diff options
-rw-r--r-- | libs/hwui/ProgramCache.cpp | 31 | ||||
-rw-r--r-- | libs/hwui/renderstate/RenderState.cpp | 16 |
2 files changed, 29 insertions, 18 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp index 59225e108ac7..f70723c35e83 100644 --- a/libs/hwui/ProgramCache.cpp +++ b/libs/hwui/ProgramCache.cpp @@ -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 = @@ -87,7 +89,7 @@ const char* gVS_Header_Varyings_HasGradient[6] = { "varying vec2 ditherTexCoords;\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 = @@ -125,7 +127,7 @@ 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"; @@ -169,8 +171,8 @@ 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_Main = "\nvoid main(void) {\n" @@ -315,15 +317,18 @@ 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" - - // 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"; + " mediump vec2 fragToLT = -roundRectPos;\n" + " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\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"; diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp index c4e8e4f2df6e..2a3a9f3635ca 100644 --- a/libs/hwui/renderstate/RenderState.cpp +++ b/libs/hwui/renderstate/RenderState.cpp @@ -274,14 +274,20 @@ 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); } |