rightedge.c_str()); SkString sampleEdgeFn; GrShaderVar edgeArg("edge_distance", kVec3f_GrSLType, GrShaderVar::kNonArray, @@ -156,7 +158,7 @@ void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, SkString b; b.appendf("highp float m = abs(%s.x) < 1e-3 ? 1e18 : -1 / %s.x;", edgeArg.c_str(), edgeArg.c_str()); - b.appendf("highp vec4 edge = m * (%s.y * samples + %s.z);", + b.appendf("highp float4 edge = m * (%s.y * samples + %s.z);", edgeArg.c_str(), edgeArg.c_str()); b.appendf("if (%s.x <= 1e-3 || (abs(%s.x) < 1e-3 && %s.y > 0)) {", edgeArg.c_str(), edgeArg.c_str(), edgeArg.c_str()); @@ -168,10 +170,10 @@ void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, }().c_str(), &sampleEdgeFn); // See if the previous neighbor already handled this pixel. - f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.zw), vec2(%f)))) {", + f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.zw), float2(%f)))) {", fNeighbors.fsIn(), kAABloatRadius); // Handle the case where all 3 corners defer to the previous neighbor. - f->codeAppendf( "if (%s != 0 || !all(lessThan(abs(fragcoord - %s.xy), vec2(%f)))) {", + f->codeAppendf( "if (%s != 0 || !all(lessThan(abs(fragcoord - %s.xy), float2(%f)))) {", fCornerIdx.fsIn(), fNeighbors.fsIn(), kAABloatRadius); f->codeAppend ( "discard;"); f->codeAppend ( "}"); @@ -179,7 +181,7 @@ void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, // Erase what the hull and two edges wrote at this corner in previous shaders (the two .5's // for the edges and the -1 for the hull cancel each other out). - f->codeAppendf("%s = dot(vec3(fragcoord, 1) * mat2x3(%s), vec2(1));", + f->codeAppendf("%s = dot(float3(fragcoord, 1) * float2x3(%s), float2(1));", outputCoverage, fEdgeDistances.fsIn()); // Sample the two edges at this corner. @@ -187,15 +189,15 @@ void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, f->codeAppendf("%s(%s[1]);", sampleEdgeFn.c_str(), fEdgeDistances.fsIn()); // Handle the opposite edge if the next neighbor will defer to us. - f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.xy), vec2(%f)))) {", + f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.xy), float2(%f)))) {", fNeighbors.fsIn(), kAABloatRadius); // Erase the coverage the opposite edge wrote to this corner. - f->codeAppendf( "%s += dot(%s[2], vec3(fragcoord, 1)) + 0.5;", + f->codeAppendf( "%s += dot(%s[2], float3(fragcoord, 1)) + 0.5;", outputCoverage, fEdgeDistances.fsIn()); // Sample the opposite edge. f->codeAppendf( "%s(%s[2]);", sampleEdgeFn.c_str(), fEdgeDistances.fsIn()); f->codeAppend ("}"); - f->codeAppendf("highp vec4 widths = max(%s - %s, 0);", rightedge.c_str(), leftedge.c_str()); - f->codeAppendf("%s += dot(widths, vec4(0.25));", outputCoverage); + f->codeAppendf("highp float4 widths = max(%s - %s, 0);", rightedge.c_str(), leftedge.c_str()); + f->codeAppendf("%s += dot(widths, float4(0.25));", outputCoverage); } |