diff options
Diffstat (limited to 'src/gpu/ops')
-rw-r--r-- | src/gpu/ops/GrTextureOp.cpp | 85 |
1 files changed, 27 insertions, 58 deletions
diff --git a/src/gpu/ops/GrTextureOp.cpp b/src/gpu/ops/GrTextureOp.cpp index 108ee4294a..ff0198533f 100644 --- a/src/gpu/ops/GrTextureOp.cpp +++ b/src/gpu/ops/GrTextureOp.cpp @@ -203,69 +203,38 @@ public: } args.fFragBuilder->codeAppend(";"); if (textureGP.usesCoverageEdgeAA()) { - const char* aaDistName = nullptr; bool mulByFragCoordW = false; - // When interpolation is inaccurate we perform the evaluation of the edge - // equations in the fragment shader rather than interpolating values computed - // in the vertex shader. - if (!args.fShaderCaps->interpolantsAreInaccurate()) { - GrGLSLVarying aaDistVarying(kFloat4_GrSLType, - GrGLSLVarying::Scope::kVertToFrag); - if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) { - args.fVaryingHandler->addVarying("aaDists", &aaDistVarying); - // The distance from edge equation e to homogenous point p=sk_Position - // is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space - // interpolation of this distance. We can do this by multiplying the - // varying in the VS by p.w and then multiplying by sk_FragCoord.w in - // the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w - args.fVertBuilder->codeAppendf( - R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s), - dot(aaEdge2, %s), dot(aaEdge3, %s));)", - aaDistVarying.vsOut(), textureGP.fPositions.name(), - textureGP.fPositions.name(), textureGP.fPositions.name(), - textureGP.fPositions.name()); - mulByFragCoordW = true; - } else { - args.fVaryingHandler->addVarying("aaDists", &aaDistVarying); - args.fVertBuilder->codeAppendf( - R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z, - dot(aaEdge1.xy, %s.xy) + aaEdge1.z, - dot(aaEdge2.xy, %s.xy) + aaEdge2.z, - dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)", - aaDistVarying.vsOut(), textureGP.fPositions.name(), - textureGP.fPositions.name(), textureGP.fPositions.name(), - textureGP.fPositions.name()); - } - aaDistName = aaDistVarying.fsIn(); + GrGLSLVarying aaDistVarying(kFloat4_GrSLType, + GrGLSLVarying::Scope::kVertToFrag); + if (kFloat3_GrVertexAttribType == textureGP.fPositions.type()) { + args.fVaryingHandler->addVarying("aaDists", &aaDistVarying); + // The distance from edge equation e to homogenous point p=sk_Position + // is e.x*p.x/p.wx + e.y*p.y/p.w + e.z. However, we want screen space + // interpolation of this distance. We can do this by multiplying the + // varying in the VS by p.w and then multiplying by sk_FragCoord.w in + // the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w + args.fVertBuilder->codeAppendf( + R"(%s = float4(dot(aaEdge0, %s), dot(aaEdge1, %s), + dot(aaEdge2, %s), dot(aaEdge3, %s));)", + aaDistVarying.vsOut(), textureGP.fPositions.name(), + textureGP.fPositions.name(), textureGP.fPositions.name(), + textureGP.fPositions.name()); + mulByFragCoordW = true; } else { - GrGLSLVarying aaEdgeVarying[4]{ - {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag}, - {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag}, - {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag}, - {kFloat3_GrSLType, GrGLSLVarying::Scope::kVertToFrag} - }; - for (int i = 0; i < 4; ++i) { - SkString name; - name.printf("aaEdge%d", i); - args.fVaryingHandler->addVarying(name.c_str(), &aaEdgeVarying[i], - Interpolation::kCanBeFlat); - args.fVertBuilder->codeAppendf( - "%s = aaEdge%d;", aaEdgeVarying[i].vsOut(), i); - } - args.fFragBuilder->codeAppendf( - R"(float4 aaDists = float4(dot(%s.xy, sk_FragCoord.xy) + %s.z, - dot(%s.xy, sk_FragCoord.xy) + %s.z, - dot(%s.xy, sk_FragCoord.xy) + %s.z, - dot(%s.xy, sk_FragCoord.xy) + %s.z);)", - aaEdgeVarying[0].fsIn(), aaEdgeVarying[0].fsIn(), - aaEdgeVarying[1].fsIn(), aaEdgeVarying[1].fsIn(), - aaEdgeVarying[2].fsIn(), aaEdgeVarying[2].fsIn(), - aaEdgeVarying[3].fsIn(), aaEdgeVarying[3].fsIn()); - aaDistName = "aaDists"; + args.fVaryingHandler->addVarying("aaDists", &aaDistVarying); + args.fVertBuilder->codeAppendf( + R"(%s = float4(dot(aaEdge0.xy, %s.xy) + aaEdge0.z, + dot(aaEdge1.xy, %s.xy) + aaEdge1.z, + dot(aaEdge2.xy, %s.xy) + aaEdge2.z, + dot(aaEdge3.xy, %s.xy) + aaEdge3.z);)", + aaDistVarying.vsOut(), textureGP.fPositions.name(), + textureGP.fPositions.name(), textureGP.fPositions.name(), + textureGP.fPositions.name()); } args.fFragBuilder->codeAppendf( "float mindist = min(min(%s.x, %s.y), min(%s.z, %s.w));", - aaDistName, aaDistName, aaDistName, aaDistName); + aaDistVarying.fsIn(), aaDistVarying.fsIn(), aaDistVarying.fsIn(), + aaDistVarying.fsIn()); if (mulByFragCoordW) { args.fFragBuilder->codeAppend("mindist *= sk_FragCoord.w;"); } |