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Commit a798b95a authored by Chris Craik's avatar Chris Craik
Browse files

Use smoothstep to eliminate branches in AA shader

Change-Id: If4ecb1a9446f29b2f8444f5cee551f863c1993e8
parent 65e08d25
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+2 −16
Original line number Diff line number Diff line
@@ -1403,10 +1403,6 @@ void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,

    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);

    // Setting the inverse value saves computations per-fragment in the shader
    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
}

void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
@@ -1810,15 +1806,13 @@ void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom
        float width = right - left;
        float height = bottom - top;

        float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
        float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
        float boundaryWidthProportion = .5 - ((width != 0) ? (2 * boundarySizeX) / width : 0);
        float boundaryHeightProportion = .5 - ((height != 0) ? (2 * boundarySizeY) / height : 0);
        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
                boundaryWidthProportion, widthSlot, lengthSlot);

        int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
        int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
        glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
        glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));

        AAVertex::set(aaVertices++, left, bottom, 1, 1);
        AAVertex::set(aaVertices++, left, top, 1, 0);
@@ -1955,9 +1949,7 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
    Vertex* prevVertex = NULL;

    int boundaryLengthSlot = -1;
    int inverseBoundaryLengthSlot = -1;
    int boundaryWidthSlot = -1;
    int inverseBoundaryWidthSlot = -1;

    for (int i = 0; i < count; i += 4) {
        // a = start point, b = end point
@@ -2060,22 +2052,16 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
                    if (boundaryWidthSlot < 0) {
                        boundaryWidthSlot =
                                mCaches.currentProgram->getUniform("boundaryWidth");
                        inverseBoundaryWidthSlot =
                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
                    }

                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
                }

                if (boundaryLengthSlot < 0) {
                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
                    inverseBoundaryLengthSlot =
                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
                }

                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));

                if (prevAAVertex != NULL) {
                    // Issue two repeat vertices to create degenerate triangles to bridge
+4 −13
Original line number Diff line number Diff line
@@ -129,9 +129,7 @@ const char* gFS_Uniforms_Color =
        "uniform vec4 color;\n";
const char* gFS_Uniforms_AA =
        "uniform float boundaryWidth;\n"
        "uniform float inverseBoundaryWidth;\n"
        "uniform float boundaryLength;\n"
        "uniform float inverseBoundaryLength;\n";
        "uniform float boundaryLength;\n";
const char* gFS_Header_Uniforms_PointHasBitmap =
        "uniform vec2 textureDimension;\n"
        "uniform float pointSize;\n";
@@ -242,16 +240,9 @@ const char* gFS_Main_ModulateColor =
const char* gFS_Main_ModulateColor_ApplyGamma =
        "    fragColor *= pow(color.a, gamma);\n";
const char* gFS_Main_AccountForAA =
        "    if (widthProportion < boundaryWidth) {\n"
        "        fragColor *= (widthProportion * inverseBoundaryWidth);\n"
        "    } else if (widthProportion > (1.0 - boundaryWidth)) {\n"
        "        fragColor *= ((1.0 - widthProportion) * inverseBoundaryWidth);\n"
        "    }\n"
        "    if (lengthProportion < boundaryLength) {\n"
        "        fragColor *= (lengthProportion * inverseBoundaryLength);\n"
        "    } else if (lengthProportion > (1.0 - boundaryLength)) {\n"
        "        fragColor *= ((1.0 - lengthProportion) * inverseBoundaryLength);\n"
        "    }\n";
        "    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_FetchTexture[2] = {
        // Don't modulate
        "    fragColor = texture2D(sampler, outTexCoords);\n",