Reland r3078 (original failures that led to revert were problems with the bot)
git-svn-id: http://skia.googlecode.com/svn/trunk@3101 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -29,18 +29,28 @@ bool GrAAConvexPathRenderer::canDrawPath(const GrDrawTarget::Caps& targetCaps,
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namespace {
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struct Segment {
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enum {
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kLine,
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kQuad
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} fType;
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// line uses a, quad uses a and b (first point comes from prev. segment)
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GrPoint fA, fB;
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// normal to edge ending at a and b
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GrVec fANorm, fBNorm;
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// mid vector at a that splits angle with previous edge
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GrVec fPrevMid;
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// line uses one pt, quad uses 2 pts
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GrPoint fPts[2];
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// normal to edge ending at each pt
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GrVec fNorms[2];
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// is the corner where the previous segment meets this segment
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// sharp. If so, fMid is a normalized bisector facing outward.
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GrVec fMid;
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int countPoints() {
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return (kLine == fType) ? 1 : 2;
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}
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const SkPoint& endPt() const {
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return (kLine == fType) ? fPts[0] : fPts[1];
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};
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const SkPoint& endNorm() const {
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return (kLine == fType) ? fNorms[0] : fNorms[1];
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};
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};
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typedef SkTArray<Segment, true> SegmentArray;
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@ -50,7 +60,6 @@ bool is_path_degenerate(const GrPath& path) {
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if (n < 3) {
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return true;
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}
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// compute a line from the first two points that are not equal, look for
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// a third pt that is off the line.
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static const SkScalar TOL = (SK_Scalar1 / 16);
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@ -80,12 +89,84 @@ bool is_path_degenerate(const GrPath& path) {
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return true;
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}
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void center_of_mass(const SegmentArray& segments, SkPoint* c) {
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GrScalar area = 0;
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SkPoint center;
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center.set(0, 0);
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int count = segments.count();
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for (int i = 0; i < count; ++i) {
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const SkPoint& pi = segments[i].endPt();
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int j = (i + 1) % count;
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const SkPoint& pj = segments[j].endPt();
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GrScalar t = GrMul(pi.fX, pj.fY) - GrMul(pj.fX, pi.fY);
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area += t;
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center.fX += (pi.fX + pj.fX) * t;
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center.fY += (pi.fY + pj.fY) * t;
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}
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area *= 3;
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area = GrScalarDiv(GR_Scalar1, area);
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center.fX = GrScalarMul(center.fX, area);
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center.fY = GrScalarMul(center.fY, area);
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*c = center;
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}
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void compute_vectors(SegmentArray* segments,
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SkPoint* fanPt,
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int* vCount,
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int* iCount) {
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center_of_mass(*segments, fanPt);
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int count = segments->count();
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// figure out which way the normals should point
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GrPoint::Side normSide;
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fanPt->distanceToLineBetweenSqd((*segments)[0].endPt(),
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(*segments)[1].endPt(),
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&normSide);
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*vCount = 0;
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*iCount = 0;
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// compute normals at all points
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for (int a = 0; a < count; ++a) {
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const Segment& sega = (*segments)[a];
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int b = (a + 1) % count;
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Segment& segb = (*segments)[b];
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const GrPoint* prevPt = &sega.endPt();
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int n = segb.countPoints();
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for (int p = 0; p < n; ++p) {
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segb.fNorms[p] = segb.fPts[p] - *prevPt;
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segb.fNorms[p].normalize();
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segb.fNorms[p].setOrthog(segb.fNorms[p], normSide);
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prevPt = &segb.fPts[p];
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}
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if (Segment::kLine == segb.fType) {
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*vCount += 5;
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*iCount += 9;
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} else {
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*vCount += 6;
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*iCount += 12;
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}
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}
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// compute mid-vectors where segments meet. TODO: Detect shallow corners
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// and leave out the wedges and close gaps by stitching segments together.
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for (int a = 0; a < count; ++a) {
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const Segment& sega = (*segments)[a];
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int b = (a + 1) % count;
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Segment& segb = (*segments)[b];
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segb.fMid = segb.fNorms[0] + sega.endNorm();
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segb.fMid.normalize();
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// corner wedges
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*vCount += 4;
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*iCount += 6;
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}
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}
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bool get_segments(const GrPath& path,
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SegmentArray* segments,
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int* quadCnt,
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int* lineCnt) {
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*quadCnt = 0;
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*lineCnt = 0;
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SkPoint* fanPt,
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int* vCount,
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int* iCount) {
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SkPath::Iter iter(path, true);
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// This renderer overemphasises very thin path regions. We use the distance
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// to the path from the sample to compute coverage. Every pixel intersected
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@ -104,16 +185,14 @@ bool get_segments(const GrPath& path,
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case kLine_PathCmd: {
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segments->push_back();
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segments->back().fType = Segment::kLine;
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segments->back().fA = pts[1];
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++(*lineCnt);
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segments->back().fPts[0] = pts[1];
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break;
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}
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case kQuadratic_PathCmd:
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segments->push_back();
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segments->back().fType = Segment::kQuad;
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segments->back().fA = pts[1];
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segments->back().fB = pts[2];
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++(*quadCnt);
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segments->back().fPts[0] = pts[1];
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segments->back().fPts[1] = pts[2];
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break;
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case kCubic_PathCmd: {
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SkSTArray<15, SkPoint, true> quads;
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@ -122,14 +201,13 @@ bool get_segments(const GrPath& path,
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for (int q = 0; q < count; q += 3) {
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segments->push_back();
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segments->back().fType = Segment::kQuad;
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segments->back().fA = quads[q + 1];
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segments->back().fB = quads[q + 2];
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++(*quadCnt);
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segments->back().fPts[0] = quads[q + 1];
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segments->back().fPts[1] = quads[q + 2];
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}
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break;
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};
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case kEnd_PathCmd:
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GrAssert(*quadCnt + *lineCnt == segments->count());
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compute_vectors(segments, fanPt, vCount, iCount);
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return true;
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default:
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break;
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@ -139,201 +217,139 @@ bool get_segments(const GrPath& path,
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struct QuadVertex {
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GrPoint fPos;
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union {
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GrPoint fQuadUV;
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GrScalar fEdge[4];
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};
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GrPoint fUV;
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GrScalar fD0;
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GrScalar fD1;
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};
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void get_counts(int quadCount, int lineCount, int* vCount, int* iCount) {
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*vCount = 9 * lineCount + 11 * quadCount;
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*iCount = 15 * lineCount + 24 * quadCount;
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}
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// This macro can be defined for visual debugging purposes. It exagerates the AA
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// smear at the edges by increasing the size of the extruded geometry used for
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// AA. However, the coverage value computed in the shader will still go to zero
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// at distance > .5 outside the curves. So, the shader code has be modified as
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// well to stretch out the AA smear.
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//#define STRETCH_AA
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#define STRETCH_FACTOR (20 * SK_Scalar1)
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void create_vertices(SegmentArray* segments,
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const GrPoint& fanPt,
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QuadVertex* verts,
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uint16_t* idxs) {
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int count = segments->count();
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GrAssert(count > 1);
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int prevS = count - 1;
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const Segment& lastSeg = (*segments)[prevS];
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// walk the segments and compute normals to each edge and
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// bisectors at vertices. The loop relies on having the end point and normal
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// from previous segment so we first compute that. Also, we determine
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// whether normals point left or right to face outside the path.
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GrVec prevPt;
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GrPoint prevPrevPt;
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GrVec prevNorm;
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if (Segment::kLine == lastSeg.fType) {
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prevPt = lastSeg.fA;
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const Segment& secondLastSeg = (*segments)[prevS - 1];
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prevPrevPt = (Segment::kLine == secondLastSeg.fType) ?
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secondLastSeg.fA :
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secondLastSeg.fB;
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} else {
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prevPt = lastSeg.fB;
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prevPrevPt = lastSeg.fA;
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}
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GrVec::Side outside;
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// we will compute our edge vectors so that they are pointing along the
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// direction in which we are iterating the path. So here we take an opposite
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// vector and get the side that the fan pt lies relative to it.
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fanPt.distanceToLineBetweenSqd(prevPrevPt, prevPt, &outside);
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prevNorm = prevPt - prevPrevPt;
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prevNorm.normalize();
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prevNorm.setOrthog(prevNorm, outside);
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#ifdef STRETCH_AA
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prevNorm.scale(STRETCH_FACTOR);
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#endif
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// compute the normals and bisectors
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for (int s = 0; s < count; ++s, ++prevS) {
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Segment& curr = (*segments)[s];
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GrVec currVec = curr.fA - prevPt;
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currVec.normalize();
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curr.fANorm.setOrthog(currVec, outside);
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#ifdef STRETCH_AA
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curr.fANorm.scale(STRETCH_FACTOR);
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#endif
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curr.fPrevMid = prevNorm + curr.fANorm;
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curr.fPrevMid.normalize();
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#ifdef STRETCH_AA
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curr.fPrevMid.scale(STRETCH_FACTOR);
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#endif
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if (Segment::kLine == curr.fType) {
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prevPt = curr.fA;
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prevNorm = curr.fANorm;
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} else {
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currVec = curr.fB - curr.fA;
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currVec.normalize();
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curr.fBNorm.setOrthog(currVec, outside);
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#ifdef STRETCH_AA
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curr.fBNorm.scale(STRETCH_FACTOR);
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#endif
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prevPt = curr.fB;
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prevNorm = curr.fBNorm;
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}
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}
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// compute the vertices / indices
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if (Segment::kLine == lastSeg.fType) {
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prevPt = lastSeg.fA;
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prevNorm = lastSeg.fANorm;
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} else {
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prevPt = lastSeg.fB;
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prevNorm = lastSeg.fBNorm;
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}
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void create_vertices(const SegmentArray& segments,
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const SkPoint& fanPt,
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QuadVertex* verts,
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uint16_t* idxs) {
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int v = 0;
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int i = 0;
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for (int s = 0; s < count; ++s, ++prevS) {
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Segment& curr = (*segments)[s];
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verts[v + 0].fPos = prevPt;
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verts[v + 1].fPos = prevPt + prevNorm;
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verts[v + 2].fPos = prevPt + curr.fPrevMid;
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verts[v + 3].fPos = prevPt + curr.fANorm;
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verts[v + 0].fQuadUV.set(0, 0);
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verts[v + 1].fQuadUV.set(0, -SK_Scalar1);
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verts[v + 2].fQuadUV.set(0, -SK_Scalar1);
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verts[v + 3].fQuadUV.set(0, -SK_Scalar1);
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int count = segments.count();
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for (int a = 0; a < count; ++a) {
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const Segment& sega = segments[a];
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int b = (a + 1) % count;
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const Segment& segb = segments[b];
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// FIXME: These tris are inset in the 1 unit arc around the corner
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verts[v + 0].fPos = sega.endPt();
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verts[v + 1].fPos = verts[v + 0].fPos + sega.endNorm();
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verts[v + 2].fPos = verts[v + 0].fPos + segb.fMid;
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verts[v + 3].fPos = verts[v + 0].fPos + segb.fNorms[0];
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verts[v + 0].fUV.set(0,0);
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verts[v + 1].fUV.set(0,-SK_Scalar1);
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verts[v + 2].fUV.set(0,-SK_Scalar1);
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verts[v + 3].fUV.set(0,-SK_Scalar1);
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verts[v + 0].fD0 = verts[v + 0].fD1 = -SK_Scalar1;
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verts[v + 1].fD0 = verts[v + 1].fD1 = -SK_Scalar1;
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verts[v + 2].fD0 = verts[v + 2].fD1 = -SK_Scalar1;
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verts[v + 3].fD0 = verts[v + 3].fD1 = -SK_Scalar1;
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idxs[i + 0] = v + 0;
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idxs[i + 1] = v + 1;
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idxs[i + 2] = v + 2;
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idxs[i + 1] = v + 2;
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idxs[i + 2] = v + 1;
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idxs[i + 3] = v + 0;
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idxs[i + 4] = v + 2;
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idxs[i + 5] = v + 3;
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idxs[i + 4] = v + 3;
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idxs[i + 5] = v + 2;
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v += 4;
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i += 6;
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if (Segment::kLine == curr.fType) {
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if (Segment::kLine == segb.fType) {
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verts[v + 0].fPos = fanPt;
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verts[v + 1].fPos = prevPt;
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verts[v + 2].fPos = curr.fA;
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verts[v + 3].fPos = prevPt + curr.fANorm;
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verts[v + 4].fPos = curr.fA + curr.fANorm;
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GrScalar lineC = -curr.fANorm.dot(curr.fA);
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GrScalar fanDist = curr.fANorm.dot(fanPt) - lineC;
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verts[v + 0].fQuadUV.set(0, SkScalarAbs(fanDist));
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verts[v + 1].fQuadUV.set(0, 0);
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verts[v + 2].fQuadUV.set(0, 0);
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verts[v + 3].fQuadUV.set(0, -GR_Scalar1);
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verts[v + 4].fQuadUV.set(0, -GR_Scalar1);
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verts[v + 1].fPos = sega.endPt();
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verts[v + 2].fPos = segb.fPts[0];
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verts[v + 3].fPos = verts[v + 1].fPos + segb.fNorms[0];
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verts[v + 4].fPos = verts[v + 2].fPos + segb.fNorms[0];
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// we draw the line edge as a degenerate quad (u is 0, v is the
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// signed distance to the edge)
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GrScalar dist = fanPt.distanceToLineBetween(verts[v + 1].fPos,
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verts[v + 2].fPos);
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verts[v + 0].fUV.set(0, dist);
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verts[v + 1].fUV.set(0, 0);
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verts[v + 2].fUV.set(0, 0);
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verts[v + 3].fUV.set(0, -SK_Scalar1);
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verts[v + 4].fUV.set(0, -SK_Scalar1);
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verts[v + 0].fD0 = verts[v + 0].fD1 = -SK_Scalar1;
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verts[v + 1].fD0 = verts[v + 1].fD1 = -SK_Scalar1;
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verts[v + 2].fD0 = verts[v + 2].fD1 = -SK_Scalar1;
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verts[v + 3].fD0 = verts[v + 3].fD1 = -SK_Scalar1;
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verts[v + 4].fD0 = verts[v + 4].fD1 = -SK_Scalar1;
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idxs[i + 0] = v + 0;
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idxs[i + 1] = v + 1;
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idxs[i + 2] = v + 2;
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idxs[i + 3] = v + 1;
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idxs[i + 4] = v + 3;
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idxs[i + 5] = v + 4;
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idxs[i + 6] = v + 1;
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idxs[i + 7] = v + 4;
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idxs[i + 1] = v + 2;
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idxs[i + 2] = v + 1;
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idxs[i + 3] = v + 3;
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idxs[i + 4] = v + 1;
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idxs[i + 5] = v + 2;
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idxs[i + 6] = v + 4;
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idxs[i + 7] = v + 3;
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idxs[i + 8] = v + 2;
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i += 9;
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v += 5;
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prevPt = curr.fA;
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prevNorm = curr.fANorm;
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i += 9;
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} else {
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GrVec splitVec = curr.fANorm + curr.fBNorm;
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splitVec.normalize();
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#ifdef STRETCH_AA
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splitVec.scale(STRETCH_FACTOR);
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#endif
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GrPoint qpts[] = {sega.endPt(), segb.fPts[0], segb.fPts[1]};
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verts[v + 0].fPos = prevPt;
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verts[v + 1].fPos = curr.fA;
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verts[v + 2].fPos = curr.fB;
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verts[v + 3].fPos = fanPt;
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verts[v + 4].fPos = prevPt + curr.fANorm;
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verts[v + 5].fPos = curr.fA + splitVec;
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verts[v + 6].fPos = curr.fB + curr.fBNorm;
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GrVec midVec = segb.fNorms[0] + segb.fNorms[1];
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midVec.normalize();
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verts[v + 0].fPos = fanPt;
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verts[v + 1].fPos = qpts[0];
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verts[v + 2].fPos = qpts[2];
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verts[v + 3].fPos = qpts[0] + segb.fNorms[0];
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verts[v + 4].fPos = qpts[2] + segb.fNorms[1];
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verts[v + 5].fPos = qpts[1] + midVec;
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GrScalar c = segb.fNorms[0].dot(qpts[0]);
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verts[v + 0].fD0 = -segb.fNorms[0].dot(fanPt) + c;
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verts[v + 1].fD0 = 0.f;
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verts[v + 2].fD0 = -segb.fNorms[0].dot(qpts[2]) + c;
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||||
verts[v + 3].fD0 = -GR_ScalarMax/100;
|
||||
verts[v + 4].fD0 = -GR_ScalarMax/100;
|
||||
verts[v + 5].fD0 = -GR_ScalarMax/100;
|
||||
|
||||
c = segb.fNorms[1].dot(qpts[2]);
|
||||
verts[v + 0].fD1 = -segb.fNorms[1].dot(fanPt) + c;
|
||||
verts[v + 1].fD1 = -segb.fNorms[1].dot(qpts[0]) + c;
|
||||
verts[v + 2].fD1 = 0.f;
|
||||
verts[v + 3].fD1 = -GR_ScalarMax/100;
|
||||
verts[v + 4].fD1 = -GR_ScalarMax/100;
|
||||
verts[v + 5].fD1 = -GR_ScalarMax/100;
|
||||
|
||||
verts[v + 0].fQuadUV.set(0, 0);
|
||||
verts[v + 1].fQuadUV.set(GR_ScalarHalf, 0);
|
||||
verts[v + 2].fQuadUV.set(GR_Scalar1, GR_Scalar1);
|
||||
GrMatrix toUV;
|
||||
GrPoint pts[] = {prevPt, curr.fA, curr.fB};
|
||||
GrPathUtils::quadDesignSpaceToUVCoordsMatrix(pts, &toUV);
|
||||
toUV.mapPointsWithStride(&verts[v + 3].fQuadUV,
|
||||
&verts[v + 3].fPos,
|
||||
sizeof(QuadVertex), 4);
|
||||
GrPathUtils::quadDesignSpaceToUVCoordsMatrix(qpts, &toUV);
|
||||
toUV.mapPointsWithStride(&verts[v].fUV,
|
||||
&verts[v].fPos,
|
||||
sizeof(QuadVertex),
|
||||
6);
|
||||
|
||||
idxs[i + 0] = v + 3;
|
||||
idxs[i + 1] = v + 0;
|
||||
idxs[i + 2] = v + 1;
|
||||
idxs[i + 3] = v + 3;
|
||||
idxs[i + 4] = v + 1;
|
||||
idxs[i + 5] = v + 2;
|
||||
idxs[i + 6] = v + 0;
|
||||
idxs[i + 7] = v + 4;
|
||||
idxs[i + 8] = v + 1;
|
||||
idxs[i + 9] = v + 4;
|
||||
idxs[i + 10] = v + 1;
|
||||
idxs[i + 11] = v + 5;
|
||||
idxs[i + 12] = v + 5;
|
||||
idxs[i + 13] = v + 1;
|
||||
idxs[i + 14] = v + 2;
|
||||
idxs[i + 15] = v + 5;
|
||||
idxs[i + 16] = v + 2;
|
||||
idxs[i + 17] = v + 6;
|
||||
idxs[i + 0] = v + 3;
|
||||
idxs[i + 1] = v + 1;
|
||||
idxs[i + 2] = v + 2;
|
||||
idxs[i + 3] = v + 4;
|
||||
idxs[i + 4] = v + 3;
|
||||
idxs[i + 5] = v + 2;
|
||||
|
||||
i += 18;
|
||||
v += 7;
|
||||
prevPt = curr.fB;
|
||||
prevNorm = curr.fBNorm;
|
||||
idxs[i + 6] = v + 5;
|
||||
idxs[i + 7] = v + 3;
|
||||
idxs[i + 8] = v + 4;
|
||||
|
||||
idxs[i + 9] = v + 0;
|
||||
idxs[i + 10] = v + 2;
|
||||
idxs[i + 11] = v + 1;
|
||||
|
||||
v += 6;
|
||||
i += 12;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -357,13 +373,9 @@ void GrAAConvexPathRenderer::drawPath(GrDrawState::StageMask stageMask) {
|
||||
}
|
||||
drawState->setViewMatrix(GrMatrix::I());
|
||||
|
||||
|
||||
SkPath path;
|
||||
fPath->transform(vm, &path);
|
||||
|
||||
SkPoint fanPt = {path.getBounds().centerX(),
|
||||
path.getBounds().centerY()};
|
||||
|
||||
GrVertexLayout layout = 0;
|
||||
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
|
||||
if ((1 << s) & stageMask) {
|
||||
@ -375,15 +387,13 @@ void GrAAConvexPathRenderer::drawPath(GrDrawState::StageMask stageMask) {
|
||||
QuadVertex *verts;
|
||||
uint16_t* idxs;
|
||||
|
||||
int nQuads;
|
||||
int nLines;
|
||||
SegmentArray segments;
|
||||
if (!get_segments(path, &segments, &nQuads, &nLines)) {
|
||||
return;
|
||||
}
|
||||
int vCount;
|
||||
int iCount;
|
||||
get_counts(nQuads, nLines, &vCount, &iCount);
|
||||
SegmentArray segments;
|
||||
SkPoint fanPt;
|
||||
if (!get_segments(path, &segments, &fanPt, &vCount, &iCount)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!fTarget->reserveVertexSpace(layout,
|
||||
vCount,
|
||||
@ -395,7 +405,7 @@ void GrAAConvexPathRenderer::drawPath(GrDrawState::StageMask stageMask) {
|
||||
return;
|
||||
}
|
||||
|
||||
create_vertices(&segments, fanPt, verts, idxs);
|
||||
create_vertices(segments, fanPt, verts, idxs);
|
||||
|
||||
drawState->setVertexEdgeType(GrDrawState::kQuad_EdgeType);
|
||||
fTarget->drawIndexed(kTriangles_PrimitiveType,
|
||||
|
@ -18,9 +18,7 @@ void GrPathRenderer::AddPathRenderers(GrContext* ctx,
|
||||
if (GrPathRenderer* pr = GrAAHairLinePathRenderer::Create(ctx)) {
|
||||
chain->addPathRenderer(pr)->unref();
|
||||
}
|
||||
// Disabled for now. Need to fix issue where some hairlines don't
|
||||
// wind up going to the hairline renderer and get rendered by this
|
||||
// PR looking speckly.
|
||||
// Disabled for now.
|
||||
//chain->addPathRenderer(new GrAAConvexPathRenderer())->unref();
|
||||
}
|
||||
}
|
||||
|
@ -528,23 +528,34 @@ void GrGLProgram::genEdgeCoverage(const GrGLInterface* gl,
|
||||
if (GrDrawState::kHairLine_EdgeType == fProgramDesc.fVertexEdgeType) {
|
||||
segments->fFSCode.appendf("\tfloat edgeAlpha = abs(dot(vec3(gl_FragCoord.xy,1), %s.xyz));\n", fsName);
|
||||
segments->fFSCode.append("\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
|
||||
} else if (GrDrawState::kQuad_EdgeType == fProgramDesc.fVertexEdgeType) {
|
||||
segments->fFSCode.appendf("\tfloat edgeAlpha;\n");
|
||||
// keep the derivative instructions outside the conditional
|
||||
segments->fFSCode.appendf("\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
|
||||
segments->fFSCode.appendf("\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
|
||||
segments->fFSCode.appendf("\tif (%s.z > 0.0 && %s.w > 0.0) {\n", fsName, fsName);
|
||||
// today we know z and w are in device space. We could use derivatives
|
||||
segments->fFSCode.appendf("\t\tedgeAlpha = min(min(%s.z, %s.w) + 0.5, 1.0);\n", fsName, fsName);
|
||||
segments->fFSCode.append ("\t} else {\n");
|
||||
segments->fFSCode.appendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
|
||||
"\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
|
||||
fsName, fsName);
|
||||
segments->fFSCode.appendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, fsName);
|
||||
segments->fFSCode.appendf("\t\tedgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);\n"
|
||||
"\t}\n");
|
||||
if (gl->supportsES2()) {
|
||||
segments->fHeader.printf("#extension GL_OES_standard_derivatives: enable\n");
|
||||
}
|
||||
} else {
|
||||
GrAssert(GrDrawState::kHairQuad_EdgeType == fProgramDesc.fVertexEdgeType ||
|
||||
GrDrawState::kQuad_EdgeType == fProgramDesc.fVertexEdgeType);
|
||||
// for now we know we're not in perspective, so we could compute this
|
||||
// per-quadratic rather than per pixel
|
||||
GrAssert(GrDrawState::kHairQuad_EdgeType == fProgramDesc.fVertexEdgeType);
|
||||
segments->fFSCode.appendf("\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
|
||||
segments->fFSCode.appendf("\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
|
||||
segments->fFSCode.appendf("\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
|
||||
"\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
|
||||
fsName, fsName);
|
||||
segments->fFSCode.appendf("\tfloat edgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName, fsName);
|
||||
if (GrDrawState::kQuad_EdgeType == fProgramDesc.fVertexEdgeType) {
|
||||
segments->fFSCode.append("\tedgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);\n");
|
||||
} else {
|
||||
segments->fFSCode.append("\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n");
|
||||
segments->fFSCode.append("\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
|
||||
}
|
||||
segments->fFSCode.append("\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n");
|
||||
segments->fFSCode.append("\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
|
||||
if (gl->supportsES2()) {
|
||||
segments->fHeader.printf("#extension GL_OES_standard_derivatives: enable\n");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user