From 30ba436f04e61d4505fb854d5fc56079636e0788 Mon Sep 17 00:00:00 2001 From: joshualitt Date: Thu, 21 Aug 2014 20:18:45 -0700 Subject: Initial refactor of shaderbuilder to prepare for geometry shaders gitignore for eclipse BUG=skia: R=bsalomon@google.com, bsalomon@chromium.org Author: joshualitt@chromium.org Review URL: https://codereview.chromium.org/491673002 --- src/gpu/effects/GrDistanceFieldTextureEffect.cpp | 206 ++++++++++++----------- 1 file changed, 107 insertions(+), 99 deletions(-) (limited to 'src/gpu/effects/GrDistanceFieldTextureEffect.cpp') diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp index 7ef1cbb2ba..eaaefebc54 100755 --- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp +++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp @@ -5,9 +5,9 @@ * found in the LICENSE file. */ +#include "gl/builders/GrGLProgramBuilder.h" #include "GrDistanceFieldTextureEffect.h" #include "gl/GrGLEffect.h" -#include "gl/GrGLShaderBuilder.h" #include "gl/GrGLSL.h" #include "gl/GrGLTexture.h" #include "gl/GrGLVertexEffect.h" @@ -36,7 +36,7 @@ public: : INHERITED (factory) , fTextureSize(SkISize::Make(-1,-1)) {} - virtual void emitCode(GrGLFullShaderBuilder* builder, + virtual void emitCode(GrGLFullProgramBuilder* builder, const GrDrawEffect& drawEffect, const GrEffectKey& key, const char* outputColor, @@ -45,7 +45,9 @@ public: const TextureSamplerArray& samplers) SK_OVERRIDE { SkASSERT(1 == drawEffect.castEffect().numVertexAttribs()); - SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); + GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); + SkAssertResult(fsBuilder->enableFeature( + GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); const GrDistanceFieldTextureEffect& dfTexEffect = drawEffect.castEffect(); @@ -55,73 +57,74 @@ public: builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); fsCoordName = fsCoordNamePtr; - const char* attrName0 = - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str(); - builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); + GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder(); + const SkString* attr0Name = + vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); + vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, attr0Name->c_str()); const char* textureSizeUniName = NULL; - fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, + fTextureSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, "TextureSize", &textureSizeUniName); - builder->fsCodeAppend("\tvec4 texColor = "); - builder->fsAppendTextureLookup(samplers[0], + fsBuilder->codeAppend("\tvec4 texColor = "); + fsBuilder->appendTextureLookup(samplers[0], fsCoordName.c_str(), kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tfloat distance = " + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tfloat distance = " SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ")" "+ " SK_DistanceFieldNonLCDFactor ";\n"); // we adjust for the effect of the transformation on the distance by using // the length of the gradient of the texture coordinates. We use st coordinates // to ensure we're mapping 1:1 from texel space to pixel space. - builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); - builder->fsCodeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); - builder->fsCodeAppend("\tfloat afwidth;\n"); + fsBuilder->codeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); + fsBuilder->codeAppendf("\tvec2 st = uv*%s;\n", textureSizeUniName); + fsBuilder->codeAppend("\tfloat afwidth;\n"); if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { // this gives us a smooth step across approximately one fragment - builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n"); + fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n"); } else { - builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); - builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); + fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); + fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); - builder->fsCodeAppend("\tvec2 uv_grad;\n"); + fsBuilder->codeAppend("\tvec2 uv_grad;\n"); if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { // this is to compensate for the Adreno, which likes to drop tiles on division by 0 - builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); - builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); - builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); - builder->fsCodeAppend("\t} else {\n"); - builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); - builder->fsCodeAppend("\t}\n"); + fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); + fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); + fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); + fsBuilder->codeAppend("\t} else {\n"); + fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); + fsBuilder->codeAppend("\t}\n"); } else { - builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); + fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); } - builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); - builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); + fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); + fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); // this gives us a smooth step across approximately one fragment - builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); + fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); } - builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); + fsBuilder->codeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust based on gamma const char* luminanceUniName = NULL; // width, height, 1/(3*width) - fLuminanceUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, + fLuminanceUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, "Luminance", &luminanceUniName); - builder->fsCodeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName); - builder->fsCodeAppend("\tvec4 gammaColor = "); - builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tval = gammaColor.r;\n"); + fsBuilder->codeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName); + fsBuilder->codeAppend("\tvec4 gammaColor = "); + fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tval = gammaColor.r;\n"); #endif - builder->fsCodeAppendf("\t%s = %s;\n", outputColor, + fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, (GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str()); } @@ -261,7 +264,7 @@ public: : INHERITED (factory) , fTextureSize(SkISize::Make(-1,-1)) {} - virtual void emitCode(GrGLFullShaderBuilder* builder, + virtual void emitCode(GrGLFullProgramBuilder* builder, const GrDrawEffect& drawEffect, const GrEffectKey& key, const char* outputColor, @@ -270,7 +273,6 @@ public: const TextureSamplerArray& samplers) SK_OVERRIDE { SkASSERT(1 == drawEffect.castEffect().numVertexAttribs()); - SkAssertResult(builder->enableFeature(GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); const GrDistanceFieldLCDTextureEffect& dfTexEffect = drawEffect.castEffect(); @@ -280,49 +282,55 @@ public: builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); fsCoordName = fsCoordNamePtr; - const char* attrName0 = - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str(); - builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); + GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder(); + const SkString* attr0Name = + vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); + vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, attr0Name->c_str()); const char* textureSizeUniName = NULL; // width, height, 1/(3*width) - fTextureSizeUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, + fTextureSizeUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, "TextureSize", &textureSizeUniName); + GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); + + SkAssertResult(fsBuilder->enableFeature( + GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); + // create LCD offset adjusted by inverse of transform - builder->fsCodeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); - builder->fsCodeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); + fsBuilder->codeAppendf("\tvec2 uv = %s;\n", fsCoordName.c_str()); + fsBuilder->codeAppendf("\tvec2 st = uv*%s.xy;\n", textureSizeUniName); bool isUniformScale = !!(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask); if (isUniformScale) { - builder->fsCodeAppend("\tfloat dx = dFdx(st.x);\n"); - builder->fsCodeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName); + fsBuilder->codeAppend("\tfloat dx = dFdx(st.x);\n"); + fsBuilder->codeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName); } else { - builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); - builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); - builder->fsCodeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUniName); + fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); + fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\n"); + fsBuilder->codeAppendf("\tvec2 offset = %s.z*Jdx;\n", textureSizeUniName); } // green is distance to uv center - builder->fsCodeAppend("\tvec4 texColor = "); - builder->fsAppendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tvec3 distance;\n"); - builder->fsCodeAppend("\tdistance.y = texColor.r;\n"); + fsBuilder->codeAppend("\tvec4 texColor = "); + fsBuilder->appendTextureLookup(samplers[0], "uv", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tvec3 distance;\n"); + fsBuilder->codeAppend("\tdistance.y = texColor.r;\n"); // red is distance to left offset - builder->fsCodeAppend("\tvec2 uv_adjusted = uv - offset;\n"); - builder->fsCodeAppend("\ttexColor = "); - builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tdistance.x = texColor.r;\n"); + fsBuilder->codeAppend("\tvec2 uv_adjusted = uv - offset;\n"); + fsBuilder->codeAppend("\ttexColor = "); + fsBuilder->appendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tdistance.x = texColor.r;\n"); // blue is distance to right offset - builder->fsCodeAppend("\tuv_adjusted = uv + offset;\n"); - builder->fsCodeAppend("\ttexColor = "); - builder->fsAppendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tdistance.z = texColor.r;\n"); + fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n"); + fsBuilder->codeAppend("\ttexColor = "); + fsBuilder->appendTextureLookup(samplers[0], "uv_adjusted", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tdistance.z = texColor.r;\n"); - builder->fsCodeAppend("\tdistance = " + fsBuilder->codeAppend("\tdistance = " "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))" "+ vec3(" SK_DistanceFieldLCDFactor ");\n"); @@ -334,58 +342,58 @@ public: // for each color component. However, this is only important when using perspective // transformations, and even then using a single factor seems like a reasonable // trade-off between quality and speed. - builder->fsCodeAppend("\tfloat afwidth;\n"); + fsBuilder->codeAppend("\tfloat afwidth;\n"); if (isUniformScale) { // this gives us a smooth step across approximately one fragment - builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n"); + fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n"); } else { - builder->fsCodeAppend("\tvec2 uv_grad;\n"); + fsBuilder->codeAppend("\tvec2 uv_grad;\n"); if (builder->ctxInfo().caps()->dropsTileOnZeroDivide()) { // this is to compensate for the Adreno, which likes to drop tiles on division by 0 - builder->fsCodeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); - builder->fsCodeAppend("\tif (uv_len2 < 0.0001) {\n"); - builder->fsCodeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); - builder->fsCodeAppend("\t} else {\n"); - builder->fsCodeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); - builder->fsCodeAppend("\t}\n"); + fsBuilder->codeAppend("\tfloat uv_len2 = dot(uv, uv);\n"); + fsBuilder->codeAppend("\tif (uv_len2 < 0.0001) {\n"); + fsBuilder->codeAppend("\t\tuv_grad = vec2(0.7071, 0.7071);\n"); + fsBuilder->codeAppend("\t} else {\n"); + fsBuilder->codeAppend("\t\tuv_grad = uv*inversesqrt(uv_len2);\n"); + fsBuilder->codeAppend("\t}\n"); } else { - builder->fsCodeAppend("\tuv_grad = normalize(uv);\n"); + fsBuilder->codeAppend("\tuv_grad = normalize(uv);\n"); } - builder->fsCodeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); - builder->fsCodeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); + fsBuilder->codeAppend("\tvec2 grad = vec2(uv_grad.x*Jdx.x + uv_grad.y*Jdy.x,\n"); + fsBuilder->codeAppend("\t uv_grad.x*Jdx.y + uv_grad.y*Jdy.y);\n"); // this gives us a smooth step across approximately one fragment - builder->fsCodeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); + fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\n"); } - builder->fsCodeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n"); + fsBuilder->codeAppend("\tvec4 val = vec4(smoothstep(vec3(-afwidth), vec3(afwidth), distance), 1.0);\n"); // adjust based on gamma const char* textColorUniName = NULL; // width, height, 1/(3*width) - fTextColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, + fTextColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, "TextColor", &textColorUniName); - builder->fsCodeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName); - builder->fsCodeAppend("\tvec4 gammaColor = "); - builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tval.x = gammaColor.r;\n"); - - builder->fsCodeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName); - builder->fsCodeAppend("\tgammaColor = "); - builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tval.y = gammaColor.r;\n"); - - builder->fsCodeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName); - builder->fsCodeAppend("\tgammaColor = "); - builder->fsAppendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); - builder->fsCodeAppend(";\n"); - builder->fsCodeAppend("\tval.z = gammaColor.r;\n"); - - builder->fsCodeAppendf("\t%s = %s;\n", outputColor, + fsBuilder->codeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName); + fsBuilder->codeAppend("\tvec4 gammaColor = "); + fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tval.x = gammaColor.r;\n"); + + fsBuilder->codeAppendf("\tuv = vec2(val.y, %s.y);\n", textColorUniName); + fsBuilder->codeAppend("\tgammaColor = "); + fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tval.y = gammaColor.r;\n"); + + fsBuilder->codeAppendf("\tuv = vec2(val.z, %s.z);\n", textColorUniName); + fsBuilder->codeAppend("\tgammaColor = "); + fsBuilder->appendTextureLookup(samplers[1], "uv", kVec2f_GrSLType); + fsBuilder->codeAppend(";\n"); + fsBuilder->codeAppend("\tval.z = gammaColor.r;\n"); + + fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, (GrGLSLExpr4(inputColor) * GrGLSLExpr4("val")).c_str()); } -- cgit v1.2.3