Merge "Optimised hwui rounded corners shader" am: d7287c96eb am: ed7bdd6549

am: 92ef0a59f8

Change-Id: I9f5e6ef057ba6049804226d65f2f2f06594efc69
This commit is contained in:
Arun
2017-06-01 23:42:06 +00:00
committed by android-build-merger
2 changed files with 28 additions and 17 deletions

View File

@@ -58,7 +58,9 @@ const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Uniforms_HasRoundRectClip =
"uniform mat4 roundRectInvTransform;\n";
"uniform mat4 roundRectInvTransform;\n"
"uniform mediump vec4 roundRectInnerRectLTWH;\n"
"uniform mediump float roundRectRadius;\n";
const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors =
@@ -81,7 +83,7 @@ const char* gVS_Header_Varyings_HasGradient[6] = {
"varying highp vec2 sweep;\n",
};
const char* gVS_Header_Varyings_HasRoundRectClip =
"varying highp vec2 roundRectPos;\n";
"varying mediump vec2 roundRectPos;\n";
const char* gVS_Main =
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
@@ -113,7 +115,7 @@ const char* gVS_Main_VertexAlpha =
" alpha = vtxAlpha;\n";
const char* gVS_Main_HasRoundRectClip =
" roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
" roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - roundRectInnerRectLTWH.xy;\n";
const char* gVS_Footer =
"}\n\n";
@@ -158,8 +160,8 @@ const char* gFS_Uniforms_ColorOp[3] = {
};
const char* gFS_Uniforms_HasRoundRectClip =
"uniform vec4 roundRectInnerRectLTRB;\n"
"uniform float roundRectRadius;\n";
"uniform mediump vec4 roundRectInnerRectLTWH;\n"
"uniform mediump float roundRectRadius;\n";
const char* gFS_Uniforms_ColorSpaceConversion =
// TODO: Should we use a 3D LUT to combine the matrix and transfer functions?
@@ -431,15 +433,18 @@ const char* gFS_Main_ApplyColorOp[3] = {
" fragColor = blendColors(colorBlend, fragColor);\n"
};
// Note: LTRB -> xyzw
// Note: LTWH (left top width height) -> xyzw
// roundRectPos is now divided by roundRectRadius in vertex shader
// after we also subtract roundRectInnerRectLTWH.xy from roundRectPos
const char* gFS_Main_FragColor_HasRoundRectClip =
" mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
" mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
" mediump vec2 fragToLT = -roundRectPos;\n"
" mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n"
// divide + multiply by 128 to avoid falling out of range in length() function
" mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
" mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
" gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
// since distance is divided by radius, it's in [0;1] so precision is not an issue
// this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
" mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
" mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), 0.0, 1.0);\n"
" gl_FragColor *= linearDist;\n";
const char* gFS_Main_DebugHighlight =
" gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";

View File

@@ -296,14 +296,20 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
// TODO: avoid query, and cache values (or RRCS ptr) in program
const RoundRectClipState* state = glop.roundRectClipState;
const Rect& innerRect = state->innerRect;
glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
innerRect.left, innerRect.top,
innerRect.right, innerRect.bottom);
glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
1, GL_FALSE, &state->matrix.data[0]);
// add half pixel to round out integer rect space to cover pixel centers
float roundedOutRadius = state->radius + 0.5f;
// Divide by the radius to simplify the calculations in the fragment shader
// roundRectPos is also passed from vertex shader relative to top/left & radius
glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"),
innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius,
(innerRect.right - innerRect.left) / roundedOutRadius,
(innerRect.bottom - innerRect.top) / roundedOutRadius);
glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
1, GL_FALSE, &state->matrix.data[0]);
glUniform1f(fill.program->getUniform("roundRectRadius"),
roundedOutRadius);
}