Revert of Abstracted diffuse color map out of SkLightingShaderImpl into a generic...
authorrmistry <rmistry@google.com>
Fri, 8 Jul 2016 13:23:35 +0000 (06:23 -0700)
committerCommit bot <commit-bot@chromium.org>
Fri, 8 Jul 2016 13:23:35 +0000 (06:23 -0700)
Reason for revert:
Causing the Test-Ubuntu-GCC-ShuttleA-GPU-GTX550Ti-x86_64-Release-Valgrind builder to fail.

Started failing at this build:
https://uberchromegw.corp.google.com/i/client.skia/builders/Test-Ubuntu-GCC-ShuttleA-GPU-GTX550Ti-x86_64-Release-Valgrind/builds/1214

Snippet from build log:

==3016== Invalid read of size 4
==3016==    at 0xCD1901: GrFragmentProcessor::registerChildProcessor(sk_sp<GrFragmentProcessor>) (SkTArray.h:163)
==3016==    by 0xA58B47: _Z10sk_make_spI11NormalMapFPI5sk_spI19GrFragmentProcessorERK8SkMatrixEES1_IT_EDpOT0_ (SkNormalSource.cpp:84)
==3016==    by 0xA582E8: NormalMapSourceImpl::asFragmentProcessor(GrContext*, SkMatrix const&, SkMatrix const*, SkFilterQuality, SkSourceGammaTreatment) const (SkNormalSource.cpp:187)
==3016==    by 0xA0ADB5: SkLightingShaderImpl::asFragmentProcessor(GrContext*, SkMatrix const&, SkMatrix const*, SkFilterQuality, SkSourceGammaTreatment) const (SkLightingShader.cpp:268)
==3016==    by 0xDA17E6: skpaint_to_grpaint_impl(GrContext*, SkPaint const&, SkMatrix const&, sk_sp<GrFragmentProcessor>*, SkXfermode::Mode*, bool, bool, GrPaint*) (SkGr.cpp:552)
==3016==    by 0xDA4532: SkPaintToGrPaint(GrContext*, SkPaint const&, SkMatrix const&, bool, GrPaint*) (SkGr.cpp:668)
==3016==    by 0xD99B51: SkGpuDevice::drawRect(SkDraw const&, SkRect const&, SkPaint const&) (SkGpuDevice.cpp:534)
==3016==    by 0x9DDB1C: SkCanvas::onDrawRect(SkRect const&, SkPaint const&) (SkCanvas.cpp:2148)
==3016==    by 0x9DBF40: SkCanvas::drawRect(SkRect const&, SkPaint const&) (SkCanvas.cpp:1919)
==3016==    by 0x8D2A55: skiagm::LightingShaderGM::onDraw(SkCanvas*) (lightingshader.cpp:110)
==3016==    by 0x625659: skiagm::GM::drawContent(SkCanvas*) (gm.cpp:32)
==3016==    by 0x6256AD: skiagm::GM::draw(SkCanvas*) (gm.cpp:24)
==3016==    by 0x61B747: DM::GMSrc::draw(SkCanvas*) const (DMSrcSink.cpp:61)
==3016==    by 0x61F37B: DM::GPUSink::draw(DM::Src const&, SkBitmap*, SkWStream*, SkString*) const (DMSrcSink.cpp:1115)
==3016==    by 0x619261: dm_main() (DM.cpp:1016)
==3016==    by 0x619841: main (DM.cpp:1409)
==3016==  Address 0xf4 is not stack'd, malloc'd or (recently) free'd
==3016==

Caught signal 11 [Segmentation fault], was running:
gpu gm  lightingshader

Original issue's description:
> Abstracted diffuse color map out of SkLightingShaderImpl into a generic SkShader
>
> Will not run until after landing https://codereview.chromium.org/2106893003/
>
> This CL's base is the CL for the addition of NormalSource to the API: https://codereview.chromium.org/2063793002/
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2062703003
>
> Committed: https://skia.googlesource.com/skia/+/3f58cd0eb8bf4499c4f179aa6111d7e005809df8

TBR=egdaniel@google.com,robertphillips@google.com,dvonbeck@google.com
# Not skipping CQ checks because original CL landed more than 1 days ago.
BUG=skia:
NOTRY=true

Review-Url: https://codereview.chromium.org/2137513002

src/core/SkLightingShader.cpp
src/core/SkNormalSource.cpp

index 4730281..b40f4a7 100644 (file)
 */
 class SkLightingShaderImpl : public SkShader {
 public:
+
     /** Create a new lighting shader that uses the provided normal map and
         lights to light the diffuse bitmap.
-        @param diffuseShader     the shader that provides the diffuse colors
+        @param diffuse           the diffuse bitmap
+        @param lights            the lights applied to the normal map
+        @param diffLocalM        the local matrix for the diffuse coordinates
         @param normalSource      the source of normals for lighting computation
-        @param lights            the lights applied to the geometry
     */
-    SkLightingShaderImpl(sk_sp<SkShader> diffuseShader,
-                         sk_sp<SkNormalSource> normalSource,
-                         const sk_sp<SkLights> lights)
-        : fDiffuseShader(std::move(diffuseShader))
-        , fNormalSource(std::move(normalSource))
-        , fLights(std::move(lights)) {}
+    SkLightingShaderImpl(const SkBitmap& diffuse,
+                         const sk_sp<SkLights> lights,
+                         const SkMatrix* diffLocalM,
+                         sk_sp<SkNormalSource> normalSource)
+        : INHERITED(diffLocalM)
+        , fDiffuseMap(diffuse)
+        , fLights(std::move(lights))
+        , fNormalSource(std::move(normalSource)) {}
 
     bool isOpaque() const override;
 
@@ -69,9 +73,8 @@ public:
         // The context takes ownership of the states. It will call their destructors
         // but will NOT free the memory.
         LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
-                              SkShader::Context* diffuseContext, SkNormalSource::Provider*,
+                              SkBitmapProcState* diffuseState, SkNormalSource::Provider*,
                               void* heapAllocated);
-
         ~LightingShaderContext() override;
 
         void shadeSpan(int x, int y, SkPMColor[], int count) override;
@@ -79,7 +82,7 @@ public:
         uint32_t getFlags() const override { return fFlags; }
 
     private:
-        SkShader::Context*        fDiffuseContext;
+        SkBitmapProcState*        fDiffuseState;
         SkNormalSource::Provider* fNormalProvider;
         uint32_t                  fFlags;
 
@@ -97,10 +100,11 @@ protected:
     Context* onCreateContext(const ContextRec&, void*) const override;
 
 private:
-    sk_sp<SkShader> fDiffuseShader;
-    sk_sp<SkNormalSource> fNormalSource;
+    SkBitmap        fDiffuseMap;
     sk_sp<SkLights> fLights;
 
+    sk_sp<SkNormalSource> fNormalSource;
+
     friend class SkLightingShader;
 
     typedef SkShader INHERITED;
@@ -123,7 +127,12 @@ private:
 
 class LightingFP : public GrFragmentProcessor {
 public:
-    LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) {
+    LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams,
+               sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP)
+        : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
+        , fDiffuseTextureAccess(diffuse, diffParams) {
+        this->addCoordTransform(&fDiffDeviceTransform);
+        this->addTextureAccess(&fDiffuseTextureAccess);
 
         // fuse all ambient lights into a single one
         fAmbientColor.set(0.0f, 0.0f, 0.0f);
@@ -170,7 +179,11 @@ public:
                                                           kVec3f_GrSLType, kDefault_GrSLPrecision,
                                                           "AmbientColor", &ambientColorUniName);
 
-            fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor);
+            fragBuilder->codeAppend("vec4 diffuseColor = ");
+            fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0],
+                                                args.fCoords[0].c_str(),
+                                                args.fCoords[0].getType());
+            fragBuilder->codeAppend(";");
 
             SkString dstNormalName("dstNormal");
             this->emitChild(0, nullptr, &dstNormalName, args);
@@ -245,11 +258,15 @@ private:
 
     bool onIsEqual(const GrFragmentProcessor& proc) const override {
         const LightingFP& lightingFP = proc.cast<LightingFP>();
-        return fLightDir == lightingFP.fLightDir &&
+        return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
+               fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
+               fLightDir == lightingFP.fLightDir &&
                fLightColor == lightingFP.fLightColor &&
                fAmbientColor == lightingFP.fAmbientColor;
     }
 
+    GrCoordTransform fDiffDeviceTransform;
+    GrTextureAccess  fDiffuseTextureAccess;
     SkVector3        fLightDir;
     SkColor3f        fLightColor;
     SkColor3f        fAmbientColor;
@@ -257,21 +274,66 @@ private:
 
 ////////////////////////////////////////////////////////////////////////////
 
+static bool make_mat(const SkBitmap& bm,
+                     const SkMatrix& localMatrix1,
+                     const SkMatrix* localMatrix2,
+                     SkMatrix* result) {
+
+    result->setIDiv(bm.width(), bm.height());
+
+    SkMatrix lmInverse;
+    if (!localMatrix1.invert(&lmInverse)) {
+        return false;
+    }
+    if (localMatrix2) {
+        SkMatrix inv;
+        if (!localMatrix2->invert(&inv)) {
+            return false;
+        }
+        lmInverse.postConcat(inv);
+    }
+    result->preConcat(lmInverse);
+
+    return true;
+}
+
 sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
                                                      GrContext* context,
                                                      const SkMatrix& viewM,
                                                      const SkMatrix* localMatrix,
                                                      SkFilterQuality filterQuality,
                                                      SkSourceGammaTreatment gammaTreatment) const {
+    // we assume diffuse and normal maps have same width and height
+    // TODO: support different sizes, will be addressed when diffuse maps are factored out of
+    //       SkLightingShader in a future CL
+    SkMatrix diffM;
+
+    if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
+        return nullptr;
+    }
+
+    bool doBicubic;
+    GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
+                                                    SkTMin(filterQuality, kMedium_SkFilterQuality),
+                                                    viewM,
+                                                    this->getLocalMatrix(),
+                                                    &doBicubic);
+    SkASSERT(!doBicubic);
+
+    // TODO: support other tile modes
+    GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
+    SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap,
+                                                                    diffParams, gammaTreatment));
+    if (!diffuseTexture) {
+        SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
+        return nullptr;
+    }
+
     sk_sp<GrFragmentProcessor> normalFP(
             fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
                                                gammaTreatment));
-    sk_sp<GrFragmentProcessor> fpPipeline[] = {
-            fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
-                                                gammaTreatment),
-            sk_make_sp<LightingFP>(std::move(normalFP), fLights)
-    };
-    sk_sp<GrFragmentProcessor> inner(GrFragmentProcessor::RunInSeries(fpPipeline, 2));
+    sk_sp<GrFragmentProcessor> inner (
+            new LightingFP(diffuseTexture, diffM, diffParams, fLights, std::move(normalFP)));
 
     return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
 }
@@ -281,18 +343,18 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
 ////////////////////////////////////////////////////////////////////////////
 
 bool SkLightingShaderImpl::isOpaque() const {
-    return fDiffuseShader->isOpaque();
+    return fDiffuseMap.isOpaque();
 }
 
 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
-        const SkLightingShaderImpl& shader, const ContextRec& rec,
-        SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvider,
-        void* heapAllocated)
+        const SkLightingShaderImpl& shader, const ContextRec& rec, SkBitmapProcState* diffuseState,
+        SkNormalSource::Provider* normalProvider, void* heapAllocated)
     : INHERITED(shader, rec)
-    , fDiffuseContext(diffuseContext)
+    , fDiffuseState(diffuseState)
     , fNormalProvider(normalProvider)
     , fHeapAllocated(heapAllocated) {
-    bool isOpaque = shader.isOpaque();
+    const SkPixmap& pixmap = fDiffuseState->fPixmap;
+    bool isOpaque = pixmap.isOpaque();
 
     // update fFlags
     uint32_t flags = 0;
@@ -304,9 +366,9 @@ SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
 }
 
 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
-    // The dependencies have been created outside of the context on memory that was allocated by
-    // the onCreateContext() method. Call the destructors and free the memory.
-    fDiffuseContext->~Context();
+    // The bitmap proc states have been created outside of the context on memory that will be freed
+    // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
+    fDiffuseState->~SkBitmapProcState();
     fNormalProvider->~Provider();
 
     sk_free(fHeapAllocated);
@@ -336,23 +398,39 @@ static inline SkPMColor convert(SkColor3f color, U8CPU a) {
 
 // larger is better (fewer times we have to loop), but we shouldn't
 // take up too much stack-space (each one here costs 16 bytes)
-#define BUFFER_MAX 16
+#define TMP_COUNT 16
+#define BUFFER_MAX ((int)(TMP_COUNT * sizeof(uint32_t)))
 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
                                                             SkPMColor result[], int count) {
     const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
 
-    SkPMColor diffuse[BUFFER_MAX];
+    uint32_t  tmpColor[TMP_COUNT];
+    SkPMColor tmpColor2[2*TMP_COUNT];
+
+    SkBitmapProcState::MatrixProc   diffMProc = fDiffuseState->getMatrixProc();
+    SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
+
+    int max = fDiffuseState->maxCountForBufferSize(BUFFER_MAX);
+
+    SkASSERT(fDiffuseState->fPixmap.addr());
+
+    SkASSERT(max <= BUFFER_MAX);
     SkPoint3 normals[BUFFER_MAX];
 
     do {
-        int n = SkTMin(count, BUFFER_MAX);
+        int n = count;
+        if (n > max) {
+            n = max;
+        }
+
+        diffMProc(*fDiffuseState, tmpColor, n, x, y);
+        diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
 
-        fDiffuseContext->shadeSpan(x, y, diffuse, n);
         fNormalProvider->fillScanLine(x, y, normals, n);
 
         for (int i = 0; i < n; ++i) {
 
-            SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
+            SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
 
             SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
             // This is all done in linear unpremul color space (each component 0..255.0f though)
@@ -391,10 +469,19 @@ void SkLightingShaderImpl::toString(SkString* str) const {
 #endif
 
 sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
+    SkMatrix diffLocalM;
+    bool hasDiffLocalM = buf.readBool();
+    if (hasDiffLocalM) {
+        buf.readMatrix(&diffLocalM);
+    } else {
+        diffLocalM.reset();
+    }
 
-    // Discarding SkShader flattenable params
-    bool hasLocalMatrix = buf.readBool();
-    SkAssertResult(!hasLocalMatrix);
+    SkBitmap diffuse;
+    if (!buf.readBitmap(&diffuse)) {
+        return nullptr;
+    }
+    diffuse.setImmutable();
 
     int numLights = buf.readInt();
 
@@ -422,15 +509,16 @@ sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
     sk_sp<SkLights> lights(builder.finish());
 
     sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>());
-    sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
 
-    return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
-                                            std::move(lights));
+    return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), &diffLocalM,
+                                            std::move(normalSource));
 }
 
 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
     this->INHERITED::flatten(buf);
 
+    buf.writeBitmap(fDiffuseMap);
+
     buf.writeInt(fLights->numLights());
     for (int l = 0; l < fLights->numLights(); ++l) {
         const SkLights::Light& light = fLights->light(l);
@@ -445,7 +533,6 @@ void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
     }
 
     buf.writeFlattenable(fNormalSource.get());
-    buf.writeFlattenable(fDiffuseShader.get());
 }
 
 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const {
@@ -454,27 +541,35 @@ size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const {
 
 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
                                                          void* storage) const {
-    size_t heapRequired = fDiffuseShader->contextSize(rec) +
-                          fNormalSource->providerSize(rec);
+
+    SkMatrix diffTotalInv;
+    // computeTotalInverse was called in SkShader::createContext so we know it will succeed
+    SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
+
+    size_t heapRequired = sizeof(SkBitmapProcState) + fNormalSource->providerSize(rec);
     void* heapAllocated = sk_malloc_throw(heapRequired);
 
-    void* diffuseContextStorage = heapAllocated;
-    SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
-    if (!diffuseContext) {
+    void* diffuseStateStorage = heapAllocated;
+    SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcState(fDiffuseMap,
+                                              SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
+                                                                    SkMipMap::DeduceTreatment(rec));
+    SkASSERT(diffuseState);
+    if (!diffuseState->setup(diffTotalInv, *rec.fPaint)) {
+        diffuseState->~SkBitmapProcState();
         sk_free(heapAllocated);
         return nullptr;
     }
+    void* normalProviderStorage = (char*)heapAllocated + sizeof(SkBitmapProcState);
 
-    void* normalProviderStorage = (char*)heapAllocated + fDiffuseShader->contextSize(rec);
     SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec,
                                                                          normalProviderStorage);
     if (!normalProvider) {
-        diffuseContext->~Context();
+        diffuseState->~SkBitmapProcState();
         sk_free(heapAllocated);
         return nullptr;
     }
 
-    return new (storage) LightingShaderContext(*this, rec, diffuseContext, normalProvider,
+    return new (storage) LightingShaderContext(*this, rec, diffuseState, normalProvider,
                                                heapAllocated);
 }
 
@@ -493,12 +588,8 @@ sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse,
         return nullptr;
     }
 
-    // TODO: support other tile modes
-    sk_sp<SkShader> diffuseShader = SkBitmapProcShader::MakeBitmapShader(diffuse,
-            SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, diffLocalM);
-
-    return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
-                                            std::move(lights));
+    return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), diffLocalM,
+                                            std::move(normalSource));
 }
 
 ///////////////////////////////////////////////////////////////////////////////
index 19c97f9..52bb4ad 100644 (file)
@@ -181,6 +181,7 @@ sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor(
                                                      const SkMatrix *localMatrix,
                                                      SkFilterQuality filterQuality,
                                                      SkSourceGammaTreatment gammaTreatment) const {
+
     sk_sp<GrFragmentProcessor> mapFP = fMapShader->asFragmentProcessor(context, viewM,
             localMatrix, filterQuality, gammaTreatment);