Merge "Optimised hwui rounded corners shader"

This commit is contained in:
Treehugger Robot
2017-06-01 23:13:24 +00:00
committed by Gerrit Code Review
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 mat4 textureTransform;\n"
"uniform mediump vec2 textureDimension;\n"; "uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Uniforms_HasRoundRectClip = 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 = const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n"; "varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors = const char* gVS_Header_Varyings_HasColors =
@@ -87,7 +89,7 @@ const char* gVS_Header_Varyings_HasGradient[6] = {
"varying vec2 ditherTexCoords;\n", "varying vec2 ditherTexCoords;\n",
}; };
const char* gVS_Header_Varyings_HasRoundRectClip = const char* gVS_Header_Varyings_HasRoundRectClip =
"varying highp vec2 roundRectPos;\n"; "varying mediump vec2 roundRectPos;\n";
const char* gVS_Main = const char* gVS_Main =
"\nvoid main(void) {\n"; "\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords = const char* gVS_Main_OutTexCoords =
@@ -125,7 +127,7 @@ const char* gVS_Main_VertexAlpha =
" alpha = vtxAlpha;\n"; " alpha = vtxAlpha;\n";
const char* gVS_Main_HasRoundRectClip = const char* gVS_Main_HasRoundRectClip =
" roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n"; " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - roundRectInnerRectLTWH.xy;\n";
const char* gVS_Footer = const char* gVS_Footer =
"}\n\n"; "}\n\n";
@@ -169,8 +171,8 @@ const char* gFS_Uniforms_ColorOp[3] = {
}; };
const char* gFS_Uniforms_HasRoundRectClip = const char* gFS_Uniforms_HasRoundRectClip =
"uniform vec4 roundRectInnerRectLTRB;\n" "uniform mediump vec4 roundRectInnerRectLTWH;\n"
"uniform float roundRectRadius;\n"; "uniform mediump float roundRectRadius;\n";
const char* gFS_Main = const char* gFS_Main =
"\nvoid main(void) {\n" "\nvoid main(void) {\n"
@@ -315,15 +317,18 @@ const char* gFS_Main_ApplyColorOp[3] = {
" fragColor = blendColors(colorBlend, fragColor);\n" " 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 = const char* gFS_Main_FragColor_HasRoundRectClip =
" mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n" " mediump vec2 fragToLT = -roundRectPos;\n"
" mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n" " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n"
// divide + multiply by 128 to avoid falling out of range in length() function // since distance is divided by radius, it's in [0;1] so precision is not an issue
" mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n" // this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
" mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n" " mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
" gl_FragColor *= clamp(linearDist, 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 = const char* gFS_Main_DebugHighlight =
" gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n"; " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";

View File

@@ -274,14 +274,20 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
// TODO: avoid query, and cache values (or RRCS ptr) in program // TODO: avoid query, and cache values (or RRCS ptr) in program
const RoundRectClipState* state = glop.roundRectClipState; const RoundRectClipState* state = glop.roundRectClipState;
const Rect& innerRect = state->innerRect; 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 // add half pixel to round out integer rect space to cover pixel centers
float roundedOutRadius = state->radius + 0.5f; 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"), glUniform1f(fill.program->getUniform("roundRectRadius"),
roundedOutRadius); roundedOutRadius);
} }