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-rw-r--r--src/gpu/ops/GrTextureOp.cpp85
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;");
}