Fix issue where GrQuadPerEdgeAA GP doesn't emit coord transforms
This happens when all the FPs are sampled with explicit coords. The GrGLSLGeometryProcessor::emitTransforms() helper required a valid VS var for local coords even when all FPs use explicit coords and wouldn't use a local coords var. It now only requires the variable be valid if there is an FP with a coord transform that is not explicitly sampled. Change-Id: I8008e854c738a17b207c82bb791e230ef4d5364d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/272459 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
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@ -62,53 +62,68 @@ void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb,
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const GrShaderVar& localCoordsVar,
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const SkMatrix& localMatrix,
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FPCoordTransformHandler* handler) {
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SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType()));
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SkASSERT(2 == GrSLTypeVecLength(localCoordsVar.getType()) ||
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3 == GrSLTypeVecLength(localCoordsVar.getType()));
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// We only require localCoordsVar to be valid if there is a coord transform that needs
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// it. CTs on FPs called with explicit coords do not require a local coord.
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auto getLocalCoords = [&localCoordsVar,
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localCoords = SkString(),
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localCoordLength = int()]() mutable {
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if (localCoords.isEmpty()) {
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localCoordLength = GrSLTypeVecLength(localCoordsVar.getType());
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SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType()));
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SkASSERT(localCoordLength == 2 || localCoordLength == 3);
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if (localCoordLength == 3) {
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localCoords = localCoordsVar.getName();
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} else {
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localCoords.printf("float3(%s, 1)", localCoordsVar.c_str());
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}
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}
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return std::make_tuple(localCoords, localCoordLength);
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};
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bool threeComponentLocalCoords = 3 == GrSLTypeVecLength(localCoordsVar.getType());
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SkString localCoords;
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if (threeComponentLocalCoords) {
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localCoords = localCoordsVar.getName();
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} else {
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localCoords.printf("float3(%s, 1)", localCoordsVar.c_str());
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}
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for (int i = 0; *handler; ++*handler, ++i) {
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auto [coordTransform, fp] = handler->get();
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if (coordTransform.isNoOp() && fp.isSampledWithExplicitCoords()) {
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handler->omitCoordsForCurrCoordTransform();
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fInstalledTransforms.push_back();
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} else {
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// Add uniform for coord transform matrix.
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const char* matrixName;
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if (!fp.isSampledWithExplicitCoords() || !coordTransform.isNoOp()) {
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SkString strUniName;
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strUniName.printf("CoordTransformMatrix_%d", i);
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const char* uniName;
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fInstalledTransforms.push_back().fHandle = uniformHandler
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->addUniform(kVertex_GrShaderFlag,
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kFloat3x3_GrSLType,
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strUniName.c_str(),
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&uniName)
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&matrixName)
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.toIndex();
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GrSLType varyingType = kFloat2_GrSLType;
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} else {
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// Install a coord transform that will be skipped.
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fInstalledTransforms.push_back();
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handler->omitCoordsForCurrCoordTransform();
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continue;
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}
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// Add varying if required and register varying and matrix uniform.
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if (!fp.isSampledWithExplicitCoords()) {
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auto [localCoordsStr, localCoordLength] = getLocalCoords();
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GrGLSLVarying v(kFloat2_GrSLType);
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if (localMatrix.hasPerspective() || coordTransform.matrix().hasPerspective() ||
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threeComponentLocalCoords) {
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varyingType = kFloat3_GrSLType;
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localCoordLength == 3) {
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v = GrGLSLVarying(kFloat3_GrSLType);
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}
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SkString strVaryingName;
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strVaryingName.printf("TransformedCoords_%d", i);
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GrGLSLVarying v(varyingType);
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if (!fp.isSampledWithExplicitCoords()) {
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varyingHandler->addVarying(strVaryingName.c_str(), &v);
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varyingHandler->addVarying(strVaryingName.c_str(), &v);
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if (kFloat2_GrSLType == varyingType) {
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vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), uniName, localCoords.c_str());
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} else {
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vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, localCoords.c_str());
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}
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if (v.type() == kFloat2_GrSLType) {
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vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), matrixName,
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localCoordsStr.c_str());
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} else {
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vb->codeAppendf("%s = %s * %s;", v.vsOut(), matrixName, localCoordsStr.c_str());
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}
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handler->specifyCoordsForCurrCoordTransform(
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SkString(uniName),
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fInstalledTransforms.back().fHandle,
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GrShaderVar(SkString(v.fsIn()), varyingType));
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GrShaderVar fsVar(SkString(v.fsIn()), v.type(), GrShaderVar::kIn_TypeModifier);
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handler->specifyCoordsForCurrCoordTransform(SkString(matrixName),
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fInstalledTransforms.back().fHandle, fsVar);
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} else {
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handler->specifyCoordsForCurrCoordTransform(SkString(matrixName),
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fInstalledTransforms.back().fHandle);
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}
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}
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}
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@ -30,10 +30,12 @@ public:
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struct TransformVar {
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TransformVar() = default;
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TransformVar(SkString matrixCode, UniformHandle uniformMatrix, GrShaderVar varyingPoint)
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: fMatrixCode(std::move(matrixCode))
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, fUniformMatrix(uniformMatrix)
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, fVaryingPoint(varyingPoint) {}
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TransformVar(SkString matrixCode,
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UniformHandle uniformMatrix,
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GrShaderVar varyingPoint = {})
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: fMatrixCode(std::move(matrixCode))
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, fUniformMatrix(uniformMatrix)
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, fVaryingPoint(varyingPoint) {}
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// a string of SkSL code which resolves to the transformation matrix
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SkString fMatrixCode;
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@ -575,9 +575,7 @@ public:
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void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc,
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const CoordTransformRange& transformRange) override {
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const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>();
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if (gp.fLocalCoord.isInitialized()) {
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this->setTransformDataHelper(SkMatrix::I(), pdman, transformRange);
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}
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this->setTransformDataHelper(SkMatrix::I(), pdman, transformRange);
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fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
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}
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@ -610,17 +608,18 @@ public:
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gpArgs->fPositionVar = gp.fPosition.asShaderVar();
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}
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// Handle local coordinates if they exist
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if (gp.fLocalCoord.isInitialized()) {
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// NOTE: If the only usage of local coordinates is for the inline texture fetch
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// before FPs, then there are no registered FPCoordTransforms and this ends up
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// emitting nothing, so there isn't a duplication of local coordinates
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this->emitTransforms(args.fVertBuilder,
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args.fVaryingHandler,
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args.fUniformHandler,
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gp.fLocalCoord.asShaderVar(),
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args.fFPCoordTransformHandler);
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}
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// Handle local coordinates if they exist. This is required even when the op
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// isn't providing local coords but there are FPs called with explicit coords.
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// It installs the uniforms that transform their coordinates in the fragment
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// shader.
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// NOTE: If the only usage of local coordinates is for the inline texture fetch
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// before FPs, then there are no registered FPCoordTransforms and this ends up
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// emitting nothing, so there isn't a duplication of local coordinates
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this->emitTransforms(args.fVertBuilder,
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args.fVaryingHandler,
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args.fUniformHandler,
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gp.fLocalCoord.asShaderVar(),
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args.fFPCoordTransformHandler);
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// Solid color before any texturing gets modulated in
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if (gp.fColor.isInitialized()) {
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