From 25546b374e49d9454f4ce0004525a31b398f29a0 Mon Sep 17 00:00:00 2001 From: "huiyu.eun" Date: Wed, 29 Nov 2023 13:45:55 +0900 Subject: [PATCH] Revert "[Tizen] Append 1 pixel if corner radius is big enough" This reverts commit 9e13dae0867ce2bf924f5bec067ecfb522036cd7. --- .../graphics/shaders/color-visual-shader.frag | 11 ++++++-- .../graphics/shaders/color-visual-shader.vert | 33 ++-------------------- .../graphics/shaders/gradient-visual-shader.frag | 11 ++++++-- .../graphics/shaders/gradient-visual-shader.vert | 27 ++---------------- .../graphics/shaders/image-visual-shader.frag | 11 ++++++-- .../graphics/shaders/image-visual-shader.vert | 33 +++------------------- 6 files changed, 37 insertions(+), 89 deletions(-) diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag index 6c1fef6..f1b51bb 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag @@ -2,12 +2,16 @@ INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; -INPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif #endif +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) +// Be used when we calculate anti-alias range near 1 pixel. +uniform highp vec3 uScale; +#endif + uniform lowp vec4 uColor; uniform lowp vec3 mixColor; #ifdef IS_REQUIRED_BLUR @@ -71,7 +75,10 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = vAliasMargin; + // Set soft anti-alias range at most 10% of visual size. + // The range should be inverse proportion with scale of view. + // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.2) / max(0.001, max(uScale.x, uScale.y)); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert index 28c5646..29ad984 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert @@ -3,7 +3,6 @@ INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; -OUTPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER OUTPUT mediump vec4 vCornerRadius; #endif @@ -12,11 +11,6 @@ OUTPUT mediump vec4 vCornerRadius; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) -// Be used when we calculate anti-alias range near 1 pixel. -uniform highp vec3 uScale; -#endif - //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; @@ -43,52 +37,31 @@ vec4 ComputeVertexPosition() #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; - - // Set soft anti-alias range at most 10% of visual size. - // The range should be inverse proportion with scale of view. - // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) - vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y)); - - mediump float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BLUR - mediump float maxSize = max(visualSize.x, visualSize.y); mediump float minSize = min(visualSize.x, visualSize.y); #elif defined(IS_REQUIRED_BORDERLINE) - mediump float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #else - mediump float maxSize = max(visualSize.x, visualSize.y); mediump float minSize = min(visualSize.x, visualSize.y); #endif vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); vCornerRadius = min(vCornerRadius, minSize * 0.5); // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); - mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; - - // Set vertex margin as vAliasMargin if we need to make some more fragments for alias. -#ifdef IS_REQUIRED_BLUR - // Let we always increase alias margin for blur case - vertexMargin = 2.0 * vAliasMargin; -#else - // Do not increase margin if the minRadius is small enough rather than maxSize. - // TODO : We should change the magic parameter, 0.49 - vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius); -#endif #endif #ifdef IS_REQUIRED_BLUR - vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin); + vPosition = aPosition * (visualSize + 2.0 * blurRadius); vOptRectSize -= blurRadius + 1.0; #elif defined(IS_REQUIRED_BORDERLINE) - vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth + vertexMargin); + vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth); vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) - vPosition = aPosition * (visualSize + vertexMargin); + vPosition = aPosition * visualSize; #else mediump vec2 vPosition = aPosition * visualSize; #endif diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag index 752ecdb..c2b9c5d 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag @@ -3,7 +3,6 @@ INPUT mediump vec2 vTexCoord; INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; -INPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif @@ -12,6 +11,11 @@ INPUT mediump vec4 vCornerRadius; // scale factor to fit start and end position of gradient. uniform mediump float uTextureCoordinateScaleFactor; +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +// Be used when we calculate anti-alias range near 1 pixel. +uniform highp vec3 uScale; +#endif + uniform sampler2D sTexture; // sampler1D? uniform lowp vec4 uColor; uniform lowp vec3 mixColor; @@ -73,7 +77,10 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = vAliasMargin; + // Set soft anti-alias range at most 10% of visual size. + // The range should be inverse proportion with scale of view. + // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.2) / max(0.001, max(uScale.x, uScale.y)); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert index 928fd1c..b2b0864 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert @@ -4,7 +4,6 @@ OUTPUT mediump vec2 vTexCoord; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; -OUTPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER OUTPUT mediump vec4 vCornerRadius; #endif @@ -14,11 +13,6 @@ uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump mat3 uAlignmentMatrix; -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) -// Be used when we calculate anti-alias range near 1 pixel. -uniform highp vec3 uScale; -#endif - //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; @@ -42,43 +36,28 @@ vec4 ComputeVertexPosition() #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; - - // Set soft anti-alias range at most 10% of visual size. - // The range should be inverse proportion with scale of view. - // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) - vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y)); - - mediump float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BORDERLINE - mediump float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #else - mediump float maxSize = max(visualSize.x, visualSize.y); mediump float minSize = min(visualSize.x, visualSize.y); #endif vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); vCornerRadius = min(vCornerRadius, minSize * 0.5); // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); - mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; - - // Set vertex margin as vAliasMargin if we need to make some more fragments for alias. - // Do not increase margin if the minRadius is small enough rather than maxSize. - // TODO : We should change the magic parameter, 0.49 - vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius); #endif mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); #ifdef IS_REQUIRED_BORDERLINE - vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth + vertexMargin); - vertexPosition.xy *= (1.0 + ((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth + vertexMargin) / visualSize); + vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth); + vertexPosition.xy *= (1.0 + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth / visualSize); vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) - vPosition = aPosition * (visualSize + vertexMargin); + vPosition = aPosition * visualSize; #else mediump vec2 vPosition = aPosition * visualSize; #endif diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index 98a7347..bad5500 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -3,7 +3,6 @@ INPUT mediump vec2 vTexCoord; INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; -INPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif @@ -27,6 +26,11 @@ uniform mediump vec4 uAtlasRect; uniform lowp vec2 wrapMode; #endif +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +// Be used when we calculate anti-alias range near 1 pixel. +uniform highp vec3 uScale; +#endif + uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; @@ -100,7 +104,10 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = vAliasMargin; + // Set soft anti-alias range at most 10% of visual size. + // The range should be inverse proportion with scale of view. + // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.2) / max(0.001, max(uScale.x, uScale.y)); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert index 6109c29..a1243ec 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert @@ -4,7 +4,6 @@ OUTPUT mediump vec2 vTexCoord; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; -OUTPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER OUTPUT mediump vec4 vCornerRadius; #endif @@ -14,11 +13,6 @@ uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec4 pixelArea; -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) -// Be used when we calculate anti-alias range near 1 pixel. -uniform highp vec3 uScale; -#endif - //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; @@ -48,13 +42,6 @@ vec4 ComputeVertexPosition() #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; - - // Set soft anti-alias range at most 10% of visual size. - // The range should be inverse proportion with scale of view. - // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) - vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y)); - - mediump float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_BORDERLINE @@ -64,30 +51,22 @@ vec4 ComputeVertexPosition() #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BORDERLINE - mediump float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize; mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize; #else - mediump float maxSize = max(visualSize.x, visualSize.y); mediump float minSize = min(visualSize.x, visualSize.y); #endif vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); vCornerRadius = min(vCornerRadius, minSize * 0.5); // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); - mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; - - // Set vertex margin as vAliasMargin if we need to make some more fragments for alias. - // Do not increase margin if the minRadius is small enough rather than maxSize. - // TODO : We should change the magic parameter, 0.49 - vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius); #endif #ifdef IS_REQUIRED_BORDERLINE - vPosition = aPosition * (visualSize + outerBorderlineSize + vertexMargin); + vPosition = aPosition * (visualSize + outerBorderlineSize); vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) - vPosition = aPosition * (visualSize + vertexMargin); + vPosition = aPosition * visualSize; #else mediump vec2 vPosition = aPosition * visualSize; #endif @@ -102,17 +81,13 @@ vec4 ComputeVertexPosition() cropToMask); vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vec2(0.5) + aPosition.xy #ifdef IS_REQUIRED_BORDERLINE - * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize) -#elif defined(IS_REQUIRED_ROUNDED_CORNER) - * (1.0 + vertexMargin / visualSize) + * (1.0 + outerBorderlineSize / visualSize) #endif ); #endif vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy #ifdef IS_REQUIRED_BORDERLINE - * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize) -#elif defined(IS_REQUIRED_ROUNDED_CORNER) - * (1.0 + vertexMargin / visualSize) + * (1.0 + outerBorderlineSize / visualSize) #endif ); -- 2.7.4