| /* |
| * Copyright 2017 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/ccpr/GrCCQuadraticShader.h" |
| |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" |
| |
| void GrCCQuadraticShader::emitSetupCode( |
| GrGLSLVertexGeoBuilder* s, const char* pts, const char** outHull4) const { |
| s->declareGlobal(fQCoordMatrix); |
| s->codeAppendf("%s = float2x2(1, 1, .5, 0) * inverse(float2x2(%s[2] - %s[0], %s[1] - %s[0]));", |
| fQCoordMatrix.c_str(), pts, pts, pts, pts); |
| |
| s->declareGlobal(fQCoord0); |
| s->codeAppendf("%s = %s[0];", fQCoord0.c_str(), pts); |
| |
| if (outHull4) { |
| // Clip the bezier triangle by the tangent line at maximum height. Quadratics have the nice |
| // property that maximum height always occurs at T=.5. This is a simple application for |
| // De Casteljau's algorithm. |
| s->codeAppend ("float2 quadratic_hull[4];"); |
| s->codeAppendf("quadratic_hull[0] = %s[0];", pts); |
| s->codeAppendf("quadratic_hull[1] = (%s[0] + %s[1]) * .5;", pts, pts); |
| s->codeAppendf("quadratic_hull[2] = (%s[1] + %s[2]) * .5;", pts, pts); |
| s->codeAppendf("quadratic_hull[3] = %s[2];", pts); |
| *outHull4 = "quadratic_hull"; |
| } |
| } |
| |
| void GrCCQuadraticShader::onEmitVaryings( |
| GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, |
| const char* position, const char* coverage, const char* cornerCoverage, const char* wind) { |
| fCoord_fGrad.reset(kFloat4_GrSLType, scope); |
| varyingHandler->addVarying("coord_and_grad", &fCoord_fGrad); |
| code->appendf("%s.xy = %s * (%s - %s);", // Quadratic coords. |
| OutName(fCoord_fGrad), fQCoordMatrix.c_str(), position, fQCoord0.c_str()); |
| code->appendf("%s.zw = 2*bloat * float2(2 * %s.x, -1) * %s;", // Gradient. |
| OutName(fCoord_fGrad), OutName(fCoord_fGrad), fQCoordMatrix.c_str()); |
| } |
| |
| void GrCCQuadraticShader::emitSampleMaskCode(GrGLSLFPFragmentBuilder* f) const { |
| f->codeAppendf("float x = %s.x, y = %s.y;", fCoord_fGrad.fsIn(), fCoord_fGrad.fsIn()); |
| f->codeAppendf("float f = x*x - y;"); |
| f->codeAppendf("float2 grad = %s.zw;", fCoord_fGrad.fsIn()); |
| f->applyFnToMultisampleMask("f", "grad", GrGLSLFPFragmentBuilder::ScopeFlags::kTopLevel); |
| } |