Make gradients beautiful again

Bug #7239634

This change passes two matrices to the vertex shader instead of one.
We used to compute the final MVP matrix on the CPU to minimize the
number of operations in the vertex shaders. Shader compilers are
however smart enough to perform this optimization for us. Since we
need the MV matrix to properly compute gradients dithering, this
change splits the MVP matrix into two. This has the advantage of
removing one matrix multiplication per drawing operation on the
CPU.
The SGX 540 shader compiler produces the same number of instructions
in both cases. There is no penalty hit with having two matrices
instead of one. We also send so few vertices per frame that it
does not matter very much.

Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
This commit is contained in:
Romain Guy
2012-09-26 16:39:40 -07:00
parent bd43152bda
commit 39284b763a
3 changed files with 19 additions and 10 deletions

View File

@ -48,6 +48,7 @@ const char* gVS_Header_Attributes_AAVertexShapeParameters =
const char* gVS_Header_Uniforms_TextureTransform =
"uniform mat4 mainTextureTransform;\n";
const char* gVS_Header_Uniforms =
"uniform mat4 projection;\n" \
"uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_IsPoint =
"uniform mediump float pointSize;\n";
@ -104,28 +105,28 @@ const char* gVS_Main_OutTransformedTexCoords =
const char* gVS_Main_OutGradient[6] = {
// Linear
" linear = vec2((screenSpace * position).x, 0.5);\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
" linear = (screenSpace * position).x;\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
// Circular
" circular = (screenSpace * position).xy;\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
" circular = (screenSpace * position).xy;\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
// Sweep
" sweep = (screenSpace * position).xy;\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
" sweep = (screenSpace * position).xy;\n"
" ditherTexCoords = (gl_Position * ditherSize).xy;\n",
" ditherTexCoords = (transform * position).xy * ditherSize;\n",
};
const char* gVS_Main_OutBitmapTexCoords =
" outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_OutPointBitmapTexCoords =
" outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_Position =
" gl_Position = transform * position;\n";
" gl_Position = projection * transform * position;\n";
const char* gVS_Main_PointSize =
" gl_PointSize = pointSize;\n";
const char* gVS_Main_AALine =