/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/builders/GrGLProgramBuilder.h" #include "GrDistanceFieldTextureEffect.h" #include "gl/GrGLEffect.h" #include "gl/GrGLSL.h" #include "gl/GrGLTexture.h" #include "gl/GrGLVertexEffect.h" #include "GrTBackendEffectFactory.h" #include "GrTexture.h" #include "SkDistanceFieldGen.h" // To get optical sizes people don't complain about when we blit correctly, // we need to slightly bold each glyph. On the Mac, we need a larger bold value. #if defined(SK_BUILD_FOR_MAC) #define SK_DistanceFieldLCDFactor "0.33" #define SK_DistanceFieldNonLCDFactor "0.25" #else #define SK_DistanceFieldLCDFactor "0.05" #define SK_DistanceFieldNonLCDFactor "0.05" #endif // Assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2 #define SK_DistanceFieldAAFactor "0.7071" class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect { public: GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect) : INHERITED (factory) , fTextureSize(SkISize::Make(-1,-1)) {} virtual void emitCode(GrGLFullProgramBuilder* builder, const GrDrawEffect& drawEffect, const GrEffectKey& key, const char* outputColor, const char* inputColor, const TransformedCoordsArray&, const TextureSamplerArray& samplers) SK_OVERRIDE { SkASSERT(1 == drawEffect.castEffect().numVertexAttribs()); GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); SkAssertResult(fsBuilder->enableFeature( GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature)); const GrDistanceFieldTextureEffect& dfTexEffect = drawEffect.castEffect(); SkString fsCoordName; const char* vsCoordName; const char* fsCoordNamePtr; builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); fsCoordName = fsCoordNamePtr; 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(GrGLProgramBuilder::kFragment_Visibility, kVec2f_GrSLType, "TextureSize", &textureSizeUniName); fsBuilder->codeAppend("\tvec4 texColor = "); fsBuilder->appendTextureLookup(samplers[0], fsCoordName.c_str(), kVec2f_GrSLType); 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. 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 fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dFdx(st.x);\n"); } else { fsBuilder->codeAppend("\tvec2 Jdx = dFdx(st);\n"); fsBuilder->codeAppend("\tvec2 Jdy = dFdy(st);\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 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 { fsBuilder->codeAppend("\tuv_grad = normalize(uv);\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 fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\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(GrGLProgramBuilder::kFragment_Visibility, kFloat_GrSLType, "Luminance", &luminanceUniName); 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 fsBuilder->codeAppendf("\t%s = %s;\n", outputColor, (GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str()); } virtual void setData(const GrGLProgramDataManager& pdman, const GrDrawEffect& drawEffect) SK_OVERRIDE { SkASSERT(fTextureSizeUni.isValid()); GrTexture* texture = drawEffect.effect()->texture(0); if (texture->width() != fTextureSize.width() || texture->height() != fTextureSize.height()) { fTextureSize = SkISize::Make(texture->width(), texture->height()); pdman.set2f(fTextureSizeUni, SkIntToScalar(fTextureSize.width()), SkIntToScalar(fTextureSize.height())); } #ifdef SK_GAMMA_APPLY_TO_A8 const GrDistanceFieldTextureEffect& dfTexEffect = drawEffect.castEffect(); float luminance = dfTexEffect.getLuminance(); if (luminance != fLuminance) { pdman.set1f(fLuminanceUni, luminance); fLuminance = luminance; } #endif } static inline void GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&, GrEffectKeyBuilder* b) { const GrDistanceFieldTextureEffect& dfTexEffect = drawEffect.castEffect(); b->add32(dfTexEffect.getFlags()); } private: GrGLProgramDataManager::UniformHandle fTextureSizeUni; SkISize fTextureSize; GrGLProgramDataManager::UniformHandle fLuminanceUni; float fLuminance; typedef GrGLVertexEffect INHERITED; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, const GrTextureParams& params, #ifdef SK_GAMMA_APPLY_TO_A8 GrTexture* gamma, const GrTextureParams& gammaParams, float luminance, #endif uint32_t flags) : fTextureAccess(texture, params) #ifdef SK_GAMMA_APPLY_TO_A8 , fGammaTextureAccess(gamma, gammaParams) , fLuminance(luminance) #endif , fFlags(flags & kNonLCD_DistanceFieldEffectMask) { SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); this->addTextureAccess(&fTextureAccess); #ifdef SK_GAMMA_APPLY_TO_A8 this->addTextureAccess(&fGammaTextureAccess); #endif this->addVertexAttrib(kVec2f_GrSLType); } bool GrDistanceFieldTextureEffect::onIsEqual(const GrEffect& other) const { const GrDistanceFieldTextureEffect& cte = CastEffect(other); return fTextureAccess == cte.fTextureAccess && #ifdef SK_GAMMA_APPLY_TO_A8 fGammaTextureAccess == cte.fGammaTextureAccess && fLuminance == cte.fLuminance && #endif fFlags == cte.fFlags; } void GrDistanceFieldTextureEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const { if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color) && GrPixelConfigIsOpaque(this->texture(0)->config())) { *validFlags = kA_GrColorComponentFlag; } else { *validFlags = 0; } } const GrBackendEffectFactory& GrDistanceFieldTextureEffect::getFactory() const { return GrTBackendEffectFactory::getInstance(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_EFFECT_TEST(GrDistanceFieldTextureEffect); GrEffect* GrDistanceFieldTextureEffect::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, GrTexture* textures[]) { int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; #ifdef SK_GAMMA_APPLY_TO_A8 int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; #endif static const SkShader::TileMode kTileModes[] = { SkShader::kClamp_TileMode, SkShader::kRepeat_TileMode, SkShader::kMirror_TileMode, }; SkShader::TileMode tileModes[] = { kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], }; GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode); #ifdef SK_GAMMA_APPLY_TO_A8 GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode); #endif return GrDistanceFieldTextureEffect::Create(textures[texIdx], params, #ifdef SK_GAMMA_APPLY_TO_A8 textures[texIdx2], params2, random->nextF(), #endif random->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0); } /////////////////////////////////////////////////////////////////////////////// class GrGLDistanceFieldLCDTextureEffect : public GrGLVertexEffect { public: GrGLDistanceFieldLCDTextureEffect(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect) : INHERITED (factory) , fTextureSize(SkISize::Make(-1,-1)) {} virtual void emitCode(GrGLFullProgramBuilder* builder, const GrDrawEffect& drawEffect, const GrEffectKey& key, const char* outputColor, const char* inputColor, const TransformedCoordsArray&, const TextureSamplerArray& samplers) SK_OVERRIDE { SkASSERT(1 == drawEffect.castEffect().numVertexAttribs()); const GrDistanceFieldLCDTextureEffect& dfTexEffect = drawEffect.castEffect(); SkString fsCoordName; const char* vsCoordName; const char* fsCoordNamePtr; builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); fsCoordName = fsCoordNamePtr; 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(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 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) { fsBuilder->codeAppend("\tfloat dx = dFdx(st.x);\n"); fsBuilder->codeAppendf("\tvec2 offset = vec2(dx*%s.z, 0.0);\n", textureSizeUniName); } else { 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 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 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 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"); fsBuilder->codeAppend("\tdistance = " "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))" "+ vec3(" SK_DistanceFieldLCDFactor ");\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. // To be strictly correct, we should compute the anti-aliasing factor separately // 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. fsBuilder->codeAppend("\tfloat afwidth;\n"); if (isUniformScale) { // this gives us a smooth step across approximately one fragment fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*dx;\n"); } else { 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 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 { fsBuilder->codeAppend("\tuv_grad = normalize(uv);\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 fsBuilder->codeAppend("\tafwidth = " SK_DistanceFieldAAFactor "*length(grad);\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(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, "TextColor", &textColorUniName); 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()); } virtual void setData(const GrGLProgramDataManager& pdman, const GrDrawEffect& drawEffect) SK_OVERRIDE { SkASSERT(fTextureSizeUni.isValid()); SkASSERT(fTextColorUni.isValid()); const GrDistanceFieldLCDTextureEffect& dfTexEffect = drawEffect.castEffect(); GrTexture* texture = drawEffect.effect()->texture(0); if (texture->width() != fTextureSize.width() || texture->height() != fTextureSize.height()) { fTextureSize = SkISize::Make(texture->width(), texture->height()); float delta = 1.0f/(3.0f*texture->width()); if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { delta = -delta; } pdman.set3f(fTextureSizeUni, SkIntToScalar(fTextureSize.width()), SkIntToScalar(fTextureSize.height()), delta); } GrColor textColor = dfTexEffect.getTextColor(); if (textColor != fTextColor) { static const float ONE_OVER_255 = 1.f / 255.f; pdman.set3f(fTextColorUni, GrColorUnpackR(textColor) * ONE_OVER_255, GrColorUnpackG(textColor) * ONE_OVER_255, GrColorUnpackB(textColor) * ONE_OVER_255); fTextColor = textColor; } } static inline void GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&, GrEffectKeyBuilder* b) { const GrDistanceFieldLCDTextureEffect& dfTexEffect = drawEffect.castEffect(); b->add32(dfTexEffect.getFlags()); } private: GrGLProgramDataManager::UniformHandle fTextureSizeUni; SkISize fTextureSize; GrGLProgramDataManager::UniformHandle fTextColorUni; SkColor fTextColor; typedef GrGLVertexEffect INHERITED; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldLCDTextureEffect::GrDistanceFieldLCDTextureEffect( GrTexture* texture, const GrTextureParams& params, GrTexture* gamma, const GrTextureParams& gParams, SkColor textColor, uint32_t flags) : fTextureAccess(texture, params) , fGammaTextureAccess(gamma, gParams) , fTextColor(textColor) , fFlags(flags & kLCD_DistanceFieldEffectMask) { SkASSERT(!(flags & ~kLCD_DistanceFieldEffectMask) && (flags & kUseLCD_DistanceFieldEffectFlag)); this->addTextureAccess(&fTextureAccess); this->addTextureAccess(&fGammaTextureAccess); this->addVertexAttrib(kVec2f_GrSLType); } bool GrDistanceFieldLCDTextureEffect::onIsEqual(const GrEffect& other) const { const GrDistanceFieldLCDTextureEffect& cte = CastEffect(other); return (fTextureAccess == cte.fTextureAccess && fGammaTextureAccess == cte.fGammaTextureAccess && fTextColor == cte.fTextColor && fFlags == cte.fFlags); } void GrDistanceFieldLCDTextureEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const { if ((*validFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(*color) && GrPixelConfigIsOpaque(this->texture(0)->config())) { *validFlags = kA_GrColorComponentFlag; } else { *validFlags = 0; } } const GrBackendEffectFactory& GrDistanceFieldLCDTextureEffect::getFactory() const { return GrTBackendEffectFactory::getInstance(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_EFFECT_TEST(GrDistanceFieldLCDTextureEffect); GrEffect* GrDistanceFieldLCDTextureEffect::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, GrTexture* textures[]) { int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; int texIdx2 = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; static const SkShader::TileMode kTileModes[] = { SkShader::kClamp_TileMode, SkShader::kRepeat_TileMode, SkShader::kMirror_TileMode, }; SkShader::TileMode tileModes[] = { kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], kTileModes[random->nextULessThan(SK_ARRAY_COUNT(kTileModes))], }; GrTextureParams params(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode); GrTextureParams params2(tileModes, random->nextBool() ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode); GrColor textColor = GrColorPackRGBA(random->nextULessThan(256), random->nextULessThan(256), random->nextULessThan(256), random->nextULessThan(256)); uint32_t flags = kUseLCD_DistanceFieldEffectFlag; flags |= random->nextBool() ? kUniformScale_DistanceFieldEffectMask : 0; flags |= random->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; return GrDistanceFieldLCDTextureEffect::Create(textures[texIdx], params, textures[texIdx2], params2, textColor, flags); }