Varying-based AA rect drawing

Instead of calculating opacity from relative position in the shader, use a
shader varying to do this computation for us.

bug:5045101

Also adds a test to HwAccelerationTest to show incorrect antialiasing in
scaled drawAARect / boundarySize calculation.

Change-Id: Icdc41acb01dc10ce354834f8389a5aed2f439162
This commit is contained in:
Chris Craik
2012-08-31 18:24:33 -07:00
parent 176d105d2f
commit 6ebdc114e0
6 changed files with 89 additions and 35 deletions

View File

@ -43,6 +43,8 @@ const char* gVS_Header_Attributes_TexCoords =
const char* gVS_Header_Attributes_AAParameters =
"attribute float vtxWidth;\n"
"attribute float vtxLength;\n";
const char* gVS_Header_Attributes_AARectParameters =
"attribute float vtxAlpha;\n";
const char* gVS_Header_Uniforms_TextureTransform =
"uniform mat4 mainTextureTransform;\n";
const char* gVS_Header_Uniforms =
@ -65,6 +67,8 @@ const char* gVS_Header_Varyings_HasTexture =
const char* gVS_Header_Varyings_IsAA =
"varying float widthProportion;\n"
"varying float lengthProportion;\n";
const char* gVS_Header_Varyings_IsAARect =
"varying float alpha;\n";
const char* gVS_Header_Varyings_HasBitmap =
"varying highp vec2 outBitmapTexCoords;\n";
const char* gVS_Header_Varyings_PointHasBitmap =
@ -112,6 +116,8 @@ const char* gVS_Main_PointSize =
const char* gVS_Main_AA =
" widthProportion = vtxWidth;\n"
" lengthProportion = vtxLength;\n";
const char* gVS_Main_AARect =
" alpha = vtxAlpha;\n";
const char* gVS_Footer =
"}\n\n";
@ -242,6 +248,8 @@ const char* gFS_Main_ModulateColor_ApplyGamma =
const char* gFS_Main_AccountForAA =
" fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
" * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
const char* gFS_Main_AccountForAARect =
" fragColor *= alpha;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
@ -439,7 +447,9 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Attributes_TexCoords);
}
if (description.isAA) {
if (description.isAARect) {
shader.append(gVS_Header_Attributes_AARectParameters);
} else if (description.isAA) {
shader.append(gVS_Header_Attributes_AAParameters);
}
// Uniforms
@ -460,7 +470,9 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
if (description.isAARect) {
shader.append(gVS_Header_Varyings_IsAARect);
} else if (description.isAA) {
shader.append(gVS_Header_Varyings_IsAA);
}
if (description.hasGradient) {
@ -479,7 +491,9 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
} else if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Main_OutTexCoords);
}
if (description.isAA) {
if (description.isAARect) {
shader.append(gVS_Main_AARect);
} else if (description.isAA) {
shader.append(gVS_Main_AA);
}
if (description.hasGradient) {
@ -521,7 +535,9 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
if (description.isAARect) {
shader.append(gVS_Header_Varyings_IsAARect);
} else if (description.isAA) {
shader.append(gVS_Header_Varyings_IsAA);
}
if (description.hasGradient) {
@ -562,7 +578,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
// Optimization for common cases
if (!description.isAA && !blendFramebuffer &&
description.colorOp == ProgramDescription::kColorNone && !description.isPoint) {
description.colorOp == ProgramDescription::kColorNone &&
!description.isPoint && !description.isAARect) {
bool fast = false;
const bool noShader = !description.hasGradient && !description.hasBitmap;
@ -654,7 +671,9 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
shader.append(gFS_Main_FetchColor);
}
}
if (description.isAA) {
if (description.isAARect) {
shader.append(gFS_Main_AccountForAARect);
} else if (description.isAA) {
shader.append(gFS_Main_AccountForAA);
}
if (description.hasGradient) {