Improved distance field sampling
There are two different fixes here. First, it computes the distance value properly within the shader. Second, it handles anti-aliasing properly by doing a correction based on the gradient of the texture coordinates.
R=bsalomon@google.com, reed@google.com
Author: jvanverth@google.com
Review URL: https://codereview.chromium.org/149853002
git-svn-id: http://skia.googlecode.com/svn/trunk@13461 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/GrDistanceFieldTextContext.cpp b/src/gpu/GrDistanceFieldTextContext.cpp
index bd3927c..27323c4 100755
--- a/src/gpu/GrDistanceFieldTextContext.cpp
+++ b/src/gpu/GrDistanceFieldTextContext.cpp
@@ -8,6 +8,7 @@
#include "GrDistanceFieldTextContext.h"
#include "GrAtlas.h"
#include "GrDrawTarget.h"
+#include "GrDrawTargetCaps.h"
#include "GrFontScaler.h"
#include "SkGlyphCache.h"
#include "GrIndexBuffer.h"
@@ -46,6 +47,7 @@
bool GrDistanceFieldTextContext::canDraw(const SkPaint& paint) {
return !paint.getRasterizer() && !paint.getMaskFilter() &&
paint.getStyle() == SkPaint::kFill_Style &&
+ fContext->getTextTarget()->caps()->shaderDerivativeSupport() &&
!SkDraw::ShouldDrawTextAsPaths(paint, fContext->getMatrix());
}
@@ -72,8 +74,9 @@
GrTextureParams params(SkShader::kRepeat_TileMode, GrTextureParams::kBilerp_FilterMode);
// This effect could be stored with one of the cache objects (atlas?)
+ SkISize size = fStrike->getAtlasSize();
drawState->addCoverageEffect(
- GrDistanceFieldTextureEffect::Create(fCurrTexture, params),
+ GrDistanceFieldTextureEffect::Create(fCurrTexture, params, size),
kGlyphCoordsAttributeIndex)->unref();
if (!GrPixelConfigIsAlphaOnly(fCurrTexture->config())) {
@@ -263,22 +266,23 @@
sy += dy;
width *= scale;
height *= scale;
-
+
GrFixed tx = SkIntToFixed(glyph->fAtlasLocation.fX);
GrFixed ty = SkIntToFixed(glyph->fAtlasLocation.fY);
GrFixed tw = SkIntToFixed(glyph->fBounds.width());
GrFixed th = SkIntToFixed(glyph->fBounds.height());
+ static const size_t kVertexSize = 2 * sizeof(SkPoint);
fVertices[2*fCurrVertex].setRectFan(sx,
sy,
sx + width,
sy + height,
- 2 * sizeof(SkPoint));
+ kVertexSize);
fVertices[2*fCurrVertex+1].setRectFan(SkFixedToFloat(texture->normalizeFixedX(tx)),
SkFixedToFloat(texture->normalizeFixedY(ty)),
SkFixedToFloat(texture->normalizeFixedX(tx + tw)),
SkFixedToFloat(texture->normalizeFixedY(ty + th)),
- 2 * sizeof(SkPoint));
+ kVertexSize);
fCurrVertex += 4;
}