Change general fill rect shader code to match geometry vers

-Matches shader implemented for alligned rects
-Uses multiplication instead of min (used in geom version)
 to combine width and height coverages

R=bsalomon@google.com, robertphillips@google.com

Review URL: https://codereview.chromium.org/17035012

git-svn-id: http://skia.googlecode.com/svn/trunk@9626 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
egdaniel@google.com 2013-06-14 19:25:53 +00:00
parent a2fab9d35c
commit f1d7de788b

View File

@ -78,9 +78,9 @@ public:
"\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", fsRectName,
fsRectName);
// Compute the coverage for the rect's height and merge with the width
builder->fsCodeAppendf(
"\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n",
fsRectName, fsRectName);
builder->fsCodeAppendf(
"\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n",
fsRectName, fsRectName);
SkString modulate;
GrGLSLModulatef<4>(&modulate, inputColor, "coverage");
@ -184,26 +184,34 @@ public:
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
builder->vsCodeAppendf("\t%s = %s;\n", vsWidthHeightName, attr1Name->c_str());
// TODO: compute these scale factors in the VS
// These scale factors adjust the coverage for < 1 pixel wide/high rects
builder->fsCodeAppendf("\tfloat wScale = max(1.0, 2.0/(0.5+%s.x));\n",
fsWidthHeightName);
builder->fsCodeAppendf("\tfloat hScale = max(1.0, 2.0/(0.5+%s.y));\n",
fsWidthHeightName);
// TODO: compute all these offsets, spans, and scales in the VS
builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
builder->fsCodeAppend("\tfloat outset = 0.5;\n");
// For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
// < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
// For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
// value of coverage that is used. In other words it is the coverage that is
// used in the interior of the rect after the ramp.
builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
// Compute the coverage for the rect's width
builder->fsCodeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
builder->fragmentPosition(), fsRectEdgeName);
builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
fsRectEdgeName, fsRectEdgeName);
builder->fsCodeAppendf("\tfloat coverage = clamp(wScale*(%s.x-perpDot), 0.0, 1.0);\n",
fsWidthHeightName);
builder->fsCodeAppendf(
"\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0);\n",
fsWidthHeightName);
// Compute the coverage for the rect's height and merge with the width
builder->fsCodeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n",
fsRectEdgeName);
builder->fsCodeAppendf(
"\tcoverage = min(coverage, clamp(hScale*(%s.y-perpDot), 0.0, 1.0));\n",
"\tcoverage = coverage*scaleH*clamp((%s.y-perpDot)/spanH, 0.0, 1.0);\n",
fsWidthHeightName);
SkString modulate;