/* * 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 "src/gpu/ganesh/effects/GrDistanceFieldGeoProc.h" #include "include/core/SkSamplingOptions.h" #include "include/private/base/SkAssert.h" #include "include/private/base/SkMath.h" #include "include/private/base/SkTo.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/base/SkRandom.h" #include "src/core/SkDistanceFieldGen.h" #include "src/core/SkSLTypeShared.h" #include "src/gpu/KeyBuilder.h" #include "src/gpu/ganesh/GrCaps.h" #include "src/gpu/ganesh/GrShaderCaps.h" #include "src/gpu/ganesh/GrShaderVar.h" #include "src/gpu/ganesh/GrSurfaceProxy.h" #include "src/gpu/ganesh/GrSurfaceProxyView.h" #include "src/gpu/ganesh/GrTestUtils.h" #include "src/gpu/ganesh/effects/GrAtlasedShaderHelpers.h" #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h" #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h" #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" #include "src/gpu/ganesh/glsl/GrGLSLVarying.h" #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h" #include #if !defined(SK_DISABLE_SDF_TEXT) // Assuming a radius of a little less than the diagonal of the fragment #define SK_DistanceFieldAAFactor "0.65" class GrDistanceFieldA8TextGeoProc::Impl : public ProgramImpl { public: void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { const GrDistanceFieldA8TextGeoProc& dfa8gp = geomProc.cast(); #ifdef SK_GAMMA_APPLY_TO_A8 float distanceAdjust = dfa8gp.fDistanceAdjust; if (distanceAdjust != fDistanceAdjust) { fDistanceAdjust = distanceAdjust; pdman.set1f(fDistanceAdjustUni, distanceAdjust); } #endif const SkISize& atlasDimensions = dfa8gp.fAtlasDimensions; SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } SetTransform(pdman, shaderCaps, fLocalMatrixUniform, dfa8gp.fLocalMatrix, &fLocalMatrix); } private: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldA8TextGeoProc& dfTexEffect = args.fGeomProc.cast(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfTexEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, SkSLType::kFloat2, "AtlasDimensionsInv", &atlasDimensionsInvName); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust based on gamma const char* distanceAdjustUniName = nullptr; // width, height, 1/(3*width) fDistanceAdjustUni = uniformHandler->addUniform(nullptr, kFragment_GrShaderFlag, SkSLType::kHalf, "DistanceAdjust", &distanceAdjustUniName); #endif // Setup pass through color fragBuilder->codeAppendf("half4 %s;\n", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfTexEffect.fInColor.asShaderVar(), args.fOutputColor); // Setup position gpArgs->fPositionVar = dfTexEffect.fInPosition.asShaderVar(); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, gpArgs->fPositionVar, dfTexEffect.fLocalMatrix, &fLocalMatrixUniform); // add varyings GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfTexEffect.numTextureSamplers(), dfTexEffect.fInTextureCoords.name(), atlasDimensionsInvName, &uv, &texIdx, &st); bool isUniformScale = (dfTexEffect.fFlags & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfTexEffect.fFlags & kSimilarity_DistanceFieldEffectFlag ); bool isGammaCorrect = SkToBool(dfTexEffect.fFlags & kGammaCorrect_DistanceFieldEffectFlag); bool isAliased = SkToBool(dfTexEffect.fFlags & kAliased_DistanceFieldEffectFlag ); // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;\n", uv.fsIn()); fragBuilder->codeAppend("half4 texColor;"); append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(), texIdx, "uv", "texColor"); fragBuilder->codeAppend("half distance = " SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");"); #ifdef SK_GAMMA_APPLY_TO_A8 // adjust width based on gamma fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName); #endif fragBuilder->codeAppend("half afwidth;"); if (isUniformScale) { // For uniform scale, we adjust for the effect of the transformation on the distance // by using the length of the gradient of the t coordinate in the y direction. // We use st coordinates to ensure we're mapping 1:1 from texel space to pixel space. // this gives us a smooth step across approximately one fragment if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdx(%s.x)));", st.fsIn()); } } else if (isSimilarity) { // For similarity transform, we adjust 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. // We use the y gradient because there is a bug in the Mali 400 in the x direction. // this gives us a smooth step across approximately one fragment if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { fragBuilder->codeAppendf("half st_grad_len = length(half2(dFdy(%s)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = length(half2(dFdx(%s)));", st.fsIn()); } fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);"); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fragBuilder->codeAppend("half2 dist_grad = half2(dFdx(distance), dFdy(distance));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);" "if (dg_len2 < 0.0001) {" "dist_grad = half2(0.7071, 0.7071);" "} else {" "dist_grad = dist_grad*half(inversesqrt(dg_len2));" "}"); fragBuilder->codeAppendf("float2x2 jacobian = float2x2(dFdx(%s), dFdy(%s));", st.fsIn(), st.fsIn()); fragBuilder->codeAppend("half2 grad = half2(jacobian * dist_grad);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } if (isAliased) { fragBuilder->codeAppend("half val = distance > 0 ? 1.0 : 0.0;"); } else if (isGammaCorrect) { // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want // distance mapped linearly to coverage, so use a linear step: fragBuilder->codeAppend( "half val = saturate((distance + afwidth) / (2.0 * afwidth));"); } else { fragBuilder->codeAppend("half val = smoothstep(-afwidth, afwidth, distance);"); } fragBuilder->codeAppendf("half4 %s = half4(val);", args.fOutputCoverage); } private: #ifdef SK_GAMMA_APPLY_TO_A8 float fDistanceAdjust = -1.f; #endif SkISize fAtlasDimensions = {-1, -1}; SkMatrix fLocalMatrix = SkMatrix::InvalidMatrix(); UniformHandle fDistanceAdjustUni; UniformHandle fAtlasDimensionsInvUniform; UniformHandle fLocalMatrixUniform; using INHERITED = ProgramImpl; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldA8TextGeoProc::GrDistanceFieldA8TextGeoProc(const GrShaderCaps& caps, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, #ifdef SK_GAMMA_APPLY_TO_A8 float distanceAdjust, #endif uint32_t flags, const SkMatrix& localMatrix) : INHERITED(kGrDistanceFieldA8TextGeoProc_ClassID) , fLocalMatrix(localMatrix) , fFlags(flags & kNonLCD_DistanceFieldEffectMask) #ifdef SK_GAMMA_APPLY_TO_A8 , fDistanceAdjust(distanceAdjust) #endif { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kNonLCD_DistanceFieldEffectMask)); if (flags & kPerspective_DistanceFieldEffectFlag) { fInPosition = {"inPosition", kFloat3_GrVertexAttribType, SkSLType::kFloat3}; } else { fInPosition = {"inPosition", kFloat2_GrVertexAttribType, SkSLType::kFloat2}; } fInColor = {"inColor", kUByte4_norm_GrVertexAttribType, SkSLType::kHalf4 }; fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.fIntegerSupport ? SkSLType::kUShort2 : SkSLType::kFloat2}; this->setVertexAttributesWithImplicitOffsets(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldA8TextGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldA8TextGeoProc::addToKey(const GrShaderCaps& caps, skgpu::KeyBuilder* b) const { uint32_t key = 0; key |= fFlags; key |= ProgramImpl::ComputeMatrixKey(caps, fLocalMatrix) << 16; b->add32(key); b->add32(this->numTextureSamplers()); } std::unique_ptr GrDistanceFieldA8TextGeoProc::makeProgramImpl( const GrShaderCaps&) const { return std::make_unique(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldA8TextGeoProc) #if defined(GPU_TEST_UTILS) GrGeometryProcessor* GrDistanceFieldA8TextGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomAlphaOnlyView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); uint32_t flags = 0; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); #ifdef SK_GAMMA_APPLY_TO_A8 float lum = d->fRandom->nextF(); #endif return GrDistanceFieldA8TextGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), &view, 1, samplerState, #ifdef SK_GAMMA_APPLY_TO_A8 lum, #endif flags, localMatrix); } #endif /////////////////////////////////////////////////////////////////////////////// class GrDistanceFieldPathGeoProc::Impl : public ProgramImpl { public: void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { const GrDistanceFieldPathGeoProc& dfpgp = geomProc.cast(); // We always set the matrix uniform. It's used to transform from from device to local // for the local coord variable. SetTransform(pdman, shaderCaps, fLocalMatrixUniform, dfpgp.fLocalMatrix, &fLocalMatrix); const SkISize& atlasDimensions = dfpgp.fAtlasDimensions; SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } } private: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrDistanceFieldPathGeoProc& dfPathEffect = args.fGeomProc.cast(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfPathEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, SkSLType::kFloat2, "AtlasDimensionsInv", &atlasDimensionsInvName); GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfPathEffect.numTextureSamplers(), dfPathEffect.fInTextureCoords.name(), atlasDimensionsInvName, &uv, &texIdx, &st); // setup pass through color fragBuilder->codeAppendf("half4 %s;", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfPathEffect.fInColor.asShaderVar(), args.fOutputColor); // Setup position (output position is pass through, local coords are transformed) gpArgs->fPositionVar = dfPathEffect.fInPosition.asShaderVar(); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, gpArgs->fPositionVar, dfPathEffect.fLocalMatrix, &fLocalMatrixUniform); // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;", uv.fsIn()); fragBuilder->codeAppend("half4 texColor;"); append_multitexture_lookup(args, dfPathEffect.numTextureSamplers(), texIdx, "uv", "texColor"); fragBuilder->codeAppend("half distance = " SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");"); fragBuilder->codeAppend("half afwidth;"); bool isUniformScale = (dfPathEffect.fFlags & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfPathEffect.fFlags & kSimilarity_DistanceFieldEffectFlag ); bool isGammaCorrect = SkToBool(dfPathEffect.fFlags & kGammaCorrect_DistanceFieldEffectFlag); if (isUniformScale) { // For uniform scale, we adjust for the effect of the transformation on the distance // by using the length of the gradient of the t coordinate in the y direction. // We use st coordinates to ensure we're mapping 1:1 from texel space to pixel space. // this gives us a smooth step across approximately one fragment if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf( "afwidth = abs(" SK_DistanceFieldAAFactor "*half(dFdx(%s.x)));", st.fsIn()); } } else if (isSimilarity) { // For similarity transform, we adjust 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. // this gives us a smooth step across approximately one fragment if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { fragBuilder->codeAppendf("half st_grad_len = half(length(dFdy(%s)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = half(length(dFdx(%s)));", st.fsIn()); } fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);"); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fragBuilder->codeAppend("half2 dist_grad = half2(dFdx(distance), " "dFdy(distance));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);" "if (dg_len2 < 0.0001) {" "dist_grad = half2(0.7071, 0.7071);" "} else {" "dist_grad = dist_grad*half(inversesqrt(dg_len2));" "}"); fragBuilder->codeAppendf("float2x2 jacobian = float2x2(dFdx(%s), dFdy(%s));", st.fsIn(), st.fsIn()); fragBuilder->codeAppend("half2 grad = half2(jacobian * dist_grad);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance // mapped linearly to coverage, so use a linear step: if (isGammaCorrect) { fragBuilder->codeAppend( "half val = saturate((distance + afwidth) / (2.0 * afwidth));"); } else { fragBuilder->codeAppend("half val = smoothstep(-afwidth, afwidth, distance);"); } fragBuilder->codeAppendf("half4 %s = half4(val);", args.fOutputCoverage); } SkMatrix fLocalMatrix; UniformHandle fLocalMatrixUniform; SkISize fAtlasDimensions; UniformHandle fAtlasDimensionsInvUniform; using INHERITED = ProgramImpl; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldPathGeoProc::GrDistanceFieldPathGeoProc(const GrShaderCaps& caps, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, const SkMatrix& localMatrix, uint32_t flags) : INHERITED(kGrDistanceFieldPathGeoProc_ClassID) , fLocalMatrix(localMatrix) , fFlags(flags & kPath_DistanceFieldEffectMask) { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kPath_DistanceFieldEffectMask)); fInPosition = {"inPosition", kFloat3_GrVertexAttribType, SkSLType::kFloat3}; fInColor = MakeColorAttribute("inColor", SkToBool(flags & kWideColor_DistanceFieldEffectFlag)); fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.fIntegerSupport ? SkSLType::kUShort2 : SkSLType::kFloat2}; this->setVertexAttributesWithImplicitOffsets(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldPathGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldPathGeoProc::addToKey(const GrShaderCaps& caps, skgpu::KeyBuilder* b) const { uint32_t key = fFlags; key |= ProgramImpl::ComputeMatrixKey(caps, fLocalMatrix) << 16; key |= fLocalMatrix.hasPerspective() << (16 + ProgramImpl::kMatrixKeyBits); b->add32(key); b->add32(this->numTextureSamplers()); } std::unique_ptr GrDistanceFieldPathGeoProc::makeProgramImpl( const GrShaderCaps&) const { return std::make_unique(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldPathGeoProc) #if defined(GPU_TEST_UTILS) GrGeometryProcessor* GrDistanceFieldPathGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomAlphaOnlyView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); uint32_t flags = 0; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } flags |= d->fRandom->nextBool() ? kWideColor_DistanceFieldEffectFlag : 0; SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); return GrDistanceFieldPathGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), &view, 1, samplerState, localMatrix, flags); } #endif /////////////////////////////////////////////////////////////////////////////// class GrDistanceFieldLCDTextGeoProc::Impl : public ProgramImpl { public: void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps& shaderCaps, const GrGeometryProcessor& geomProc) override { SkASSERT(fDistanceAdjustUni.isValid()); const GrDistanceFieldLCDTextGeoProc& dflcd = geomProc.cast(); GrDistanceFieldLCDTextGeoProc::DistanceAdjust wa = dflcd.fDistanceAdjust; if (wa != fDistanceAdjust) { pdman.set3f(fDistanceAdjustUni, wa.fR, wa.fG, wa.fB); fDistanceAdjust = wa; } const SkISize& atlasDimensions = dflcd.fAtlasDimensions; SkASSERT(SkIsPow2(atlasDimensions.fWidth) && SkIsPow2(atlasDimensions.fHeight)); if (fAtlasDimensions != atlasDimensions) { pdman.set2f(fAtlasDimensionsInvUniform, 1.0f / atlasDimensions.fWidth, 1.0f / atlasDimensions.fHeight); fAtlasDimensions = atlasDimensions; } SetTransform(pdman, shaderCaps, fLocalMatrixUniform, dflcd.fLocalMatrix, &fLocalMatrix); } private: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { const GrDistanceFieldLCDTextGeoProc& dfTexEffect = args.fGeomProc.cast(); GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; // emit attributes varyingHandler->emitAttributes(dfTexEffect); const char* atlasDimensionsInvName; fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag, SkSLType::kFloat2, "AtlasDimensionsInv", &atlasDimensionsInvName); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; // setup pass through color fragBuilder->codeAppendf("half4 %s;\n", args.fOutputColor); varyingHandler->addPassThroughAttribute(dfTexEffect.fInColor.asShaderVar(), args.fOutputColor); // Setup position gpArgs->fPositionVar = dfTexEffect.fInPosition.asShaderVar(); WriteLocalCoord(vertBuilder, uniformHandler, *args.fShaderCaps, gpArgs, dfTexEffect.fInPosition.asShaderVar(), dfTexEffect.fLocalMatrix, &fLocalMatrixUniform); // set up varyings GrGLSLVarying uv, texIdx, st; append_index_uv_varyings(args, dfTexEffect.numTextureSamplers(), dfTexEffect.fInTextureCoords.name(), atlasDimensionsInvName, &uv, &texIdx, &st); GrGLSLVarying delta(SkSLType::kFloat); varyingHandler->addVarying("Delta", &delta); if (dfTexEffect.fFlags & kPortrait_DistanceFieldEffectFlag) { if (dfTexEffect.fFlags & kBGR_DistanceFieldEffectFlag) { vertBuilder->codeAppendf("%s = -%s.y/3.0;", delta.vsOut(), atlasDimensionsInvName); } else { vertBuilder->codeAppendf("%s = %s.y/3.0;", delta.vsOut(), atlasDimensionsInvName); } } else { if (dfTexEffect.fFlags & kBGR_DistanceFieldEffectFlag) { vertBuilder->codeAppendf("%s = -%s.x/3.0;", delta.vsOut(), atlasDimensionsInvName); } else { vertBuilder->codeAppendf("%s = %s.x/3.0;", delta.vsOut(), atlasDimensionsInvName); } } // add frag shader code bool isUniformScale = (dfTexEffect.fFlags & kUniformScale_DistanceFieldEffectMask) == kUniformScale_DistanceFieldEffectMask; bool isSimilarity = SkToBool(dfTexEffect.fFlags & kSimilarity_DistanceFieldEffectFlag ); bool isGammaCorrect = SkToBool(dfTexEffect.fFlags & kGammaCorrect_DistanceFieldEffectFlag); // create LCD offset adjusted by inverse of transform // Use highp to work around aliasing issues fragBuilder->codeAppendf("float2 uv = %s;\n", uv.fsIn()); if (isUniformScale) { if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { fragBuilder->codeAppendf("half st_grad_len = half(abs(dFdy(%s.y)));", st.fsIn()); } else { fragBuilder->codeAppendf("half st_grad_len = half(abs(dFdx(%s.x)));", st.fsIn()); } if (dfTexEffect.fFlags & kPortrait_DistanceFieldEffectFlag) { fragBuilder->codeAppendf("half2 offset = half2(0.0, half(st_grad_len*%s));", delta.fsIn()); } else { fragBuilder->codeAppendf("half2 offset = half2(half(st_grad_len*%s), 0.0);", delta.fsIn()); } } else if (isSimilarity) { // For a similarity matrix with rotation, the gradient will not be aligned // with the texel coordinate axes, so we need to calculate it. if (args.fShaderCaps->fAvoidDfDxForGradientsWhenPossible) { // We use dFdy instead and rotate -90 degrees to get the gradient in the x // direction. fragBuilder->codeAppendf("half2 st_grad = half2(dFdy(%s));", st.fsIn()); if (dfTexEffect.fFlags & kPortrait_DistanceFieldEffectFlag) { fragBuilder->codeAppendf("half2 offset = half2(%s)*st_grad;", delta.fsIn()); } else { fragBuilder->codeAppendf( "half2 offset = half2(%s*float2(st_grad.y,-st_grad.x));", delta.fsIn()); } } else { fragBuilder->codeAppendf("half2 st_grad = half2(dFdx(%s));", st.fsIn()); if (dfTexEffect.fFlags & kPortrait_DistanceFieldEffectFlag) { fragBuilder->codeAppendf( "half2 offset = half2(%s*float2(-st_grad.y,st_grad.x));", delta.fsIn()); } else { fragBuilder->codeAppendf("half2 offset = half(%s)*st_grad;", delta.fsIn()); } } fragBuilder->codeAppend("half st_grad_len = length(st_grad);"); } else { fragBuilder->codeAppendf("half2 st = half2(%s);\n", st.fsIn()); fragBuilder->codeAppend("float2x2 jacobian = float2x2(dFdx(st), dFdy(st));"); if (dfTexEffect.fFlags & kPortrait_DistanceFieldEffectFlag) { fragBuilder->codeAppendf("half2 offset = half2(jacobian * half2(0, %s));", delta.fsIn()); } else { fragBuilder->codeAppendf("half2 offset = half2(jacobian * half2(%s, 0));", delta.fsIn()); } } // sample the texture by index fragBuilder->codeAppend("half3 distance;"); append_multitexture_lookup_lcd(args, dfTexEffect.numTextureSamplers(), texIdx, "uv", "offset", "distance"); fragBuilder->codeAppend("distance = " "half3(" SK_DistanceFieldMultiplier ")*(distance - half3(" SK_DistanceFieldThreshold"));"); // adjust width based on gamma const char* distanceAdjustUniName = nullptr; fDistanceAdjustUni = uniformHandler->addUniform(nullptr, kFragment_GrShaderFlag, SkSLType::kHalf3, "DistanceAdjust", &distanceAdjustUniName); fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName); // 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. fragBuilder->codeAppend("half afwidth;"); if (isSimilarity) { // For similarity transform (uniform scale-only is a subset of this), 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. // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*st_grad_len;"); } else { // For general transforms, to determine the amount of correction we multiply a unit // vector pointing along the SDF gradient direction by the Jacobian of the st coords // (which is the inverse transform for this fragment) and take the length of the result. fragBuilder->codeAppend("half2 dist_grad = half2(dFdx(distance.r), dFdy(distance.r));"); // the length of the gradient may be 0, so we need to check for this // this also compensates for the Adreno, which likes to drop tiles on division by 0 fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);" "if (dg_len2 < 0.0001) {" "dist_grad = half2(0.7071, 0.7071);" "} else {" "dist_grad = dist_grad*half(inversesqrt(dg_len2));" "}" "half2 grad = half2(jacobian * dist_grad);"); // this gives us a smooth step across approximately one fragment fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);"); } // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance // mapped linearly to coverage, so use a linear step: if (isGammaCorrect) { fragBuilder->codeAppendf("half4 %s = " "half4(saturate((distance + half3(afwidth)) / half3(2.0 * afwidth)), 1.0);", args.fOutputCoverage); } else { fragBuilder->codeAppendf( "half4 %s = half4(smoothstep(half3(-afwidth), half3(afwidth), distance), 1.0);", args.fOutputCoverage); } } private: DistanceAdjust fDistanceAdjust = DistanceAdjust::Make(1.0f, 1.0f, 1.0f); SkISize fAtlasDimensions = {-1, -1}; SkMatrix fLocalMatrix = SkMatrix::InvalidMatrix(); UniformHandle fDistanceAdjustUni; UniformHandle fAtlasDimensionsInvUniform; UniformHandle fLocalMatrixUniform; }; /////////////////////////////////////////////////////////////////////////////// GrDistanceFieldLCDTextGeoProc::GrDistanceFieldLCDTextGeoProc(const GrShaderCaps& caps, const GrSurfaceProxyView* views, int numViews, GrSamplerState params, DistanceAdjust distanceAdjust, uint32_t flags, const SkMatrix& localMatrix) : INHERITED(kGrDistanceFieldLCDTextGeoProc_ClassID) , fLocalMatrix(localMatrix) , fDistanceAdjust(distanceAdjust) , fFlags(flags & kLCD_DistanceFieldEffectMask) { SkASSERT(numViews <= kMaxTextures); SkASSERT(!(flags & ~kLCD_DistanceFieldEffectMask) && (flags & kUseLCD_DistanceFieldEffectFlag)); if (fFlags & kPerspective_DistanceFieldEffectFlag) { fInPosition = {"inPosition", kFloat3_GrVertexAttribType, SkSLType::kFloat3}; } else { fInPosition = {"inPosition", kFloat2_GrVertexAttribType, SkSLType::kFloat2}; } fInColor = {"inColor", kUByte4_norm_GrVertexAttribType, SkSLType::kHalf4}; fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType, caps.fIntegerSupport ? SkSLType::kUShort2 : SkSLType::kFloat2}; this->setVertexAttributesWithImplicitOffsets(&fInPosition, 3); if (numViews) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldLCDTextGeoProc::addNewViews(const GrSurfaceProxyView* views, int numViews, GrSamplerState params) { SkASSERT(numViews <= kMaxTextures); // Just to make sure we don't try to add too many proxies numViews = std::min(numViews, kMaxTextures); if (!fTextureSamplers[0].isInitialized()) { fAtlasDimensions = views[0].proxy()->dimensions(); } for (int i = 0; i < numViews; ++i) { const GrSurfaceProxy* proxy = views[i].proxy(); SkASSERT(proxy); SkASSERT(proxy->dimensions() == fAtlasDimensions); if (!fTextureSamplers[i].isInitialized()) { fTextureSamplers[i].reset(params, proxy->backendFormat(), views[i].swizzle()); } } this->setTextureSamplerCnt(numViews); } void GrDistanceFieldLCDTextGeoProc::addToKey(const GrShaderCaps& caps, skgpu::KeyBuilder* b) const { uint32_t key = 0; key |= ProgramImpl::ComputeMatrixKey(caps, fLocalMatrix); key |= fFlags << 16; b->add32(key); b->add32(this->numTextureSamplers()); } std::unique_ptr GrDistanceFieldLCDTextGeoProc::makeProgramImpl( const GrShaderCaps&) const { return std::make_unique(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrDistanceFieldLCDTextGeoProc) #if defined(GPU_TEST_UTILS) GrGeometryProcessor* GrDistanceFieldLCDTextGeoProc::TestCreate(GrProcessorTestData* d) { auto [view, ct, at] = d->randomView(); GrSamplerState::WrapMode wrapModes[2]; GrTest::TestWrapModes(d->fRandom, wrapModes); GrSamplerState samplerState(wrapModes, d->fRandom->nextBool() ? GrSamplerState::Filter::kLinear : GrSamplerState::Filter::kNearest); DistanceAdjust wa = { 0.0f, 0.1f, -0.1f }; uint32_t flags = kUseLCD_DistanceFieldEffectFlag; flags |= d->fRandom->nextBool() ? kSimilarity_DistanceFieldEffectFlag : 0; if (flags & kSimilarity_DistanceFieldEffectFlag) { flags |= d->fRandom->nextBool() ? kScaleOnly_DistanceFieldEffectFlag : 0; } flags |= d->fRandom->nextBool() ? kBGR_DistanceFieldEffectFlag : 0; SkMatrix localMatrix = GrTest::TestMatrix(d->fRandom); return GrDistanceFieldLCDTextGeoProc::Make(d->allocator(), *d->caps()->shaderCaps(), &view, 1, samplerState, wa, flags, localMatrix); } #endif #endif // !defined(SK_DISABLE_SDF_TEXT)