Remove EXPERIMENTAL_SHADOWING, Part 1
authorJim Van Verth <jvanverth@google.com>
Tue, 2 May 2017 14:37:45 +0000 (10:37 -0400)
committerSkia Commit-Bot <skia-commit-bot@chromium.org>
Tue, 2 May 2017 17:22:44 +0000 (17:22 +0000)
Bug: skia:6557
Change-Id: I6482d74be7b360c93141a73dd80c67854530c7a1
Reviewed-on: https://skia-review.googlesource.com/15101
Reviewed-by: Mike Klein <mtklein@chromium.org>
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Mike Klein <mtklein@chromium.org>

29 files changed:
gm/shadowmaps.cpp [deleted file]
gn/core.gni
gn/gm.gni
gn/samples.gni
gn/utils.gni
include/core/SkCanvas.h
include/private/SkRecords.h
include/private/SkShadowParams.h [deleted file]
samplecode/SampleShadowing.cpp [deleted file]
src/core/SkCanvas.cpp
src/core/SkLiteDL.cpp
src/core/SkLiteDL.h
src/core/SkLiteRecorder.cpp
src/core/SkLiteRecorder.h
src/core/SkPictureRecord.cpp
src/core/SkPictureRecord.h
src/core/SkRadialShadowMapShader.cpp [deleted file]
src/core/SkRadialShadowMapShader.h [deleted file]
src/core/SkRecordDraw.cpp
src/core/SkRecorder.cpp
src/core/SkRecorder.h
src/core/SkShadowShader.cpp [deleted file]
src/core/SkShadowShader.h [deleted file]
src/utils/SkShadowPaintFilterCanvas.cpp [deleted file]
src/utils/SkShadowPaintFilterCanvas.h [deleted file]
tools/debugger/SkDebugCanvas.cpp
tools/debugger/SkDebugCanvas.h
tools/debugger/SkDrawCommand.cpp
tools/debugger/SkDrawCommand.h

diff --git a/gm/shadowmaps.cpp b/gm/shadowmaps.cpp
deleted file mode 100644 (file)
index e8222f4..0000000
+++ /dev/null
@@ -1,118 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-
-#include "gm.h"
-#include "sk_tool_utils.h"
-#include "SkPathEffect.h"
-#include "SkPictureRecorder.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
-#include "SkSurface.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-
-static sk_sp<SkPicture> make_test_picture(int width, int height) {
-    SkPictureRecorder recorder;
-
-    // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
-    SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
-
-    SkASSERT(canvas->getTotalMatrix().isIdentity());
-    SkPaint paint;
-    paint.setColor(SK_ColorGRAY);
-
-    // LONG RANGE TODO: tag occluders
-    // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
-    //                  and determinate the mapping from z to id
-
-    // universal receiver, "ground"
-    canvas->drawRect(SkRect::MakeIWH(width, height), paint);
-
-    // TODO: Maybe add the ID here along with the depth
-
-    paint.setColor(0xFFEE8888);
-
-    canvas->translateZ(80);
-    canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
-
-    paint.setColor(0xFF88EE88);
-
-    canvas->translateZ(80);
-    canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
-
-    paint.setColor(0xFF8888EE);
-
-    canvas->translateZ(80);
-    canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
-    // TODO: Add an assert that Z order matches painter's order
-    // TODO: think about if the Z-order always matching painting order is too strict
-
-    return recorder.finishRecordingAsPicture();
-}
-
-namespace skiagm {
-
-class ShadowMapsGM : public GM {
-public:
-    ShadowMapsGM() {
-        this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
-    }
-
-    void onOnceBeforeDraw() override {
-        // Create a light set consisting of
-        //   - bluish directional light pointing more right than down
-        //   - reddish directional light pointing more down than right
-        //   - soft white ambient light
-
-        SkLights::Builder builder;
-        builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
-                                                     SkVector3::Make(0.2f, 0.1f, 1.0f)));
-        builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
-                                                     SkVector3::Make(0.1f, 0.2f, 1.0f)));
-        builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
-        fLights = builder.finish();
-
-        fShadowParams.fShadowRadius = 4.0f;
-        fShadowParams.fBiasingConstant = 0.3f;
-        fShadowParams.fMinVariance = 1024;
-        fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
-    }
-
-protected:
-    static constexpr int kWidth = 400;
-    static constexpr int kHeight = 400;
-
-    SkString onShortName() override {
-        return SkString("shadowmaps");
-    }
-
-    SkISize onISize() override {
-        return SkISize::Make(kWidth, kHeight);
-    }
-
-    void onDraw(SkCanvas* canvas) override {
-        // This picture stores the picture of the scene.
-        // It's used to generate the depth maps.
-        sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
-        canvas->setLights(fLights);
-        canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
-    }
-
-private:
-    sk_sp<SkLights> fLights;
-    SkShadowParams fShadowParams;
-    typedef GM INHERITED;
-};
-
-//////////////////////////////////////////////////////////////////////////////
-
-DEF_GM(return new ShadowMapsGM;)
-}
-
-#endif
index 8f2491d..10104ff 100644 (file)
@@ -261,8 +261,6 @@ skia_core_sources = [
   "$_src/core/SkPtrRecorder.cpp",
   "$_src/core/SkQuadClipper.cpp",
   "$_src/core/SkQuadClipper.h",
-  "$_src/core/SkRadialShadowMapShader.cpp",
-  "$_src/core/SkRadialShadowMapShader.h",
   "$_src/core/SkRasterClip.cpp",
   "$_src/core/SkRasterPipeline.cpp",
   "$_src/core/SkRasterPipelineBlitter.cpp",
@@ -369,8 +367,6 @@ skia_core_sources = [
   "$_src/core/SkXfermodeInterpretation.h",
   "$_src/core/SkYUVPlanesCache.cpp",
   "$_src/core/SkYUVPlanesCache.h",
-  "$_src/core/SkShadowShader.cpp",
-  "$_src/core/SkShadowShader.h",
 
   "$_src/image/SkImage.cpp",
 
@@ -466,7 +462,6 @@ skia_core_sources = [
   "$_include/private/SkRecords.h",
   "$_include/private/SkSemaphore.h",
   "$_include/private/SkShadowFlags.h",
-  "$_include/private/SkShadowParams.h",
   "$_include/private/SkSpinlock.h",
   "$_include/private/SkTemplates.h",
   "$_include/private/SkTArray.h",
index 413e569..6d43b3a 100644 (file)
--- a/gn/gm.gni
+++ b/gn/gm.gni
@@ -248,7 +248,6 @@ gm_sources = [
   "$_gm/shadertext.cpp",
   "$_gm/shadertext2.cpp",
   "$_gm/shadertext3.cpp",
-  "$_gm/shadowmaps.cpp",
   "$_gm/shadows.cpp",
   "$_gm/shadowutils.cpp",
   "$_gm/shallowgradient.cpp",
index 13a762c..7c9f4e2 100644 (file)
@@ -82,7 +82,6 @@ samples_sources = [
   "$_samplecode/SampleRepeatTile.cpp",
   "$_samplecode/SampleShaders.cpp",
   "$_samplecode/SampleShaderText.cpp",
-  "$_samplecode/SampleShadowing.cpp",
   "$_samplecode/SampleShip.cpp",
   "$_samplecode/SampleSlides.cpp",
   "$_samplecode/SampleStringArt.cpp",
index 3bf947b..14bec37 100644 (file)
@@ -58,8 +58,6 @@ skia_utils_sources = [
   "$_src/utils/SkParsePath.cpp",
   "$_src/utils/SkPatchUtils.cpp",
   "$_src/utils/SkPatchUtils.h",
-  "$_src/utils/SkShadowPaintFilterCanvas.cpp",
-  "$_src/utils/SkShadowPaintFilterCanvas.h",
   "$_src/utils/SkShadowTessellator.cpp",
   "$_src/utils/SkShadowTessellator.h",
   "$_src/utils/SkShadowUtils.cpp",
index 837b2ff..21e5c1c 100644 (file)
@@ -15,7 +15,6 @@
 #include "SkRasterHandleAllocator.h"
 #include "SkSurfaceProps.h"
 #include "SkLights.h"
-#include "../private/SkShadowParams.h"
 
 class GrContext;
 class GrRenderTargetContext;
@@ -1083,53 +1082,6 @@ public:
         this->drawPicture(picture.get(), matrix, paint);
     }
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    /**
-     *  Draw the picture into this canvas, with shadows!
-     *
-     *  We will use the canvas's lights along with the picture information (draw depths of
-     *  objects, etc) to first create a set of shadowmaps for the light-picture pairs, and
-     *  then use that set of shadowmaps to render the scene with shadows.
-     *
-     *  If matrix is non-null, apply that matrix to the CTM when drawing this picture. This is
-     *  logically equivalent to
-     *      save/concat/drawPicture/restore
-     *
-     *  If paint is non-null, draw the picture into a temporary buffer, and then apply the paint's
-     *  alpha/colorfilter/imagefilter/xfermode to that buffer as it is drawn to the canvas.
-     *  This is logically equivalent to
-     *      saveLayer(paint)/drawPicture/restore
-     *
-     *  We also support using variance shadow maps for blurred shadows; the user can specify
-     *  what shadow mapping algorithm to use with params.
-     *    - Variance Shadow Mapping works by storing both the depth and depth^2 in the shadow map.
-     *    - Then, the shadow map can be blurred, and when reading from it, the fragment shader
-     *      can calculate the variance of the depth at a position by doing E(x^2) - E(x)^2.
-     *    - We can then use the depth variance and depth at a fragment to arrive at an upper bound
-     *      of the probability that the current surface is shadowed by using Chebyshev's
-     *      inequality, and then use that to shade the fragment.
-     *
-     *    - There are a few problems with VSM.
-     *      * Light Bleeding | Areas with high variance, such as near the edges of high up rects,
-     *                         will cause their shadow penumbras to overwrite otherwise solid
-     *                         shadows.
-     *      * Shape Distortion | We can combat Light Bleeding by biasing the shadow (setting
-     *                           mostly shaded fragments to completely shaded) and increasing
-     *                           the minimum allowed variance. However, this warps and rounds
-     *                           out the shape of the shadow.
-     */
-    void drawShadowedPicture(const SkPicture*,
-                             const SkMatrix* matrix,
-                             const SkPaint* paint,
-                             const SkShadowParams& params);
-    void drawShadowedPicture(const sk_sp<SkPicture>& picture,
-                             const SkMatrix* matrix,
-                             const SkPaint* paint,
-                             const SkShadowParams& params) {
-        this->drawShadowedPicture(picture.get(), matrix, paint, params);
-    }
-#endif
-
     /** Draw vertices from an immutable SkVertices object.
 
         @param vertices The mesh to draw.
@@ -1413,13 +1365,6 @@ protected:
 
     virtual void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*);
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    virtual void onDrawShadowedPicture(const SkPicture*,
-                                       const SkMatrix*,
-                                       const SkPaint*,
-                                       const SkShadowParams& params);
-#endif
-
     // Clip rectangle bounds. Called internally by saveLayer.
     // returns false if the entire rectangle is entirely clipped out
     // If non-NULL, The imageFilter parameter will be used to expand the clip
index 4d7b217..95067d1 100644 (file)
@@ -68,7 +68,6 @@ namespace SkRecords {
     M(DrawPath)                                                     \
     M(DrawPatch)                                                    \
     M(DrawPicture)                                                  \
-    M(DrawShadowedPicture)                                          \
     M(DrawPoints)                                                   \
     M(DrawPosText)                                                  \
     M(DrawPosTextH)                                                 \
@@ -278,11 +277,6 @@ RECORD(DrawPicture, kDraw_Tag|kHasPaint_Tag,
         Optional<SkPaint> paint;
         sk_sp<const SkPicture> picture;
         TypedMatrix matrix);
-RECORD(DrawShadowedPicture, kDraw_Tag|kHasPaint_Tag,
-        Optional<SkPaint> paint;
-        sk_sp<const SkPicture> picture;
-        TypedMatrix matrix;
-        const SkShadowParams& params);
 RECORD(DrawPoints, kDraw_Tag|kHasPaint_Tag,
         SkPaint paint;
         SkCanvas::PointMode mode;
diff --git a/include/private/SkShadowParams.h b/include/private/SkShadowParams.h
deleted file mode 100644 (file)
index 65d6c06..0000000
+++ /dev/null
@@ -1,50 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-#ifndef SkShadowParams_DEFINED
-#define SkShadowParams_DEFINED
-
-#include "SkScalar.h"
-
-/** \struct SkShadowParams
-
-    This struct holds information needed for drawing shadows.
-
-    fShadowRadius - radius of the shadow blur
-
-    fBiasingConstant - A constant used in variance shadow mapping to directly
-    0.0 - 1.0          reduce light bleeding. Essentially sets all shadows
-    ~.25               below a certain brightness equal to no light, and does
-                       a linear step on the rest. Essentially makes shadows
-                       darker and more rounded at higher values.
-
-    fMinVariance - Too low of a variance (near the outer edges of blurry
-    ~512, 1024     shadows) will lead to ugly sharp shadow brightness
-                   distortions. This enforces a minimum amount of variance
-                   in the calculation to smooth out the outside edges of
-                   blurry shadows. However, too high of a value for this will
-                   cause all shadows to be lighter by visibly different
-                   amounts varying on depth.
-
-    fType - Decides which algorithm to use to draw shadows.
-*/
-struct SkShadowParams {
-    SkScalar fShadowRadius;
-    SkScalar fBiasingConstant;
-    SkScalar fMinVariance;
-
-    enum ShadowType {
-        kNoBlur_ShadowType,
-        kVariance_ShadowType,
-
-        kLast_ShadowType = kVariance_ShadowType
-    };
-    static const int kShadowTypeCount = kLast_ShadowType + 1;
-
-    ShadowType fType;
-};
-
-#endif
diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp
deleted file mode 100644 (file)
index 929d62b..0000000
+++ /dev/null
@@ -1,301 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SampleCode.h"
-#include "SkPictureRecorder.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
-#include "SkSurface.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class ShadowingView : public SampleView {
-public:
-    ShadowingView()
-        : fSceneChanged(true)
-        , fLightsChanged(true)
-        , fMoveLight(false)
-        , fClearShadowMaps(false)
-        , fSelectedRectID(-1)
-        , fSelectedSliderID(-1)
-        , fLightDepth(400.0f)  {
-        this->setBGColor(0xFFCCCCCC);
-
-        this->updateLights(100, 100);
-
-        fTestRects[0].fColor = 0xFFEE8888;
-        fTestRects[0].fDepth = 80;
-        fTestRects[0].fGeometry = SkRect::MakeLTRB(300,200,350,250);
-
-        fTestRects[1].fColor = 0xFF88EE88;
-        fTestRects[1].fDepth = 160;
-        fTestRects[1].fGeometry = SkRect::MakeLTRB(200,300,250,350);
-
-        fTestRects[2].fColor = 0xFF8888EE;
-        fTestRects[2].fDepth = 240;
-        fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,150,150);
-
-        fSliders[0].fGeometry = SkRect::MakeLTRB(20, 400, 30, 420);
-        fSliders[0].fOffset = 0.0f;
-        fSliders[0].fScale = 0.1f;
-
-        fSliders[1].fGeometry = SkRect::MakeLTRB(100, 420, 110, 440);
-        fSliders[1].fOffset = 0.0f;
-        fSliders[1].fScale = 10.0f;
-
-        fSliders[2].fGeometry = SkRect::MakeLTRB(0, 440, 10, 460);
-        fSliders[2].fOffset = 0.0f;
-        fSliders[2].fScale = 0.0025f;
-
-        fShadowParams.fShadowRadius = 4.0f;
-        fShadowParams.fBiasingConstant = 0.3f;
-        fShadowParams.fMinVariance = 2048; // we need a higher min variance for point lights
-        fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
-    }
-
-protected:
-    bool onQuery(SkEvent *evt) override {
-        if (SampleCode::TitleQ(*evt)) {
-            SampleCode::TitleR(evt, "shadowing");
-            return true;
-        }
-
-        SkUnichar uni;
-        if (SampleCode::CharQ(*evt, &uni)) {
-            switch (uni) {
-                case 'L':
-                    fMoveLight = !fMoveLight;
-                    break;
-                case 'd':
-                    // Raster generated shadow maps have their origin in the UL corner
-                    // GPU shadow maps can have an arbitrary origin.
-                    // We override the 'd' keypress so that when the device is cycled,
-                    // the shadow maps will be re-generated according to the new backend.
-                    fClearShadowMaps = true;
-                    break;
-                case 'q':
-                    fLightDepth += 5.0f;
-                    fMoveLight = true;
-                    break;
-                case 'B':
-                    if (SkShadowParams::kVariance_ShadowType == fShadowParams.fType) {
-                        fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
-                    } else if (SkShadowParams::kNoBlur_ShadowType ==
-                               fShadowParams.fType) {
-                        fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
-                    }
-                    fLightsChanged = true;
-                    break;
-                case 'w':
-                    fLightDepth -= 5.0f;
-                    fMoveLight = true;
-                    break;
-                default:
-                    break;
-            }
-        }
-        return this->INHERITED::onQuery(evt);
-    }
-
-    sk_sp<SkPicture> makeTestPicture(int width, int height) {
-        SkPictureRecorder recorder;
-
-        // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
-        SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
-
-        SkASSERT(canvas->getTotalMatrix().isIdentity());
-        SkPaint paint;
-        paint.setColor(SK_ColorGRAY);
-
-        // LONG RANGE TODO: tag occluders
-        // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
-        //                  and determinate the mapping from z to id
-
-        // universal receiver, "ground"
-        canvas->drawRect(SkRect::MakeIWH(width, height), paint);
-
-        for (int i = 0; i < kNumTestRects; i++) {
-            paint.setColor(fTestRects[i].fColor);
-            if (i == 0) {
-                canvas->translateZ(fTestRects[0].fDepth);
-            } else {
-                canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth);
-            }
-            canvas->drawRect(fTestRects[i].fGeometry, paint);
-        }
-
-        return recorder.finishRecordingAsPicture();
-    }
-
-    void onDrawContent(SkCanvas *canvas) override {
-        if (fSceneChanged) {
-            fPicture = this->makeTestPicture(kWidth, kHeight);
-        }
-
-        if (fSceneChanged || fLightsChanged || fClearShadowMaps) {
-            for (int i = 0; i < fLights->numLights(); i++) {
-                fLights->light(i).setShadowMap(nullptr);
-            }
-
-            fSceneChanged = false;
-            fLightsChanged = false;
-            fClearShadowMaps = false;
-        }
-
-        canvas->setLights(fLights);
-        canvas->drawShadowedPicture(fPicture, nullptr, nullptr, fShadowParams);
-
-        for (int i = 0; i < kNumSliders; i++) {
-            SkPaint paint;
-            paint.setColor(SK_ColorBLACK);
-            canvas->drawRect(fSliders[i].fGeometry, paint);
-        }
-    }
-
-    SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
-        return new SkView::Click(this);
-    }
-
-    void updateLights(int x, int y) {
-        SkLights::Builder builder;
-        builder.add(SkLights::Light::MakePoint(SkColor3f::Make(1.0f, 1.0f, 1.0f),
-                                               SkVector3::Make(x,
-                                                               kHeight - y,
-                                                               fLightDepth),
-                                               400, true));
-        fLights = builder.finish();
-    }
-
-    void updateFromSelectedSlider() {
-        SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
-                            fSliders[fSelectedSliderID].fScale +
-                            fSliders[fSelectedSliderID].fOffset;
-
-        switch (fSelectedSliderID) {
-            case 0:
-                fShadowParams.fShadowRadius = newValue;
-                break;
-            case 1:
-                fShadowParams.fMinVariance = newValue;
-                break;
-            case 2:
-                fShadowParams.fBiasingConstant = newValue;
-                break;
-            default:
-                break;
-        }
-    }
-
-    bool onClick(Click *click) override {
-        SkScalar x = click->fCurr.fX;
-        SkScalar y = click->fCurr.fY;
-
-        SkScalar dx = x - click->fPrev.fX;
-        SkScalar dy = y - click->fPrev.fY;
-
-        if (fMoveLight) {
-            if (dx != 0 || dy != 0) {
-                this->updateLights(x, y);
-                fLightsChanged = true;
-                this->inval(nullptr);
-            }
-            return true;
-        }
-
-        if (click->fState == Click::State::kUp_State) {
-            fSelectedRectID = -1;
-            fSelectedSliderID = -1;
-            return true;
-        }
-
-        if (fSelectedRectID > -1) {
-            fTestRects[fSelectedRectID].fGeometry.offset(dx, dy);
-
-            fSceneChanged = true;
-            this->inval(nullptr);
-            return true;
-        }
-
-        if (fSelectedSliderID > -1) {
-            fSliders[fSelectedSliderID].fGeometry.offset(dx, 0);
-
-            this->updateFromSelectedSlider();
-
-            fLightsChanged = true;
-            this->inval(nullptr);
-            return true;
-        }
-
-        // assume last elements are highest
-        for (int i = kNumTestRects - 1; i >= 0; i--) {
-            if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
-                fSelectedRectID = i;
-                fTestRects[i].fGeometry.offset(dx, dy);
-
-                fSceneChanged = true;
-                this->inval(nullptr);
-                break;
-            }
-        }
-
-        for (int i = 0; i <= kNumSliders; i++) {
-            if (fSliders[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
-                fSelectedSliderID = i;
-                fSliders[i].fGeometry.offset(dx, 0);
-
-                this->updateFromSelectedSlider();
-
-                fLightsChanged = true;
-
-                this->inval(nullptr);
-                break;
-            }
-        }
-
-        return true;
-    }
-
-private:
-    static constexpr int kNumTestRects = 3;
-    static constexpr int kNumSliders = 3;
-
-    static const int kWidth = 400;
-    static const int kHeight = 400;
-
-    bool fSceneChanged;
-    bool fLightsChanged;
-    bool fMoveLight;
-    bool fClearShadowMaps;
-
-    struct {
-        SkRect  fGeometry;
-        int     fDepth;
-        SkColor fColor;
-    } fTestRects[kNumTestRects];
-    int fSelectedRectID;
-
-    struct {
-        SkRect   fGeometry;
-        SkScalar fOffset;
-        SkScalar fScale;
-    } fSliders[kNumSliders];
-    int fSelectedSliderID;
-
-    SkScalar fLightDepth;
-
-    sk_sp<SkPicture> fPicture;
-    SkShadowParams fShadowParams;
-    sk_sp<SkLights> fLights;
-
-    typedef SampleView INHERITED;
-};
-
-//////////////////////////////////////////////////////////////////////////////
-static SkView* MyFactory() { return new ShadowingView; }
-static SkViewRegister reg(MyFactory);
-
-#endif
index c09e6cb..ad9bcf5 100644 (file)
 #include "SkPaintPriv.h"
 #include "SkPatchUtils.h"
 #include "SkPicture.h"
-#include "SkRadialShadowMapShader.h"
 #include "SkRasterClip.h"
 #include "SkRasterHandleAllocator.h"
 #include "SkRRect.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
 #include "SkSpecialImage.h"
 #include "SkString.h"
 #include "SkSurface_Base.h"
@@ -2837,197 +2834,6 @@ void SkCanvas::onDrawPicture(const SkPicture* picture, const SkMatrix* matrix,
     picture->playback(this);
 }
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-void SkCanvas::drawShadowedPicture(const SkPicture* picture,
-                                   const SkMatrix* matrix,
-                                   const SkPaint* paint,
-                                   const SkShadowParams& params) {
-    RETURN_ON_NULL(picture);
-
-    TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()");
-
-    this->onDrawShadowedPicture(picture, matrix, paint, params);
-}
-
-void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
-                                     const SkMatrix* matrix,
-                                     const SkPaint* paint,
-                                     const SkShadowParams& params) {
-    if (!paint || paint->canComputeFastBounds()) {
-        SkRect bounds = picture->cullRect();
-        if (paint) {
-            paint->computeFastBounds(bounds, &bounds);
-        }
-        if (matrix) {
-            matrix->mapRect(&bounds);
-        }
-        if (this->quickReject(bounds)) {
-            return;
-        }
-    }
-
-    SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
-
-    sk_sp<SkImage> povDepthMap;
-    sk_sp<SkImage> diffuseMap;
-
-    // povDepthMap
-    {
-        SkLights::Builder builder;
-        builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
-                                                     SkVector3::Make(0.0f, 0.0f, 1.0f)));
-        sk_sp<SkLights> povLight = builder.finish();
-
-        SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
-                                             picture->cullRect().height(),
-                                             kBGRA_8888_SkColorType,
-                                             kOpaque_SkAlphaType);
-
-        // Create a new surface (that matches the backend of canvas)
-        // to create the povDepthMap
-        sk_sp<SkSurface> surf(this->makeSurface(info));
-
-        // Wrap another SPFCanvas around the surface
-        sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
-                sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
-
-        // set the depth map canvas to have the light as the user's POV
-        depthMapCanvas->setLights(std::move(povLight));
-
-        depthMapCanvas->drawPicture(picture);
-        povDepthMap = surf->makeImageSnapshot();
-    }
-
-    // diffuseMap
-    {
-        SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
-                                             picture->cullRect().height(),
-                                             kBGRA_8888_SkColorType,
-                                             kOpaque_SkAlphaType);
-
-        sk_sp<SkSurface> surf(this->makeSurface(info));
-        surf->getCanvas()->drawPicture(picture);
-
-        diffuseMap = surf->makeImageSnapshot();
-    }
-
-    sk_sp<SkShader> povDepthShader = povDepthMap->makeShader();
-    sk_sp<SkShader> diffuseShader = diffuseMap->makeShader();
-
-    // TODO: pass the depth to the shader in vertices, or uniforms
-    //       so we don't have to render depth and color separately
-    for (int i = 0; i < fLights->numLights(); ++i) {
-        // skip over ambient lights; they don't cast shadows
-        // lights that have shadow maps do not need updating (because lights are immutable)
-        sk_sp<SkImage> depthMap;
-        SkISize shMapSize;
-
-        if (fLights->light(i).getShadowMap() != nullptr) {
-            continue;
-        }
-
-        if (fLights->light(i).isRadial()) {
-            shMapSize.fHeight = 1;
-            shMapSize.fWidth = (int) picture->cullRect().width();
-
-            SkImageInfo info = SkImageInfo::Make(diffuseMap->width(), 1,
-                                                 kBGRA_8888_SkColorType,
-                                                 kOpaque_SkAlphaType);
-
-            // Create new surface (that matches the backend of canvas)
-            // for each shadow map
-            sk_sp<SkSurface> surf(this->makeSurface(info));
-
-            // Wrap another SPFCanvas around the surface
-            SkCanvas* depthMapCanvas = surf->getCanvas();
-
-            SkLights::Builder builder;
-            builder.add(fLights->light(i));
-            sk_sp<SkLights> curLight = builder.finish();
-
-            sk_sp<SkShader> shadowMapShader;
-            shadowMapShader = SkRadialShadowMapShader::Make(
-                    povDepthShader, curLight,
-                    (int) picture->cullRect().width(),
-                    (int) picture->cullRect().height());
-
-            SkPaint shadowMapPaint;
-            shadowMapPaint.setShader(std::move(shadowMapShader));
-
-            depthMapCanvas->setLights(curLight);
-
-            depthMapCanvas->drawRect(SkRect::MakeIWH(diffuseMap->width(),
-                                                     diffuseMap->height()),
-                                     shadowMapPaint);
-
-            depthMap = surf->makeImageSnapshot();
-
-        } else {
-            // TODO: compute the correct size of the depth map from the light properties
-            // TODO: maybe add a kDepth_8_SkColorType
-            // TODO: find actual max depth of picture
-            shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
-                    fLights->light(i), 255,
-                    (int) picture->cullRect().width(),
-                    (int) picture->cullRect().height());
-
-            SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
-                                                 kBGRA_8888_SkColorType,
-                                                 kOpaque_SkAlphaType);
-
-            // Create a new surface (that matches the backend of canvas)
-            // for each shadow map
-            sk_sp<SkSurface> surf(this->makeSurface(info));
-
-            // Wrap another SPFCanvas around the surface
-            sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
-                    sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
-            depthMapCanvas->setShadowParams(params);
-
-            // set the depth map canvas to have the light we're drawing.
-            SkLights::Builder builder;
-            builder.add(fLights->light(i));
-            sk_sp<SkLights> curLight = builder.finish();
-            depthMapCanvas->setLights(std::move(curLight));
-
-            depthMapCanvas->drawPicture(picture);
-            depthMap = surf->makeImageSnapshot();
-        }
-
-        if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
-            fLights->light(i).setShadowMap(std::move(depthMap));
-        } else if (params.fType == SkShadowParams::kVariance_ShadowType) {
-            // we blur the variance map
-            SkPaint blurPaint;
-            blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius,
-                                                             params.fShadowRadius, nullptr));
-
-            SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
-                                                     kBGRA_8888_SkColorType,
-                                                     kOpaque_SkAlphaType);
-
-            sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
-
-            blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint);
-
-            fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
-        }
-    }
-
-    SkPaint shadowPaint;
-    sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader),
-                                                        std::move(diffuseShader),
-                                                        fLights,
-                                                        diffuseMap->width(),
-                                                        diffuseMap->height(),
-                                                        params);
-
-    shadowPaint.setShader(shadowShader);
-
-    this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), shadowPaint);
-}
-#endif
-
 ///////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////
 
index 71cbf68..fb629dd 100644 (file)
@@ -51,7 +51,6 @@ namespace {
     M(ClipPath) M(ClipRect) M(ClipRRect) M(ClipRegion)                          \
     M(DrawPaint) M(DrawPath) M(DrawRect) M(DrawRegion) M(DrawOval) M(DrawArc)   \
     M(DrawRRect) M(DrawDRRect) M(DrawAnnotation) M(DrawDrawable) M(DrawPicture) \
-    M(DrawShadowedPicture)                                                      \
     M(DrawImage) M(DrawImageNine) M(DrawImageRect) M(DrawImageLattice)          \
     M(DrawText) M(DrawPosText) M(DrawPosTextH)                                  \
     M(DrawTextOnPath) M(DrawTextRSXform) M(DrawTextBlob)                        \
@@ -276,25 +275,6 @@ namespace {
             c->drawPicture(picture.get(), &matrix, has_paint ? &paint : nullptr);
         }
     };
-    struct DrawShadowedPicture final : Op {
-        static const auto kType = Type::DrawShadowedPicture;
-        DrawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
-                            const SkPaint* paint, const SkShadowParams& params)
-            : picture(sk_ref_sp(picture)) {
-            if (matrix) { this->matrix = *matrix; }
-            if (paint)  { this->paint  = *paint;  }
-            this->params = params;
-        }
-        sk_sp<const SkPicture> picture;
-        SkMatrix               matrix = SkMatrix::I();
-        SkPaint                paint;
-        SkShadowParams         params;
-        void draw(SkCanvas* c, const SkMatrix&) const {
-        #ifdef SK_EXPERIMENTAL_SHADOWING
-            c->drawShadowedPicture(picture.get(), &matrix, &paint, params);
-        #endif
-        }
-    };
 
     struct DrawImage final : Op {
         static const auto kType = Type::DrawImage;
@@ -611,11 +591,6 @@ void SkLiteDL::drawPicture(const SkPicture* picture,
                            const SkMatrix* matrix, const SkPaint* paint) {
     this->push<DrawPicture>(0, picture, matrix, paint);
 }
-void SkLiteDL::drawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
-                                   const SkPaint* paint, const SkShadowParams& params) {
-    push<DrawShadowedPicture>(0, picture, matrix, paint, params);
-}
-
 void SkLiteDL::drawImage(sk_sp<const SkImage> image, SkScalar x, SkScalar y, const SkPaint* paint) {
     this->push<DrawImage>(0, std::move(image), x,y, paint);
 }
index f8e7910..270b2ef 100644 (file)
@@ -55,8 +55,6 @@ public:
     void drawAnnotation     (const SkRect&, const char*, SkData*);
     void drawDrawable       (SkDrawable*, const SkMatrix*);
     void drawPicture        (const SkPicture*, const SkMatrix*, const SkPaint*);
-    void drawShadowedPicture(const SkPicture*, const SkMatrix*,
-                             const SkPaint*, const SkShadowParams& params);
 
     void drawText       (const void*, size_t, SkScalar, SkScalar, const SkPaint&);
     void drawPosText    (const void*, size_t, const SkPoint[], const SkPaint&);
index 29de29a..d252549 100644 (file)
@@ -198,9 +198,3 @@ void SkLiteRecorder::onDrawAtlas(const SkImage* atlas,
 void SkLiteRecorder::didTranslateZ(SkScalar dz) {
     fDL->translateZ(dz);
 }
-void SkLiteRecorder::onDrawShadowedPicture(const SkPicture* picture,
-                                           const SkMatrix* matrix,
-                                           const SkPaint* paint,
-                                           const SkShadowParams& params) {
-    fDL->drawShadowedPicture(picture, matrix, paint, params);
-}
index ea7cc78..9f52493 100644 (file)
@@ -80,12 +80,8 @@ public:
 
 #ifdef SK_EXPERIMENTAL_SHADOWING
     void didTranslateZ(SkScalar) override;
-    void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
-                               const SkPaint*, const SkShadowParams& params) override;
 #else
     void didTranslateZ(SkScalar);
-    void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
-                               const SkPaint*, const SkShadowParams& params);
 #endif
 
 private:
index 608c6b3..f794b73 100644 (file)
@@ -696,29 +696,6 @@ void SkPictureRecord::onDrawPicture(const SkPicture* picture, const SkMatrix* ma
     this->validate(initialOffset, size);
 }
 
-void SkPictureRecord::onDrawShadowedPicture(const SkPicture* picture,
-                                            const SkMatrix* matrix,
-                                            const SkPaint* paint,
-                                            const SkShadowParams& params) {
-    // op + picture index
-    size_t size = 2 * kUInt32Size;
-    size_t initialOffset;
-
-    // TODO: handle recording params.
-    if (nullptr == matrix && nullptr == paint) {
-        initialOffset = this->addDraw(DRAW_PICTURE, &size);
-        this->addPicture(picture);
-    } else {
-        const SkMatrix& m = matrix ? *matrix : SkMatrix::I();
-        size += m.writeToMemory(nullptr) + kUInt32Size;    // matrix + paint
-        initialOffset = this->addDraw(DRAW_PICTURE_MATRIX_PAINT, &size);
-        this->addPaintPtr(paint);
-        this->addMatrix(m);
-        this->addPicture(picture);
-    }
-    this->validate(initialOffset, size);
-}
-
 void SkPictureRecord::onDrawDrawable(SkDrawable* drawable, const SkMatrix* matrix) {
     // op + drawable index
     size_t size = 2 * kUInt32Size;
index dc9a002..dcdfebe 100644 (file)
@@ -212,14 +212,6 @@ protected:
 
     void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
-                               const SkPaint*, const SkShadowParams& params) override;
-#else
-    void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
-                               const SkPaint*, const SkShadowParams& params);
-#endif
-
     void onDrawDrawable(SkDrawable*, const SkMatrix*) override;
     void onDrawAnnotation(const SkRect&, const char[], SkData*) override;
 
diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp
deleted file mode 100644 (file)
index afbb3c7..0000000
+++ /dev/null
@@ -1,428 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkLights.h"
-#include "SkPoint3.h"
-#include "SkRadialShadowMapShader.h"
-
-////////////////////////////////////////////////////////////////////////////
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-
-/** \class SkRadialShadowMapShaderImpl
-    This subclass of shader applies shadowing radially around a light
-*/
-class SkRadialShadowMapShaderImpl : public SkShader {
-public:
-    /** Create a new shadowing shader that shadows radially around a light
-    */
-    SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
-                                sk_sp<SkLights> lights,
-                                int diffuseWidth, int diffuseHeight)
-        : fOccluderShader(std::move(occluderShader))
-        , fLight(std::move(lights))
-        , fWidth(diffuseWidth)
-        , fHeight(diffuseHeight) { }
-
-    bool isOpaque() const override;
-
-#if SK_SUPPORT_GPU
-    sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
-#endif
-
-    class ShadowMapRadialShaderContext : public SkShader::Context {
-    public:
-        // The context takes ownership of the states. It will call their destructors
-        // but will NOT free the memory.
-        ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const ContextRec&,
-                                 SkShader::Context* occluderContext,
-                                 void* heapAllocated);
-
-        ~ShadowMapRadialShaderContext() override;
-
-        void shadeSpan(int x, int y, SkPMColor[], int count) override;
-
-        uint32_t getFlags() const override { return fFlags; }
-
-    private:
-        SkShader::Context*        fOccluderContext;
-        uint32_t                  fFlags;
-
-        void* fHeapAllocated;
-
-        typedef SkShader::Context INHERITED;
-    };
-
-    SK_TO_STRING_OVERRIDE()
-    SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderImpl)
-
-protected:
-    void flatten(SkWriteBuffer&) const override;
-    size_t onContextSize(const ContextRec&) const override;
-    Context* onCreateContext(const ContextRec&, void*) const override;
-
-private:
-    sk_sp<SkShader> fOccluderShader;
-    sk_sp<SkLights> fLight;
-
-    int fWidth;
-    int fHeight;
-
-    friend class SkRadialShadowMapShader;
-
-    typedef SkShader INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-#if SK_SUPPORT_GPU
-
-#include "GrContext.h"
-#include "GrCoordTransform.h"
-#include "GrFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "SkGr.h"
-#include "SkImage_Base.h"
-#include "GrInvariantOutput.h"
-#include "SkSpecialImage.h"
-
-class RadialShadowMapFP : public GrFragmentProcessor {
-public:
-    RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
-                      sk_sp<SkLights> light,
-                      int diffuseWidth, int diffuseHeight,
-                      GrContext* context) {
-        fLightPos = light->light(0).pos();
-
-        fWidth = diffuseWidth;
-        fHeight = diffuseHeight;
-
-        this->registerChildProcessor(std::move(occluder));
-        this->initClassID<RadialShadowMapFP>();
-    }
-
-    class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor {
-    public:
-        GLSLRadialShadowMapFP() { }
-
-        void emitCode(EmitArgs& args) override {
-
-            GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
-            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
-
-            const char* lightPosUniName = nullptr;
-
-            fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                      kVec3f_GrSLType,
-                                                      kDefault_GrSLPrecision,
-                                                      "lightPos",
-                                                      &lightPosUniName);
-
-            const char* widthUniName = nullptr;
-            const char* heightUniName = nullptr;
-
-            fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                   kInt_GrSLType,
-                                                   kDefault_GrSLPrecision,
-                                                   "width", &widthUniName);
-            fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                    kInt_GrSLType,
-                                                    kDefault_GrSLPrecision,
-                                                    "height", &heightUniName);
-
-
-            SkString occluder("occluder");
-            this->emitChild(0, nullptr, &occluder, args);
-
-            // Modify the input texture coordinates to index into our 1D output
-            fragBuilder->codeAppend("float distHere;");
-
-            // we use a max shadow distance of 2 times the max of width/height
-            fragBuilder->codeAppend("float closestDistHere = 2;");
-            fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;");
-            fragBuilder->codeAppend("coords.y = 0;");
-            fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);");
-            fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName);
-
-            // assume that we are at 0, 0 light pos
-            // TODO use correct light positions
-
-            // this goes through each depth value in the final output buffer,
-            // basically raycasting outwards, and finding the first collision.
-            // we also increment coords.y to 2 instead 1 so our shadows stretch the whole screen.
-            fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y += step) {");
-
-                fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) * 3.1415;");
-                fragBuilder->codeAppend("float r = coords.y;");
-                fragBuilder->codeAppend("destCoords = "
-                        "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;");
-                fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%s) - 0.5)"
-                                                            "* vec2(1.0, 1.0);",
-                                         lightPosUniName, widthUniName, heightUniName);
-
-                fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Stage1,"
-                                                           "destCoords + lightOffset).b;");
-                fragBuilder->codeAppend("if (distHere > 0.0) {"
-                                            "closestDistHere = coords.y;"
-                                        "break;}");
-            fragBuilder->codeAppend("}");
-
-            fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);", args.fOutputColor);
-        }
-
-        static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
-                           GrProcessorKeyBuilder* b) {
-            b->add32(0); // nothing to add here
-        }
-
-    protected:
-        void onSetData(const GrGLSLProgramDataManager& pdman,
-                       const GrFragmentProcessor& proc) override {
-            const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowMapFP>();
-
-            const SkVector3& lightPos = radialShadowMapFP.lightPos();
-            if (lightPos != fLightPos) {
-                pdman.set3fv(fLightPosUni, 1, &lightPos.fX);
-                fLightPos = lightPos;
-            }
-
-            int width = radialShadowMapFP.width();
-            if (width != fWidth) {
-                pdman.set1i(fWidthUni, width);
-                fWidth = width;
-            }
-            int height = radialShadowMapFP.height();
-            if (height != fHeight) {
-                pdman.set1i(fHeightUni, height);
-                fHeight = height;
-            }
-        }
-
-    private:
-        SkVector3 fLightPos;
-        GrGLSLProgramDataManager::UniformHandle fLightPosUni;
-
-        int fWidth;
-        GrGLSLProgramDataManager::UniformHandle fWidthUni;
-        int fHeight;
-        GrGLSLProgramDataManager::UniformHandle fHeightUni;
-    };
-
-    void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
-        GLSLRadialShadowMapFP::GenKey(*this, caps, b);
-    }
-
-    const char* name() const override { return "RadialShadowMapFP"; }
-
-    const SkVector3& lightPos() const {
-        return fLightPos;
-    }
-
-    int width() const { return fWidth; }
-    int height() const { return fHeight; }
-
-private:
-    GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
-        return new GLSLRadialShadowMapFP;
-    }
-
-    bool onIsEqual(const GrFragmentProcessor& proc) const override {
-        const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP>();
-
-        if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.fHeight) {
-            return false;
-        }
-
-        if (fLightPos != radialShadowMapFP.fLightPos) {
-            return false;
-        }
-
-        return true;
-    }
-
-    SkVector3        fLightPos;
-
-    int              fHeight;
-    int              fWidth;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor
-        (const AsFPArgs& fpargs) const {
-
-    sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
-
-    sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP),
-                                                                        fLight, fWidth, fHeight,
-                                                                        fpargs.fContext);
-    return shadowFP;
-}
-
-#endif
-
-////////////////////////////////////////////////////////////////////////////
-
-bool SkRadialShadowMapShaderImpl::isOpaque() const {
-    return fOccluderShader->isOpaque();
-}
-
-SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShaderContext(
-        const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec,
-        SkShader::Context* occluderContext,
-        void* heapAllocated)
-        : INHERITED(shader, rec)
-        , fOccluderContext(occluderContext)
-        , fHeapAllocated(heapAllocated) {
-    bool isOpaque = shader.isOpaque();
-
-    // update fFlags
-    uint32_t flags = 0;
-    if (isOpaque && (255 == this->getPaintAlpha())) {
-        flags |= kOpaqueAlpha_Flag;
-    }
-
-    fFlags = flags;
-}
-
-SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShaderContext() {
-    // 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.
-    fOccluderContext->~Context();
-
-    sk_free(fHeapAllocated);
-}
-
-static inline SkPMColor convert(SkColor3f color, U8CPU a) {
-    if (color.fX <= 0.0f) {
-        color.fX = 0.0f;
-    } else if (color.fX >= 255.0f) {
-        color.fX = 255.0f;
-    }
-
-    if (color.fY <= 0.0f) {
-        color.fY = 0.0f;
-    } else if (color.fY >= 255.0f) {
-        color.fY = 255.0f;
-    }
-
-    if (color.fZ <= 0.0f) {
-        color.fZ = 0.0f;
-    } else if (color.fZ >= 255.0f) {
-        color.fZ = 255.0f;
-    }
-
-    return SkPreMultiplyARGB(a, (int) color.fX,  (int) color.fY, (int) color.fZ);
-}
-
-// 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
-void SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan
-        (int x, int y, SkPMColor result[], int count) {
-    do {
-        int n = SkTMin(count, BUFFER_MAX);
-
-        // just fill with white for now
-        SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF);
-
-        for (int i = 0; i < n; ++i) {
-            result[i] = accum;
-        }
-
-        result += n;
-        x += n;
-        count -= n;
-    } while (count > 0);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-#ifndef SK_IGNORE_TO_STRING
-void SkRadialShadowMapShaderImpl::toString(SkString* str) const {
-    str->appendf("RadialShadowMapShader: ()");
-}
-#endif
-
-sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) {
-
-    // Discarding SkShader flattenable params
-    bool hasLocalMatrix = buf.readBool();
-    SkAssertResult(!hasLocalMatrix);
-
-    sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf);
-
-    int diffuseWidth = buf.readInt();
-    int diffuseHeight = buf.readInt();
-
-    sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>());
-
-    return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
-                                                   std::move(light),
-                                                   diffuseWidth, diffuseHeight);
-}
-
-void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
-    this->INHERITED::flatten(buf);
-
-    fLight->flatten(buf);
-
-    buf.writeInt(fWidth);
-    buf.writeInt(fHeight);
-
-    buf.writeFlattenable(fOccluderShader.get());
-}
-
-size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
-    return sizeof(ShadowMapRadialShaderContext);
-}
-
-SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec& rec,
-                                                                void* storage) const {
-    size_t heapRequired = fOccluderShader->contextSize(rec);
-
-    void* heapAllocated = sk_malloc_throw(heapRequired);
-
-    void* occluderContextStorage = heapAllocated;
-
-    SkShader::Context* occluderContext =
-            fOccluderShader->createContext(rec, occluderContextStorage);
-
-    if (!occluderContext) {
-        sk_free(heapAllocated);
-        return nullptr;
-    }
-
-    return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContext, heapAllocated);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader,
-                                              sk_sp<SkLights> light,
-                                              int diffuseWidth, int diffuseHeight) {
-    if (!occluderShader) {
-        // TODO: Use paint's color in absence of a diffuseShader
-        // TODO: Use a default implementation of normalSource instead
-        return nullptr;
-    }
-
-    return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
-                                                   std::move(light),
-                                                   diffuseWidth, diffuseHeight);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader)
-SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
-
-#endif
diff --git a/src/core/SkRadialShadowMapShader.h b/src/core/SkRadialShadowMapShader.h
deleted file mode 100644 (file)
index 4d6956c..0000000
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkReadBuffer.h"
-
-#ifndef SkRadialShadowMapShader_DEFINED
-#define SkRadialShadowMapShader_DEFINED
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class SkLights;
-class SkShader;
-
-class SK_API SkRadialShadowMapShader {
-public:
-    /** This shader creates a 1D strip depth map for radial lights.
-     *  It can only take in 1 light to generate one shader at a time.
-     */
-    static sk_sp<SkShader> Make(sk_sp<SkShader> occluderShader,
-                                sk_sp<SkLights> light,
-                                int diffuseWidth, int diffuseHeight);
-
-    SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-};
-
-#endif
-#endif
index 9e8d6fc..634676c 100644 (file)
@@ -117,13 +117,6 @@ DRAW(DrawPaint, drawPaint(r.paint));
 DRAW(DrawPath, drawPath(r.path, r.paint));
 DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.bmode, r.paint));
 DRAW(DrawPicture, drawPicture(r.picture.get(), &r.matrix, r.paint));
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-DRAW(DrawShadowedPicture, drawShadowedPicture(r.picture.get(), &r.matrix, r.paint, r.params));
-#else
-template <> void Draw::draw(const DrawShadowedPicture& r) { }
-#endif
-
 DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
 DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
 DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
@@ -474,12 +467,6 @@ private:
         return this->adjustAndMap(dst, op.paint);
     }
 
-    Bounds bounds(const DrawShadowedPicture& op) const {
-        SkRect dst = op.picture->cullRect();
-        op.matrix.mapRect(&dst);
-        return this->adjustAndMap(dst, op.paint);
-    }
-
     Bounds bounds(const DrawPosText& op) const {
         const int N = op.paint.countText(op.text, op.byteLength);
         if (N == 0) {
index 47e4d74..c111db6 100644 (file)
@@ -310,23 +310,6 @@ void SkRecorder::onDrawPicture(const SkPicture* pic, const SkMatrix* matrix, con
     }
 }
 
-void SkRecorder::onDrawShadowedPicture(const SkPicture* pic, const SkMatrix* matrix,
-                                       const SkPaint* paint, const SkShadowParams& params) {
-    if (fDrawPictureMode == Record_DrawPictureMode) {
-        fApproxBytesUsedBySubPictures += pic->approximateBytesUsed();
-        APPEND(DrawShadowedPicture, this->copy(paint),
-                                    sk_ref_sp(pic),
-                                    matrix ? *matrix : SkMatrix::I(),
-                                    params);
-    } else {
-        // TODO update pic->playback(this) to draw the shadowed pic
-        SkASSERT(fDrawPictureMode == Playback_DrawPictureMode);
-        SkAutoCanvasMatrixPaint acmp(this,  matrix, paint, pic->cullRect());
-        pic->playback(this);
-    }
-}
-
-
 void SkRecorder::onDrawVerticesObject(const SkVertices* vertices, SkBlendMode bmode,
                                       const SkPaint& paint) {
     APPEND(DrawVertices, paint, sk_ref_sp(const_cast<SkVertices*>(vertices)), bmode);
index 3407fc7..c815744 100644 (file)
@@ -135,18 +135,6 @@ public:
 
     void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    void onDrawShadowedPicture(const SkPicture*,
-                               const SkMatrix*,
-                               const SkPaint*,
-                               const SkShadowParams& params) override;
-#else
-    void onDrawShadowedPicture(const SkPicture*,
-                               const SkMatrix*,
-                               const SkPaint*,
-                               const SkShadowParams& params);
-#endif
-
     void onDrawAnnotation(const SkRect&, const char[], SkData*) override;
 
     sk_sp<SkSurface> onNewSurface(const SkImageInfo&, const SkSurfaceProps&) override;
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
deleted file mode 100644 (file)
index 9353ca6..0000000
+++ /dev/null
@@ -1,955 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkCanvas.h"
-#include "SkReadBuffer.h"
-#include "SkShadowShader.h"
-
-////////////////////////////////////////////////////////////////////////////
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-
-/** \class SkShadowShaderImpl
-    This subclass of shader applies shadowing
-*/
-class SkShadowShaderImpl : public SkShader {
-public:
-    /** Create a new shadowing shader that shadows
-        @param to do        to do
-    */
-    SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
-                       sk_sp<SkShader> diffuseShader,
-                       sk_sp<SkLights> lights,
-                       int diffuseWidth, int diffuseHeight,
-                       const SkShadowParams& params)
-            : fPovDepthShader(std::move(povDepthShader))
-            , fDiffuseShader(std::move(diffuseShader))
-            , fLights(std::move(lights))
-            , fDiffuseWidth(diffuseWidth)
-            , fDiffuseHeight(diffuseHeight)
-            , fShadowParams(params) { }
-
-    bool isOpaque() const override;
-
-#if SK_SUPPORT_GPU
-    sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
-#endif
-
-    class ShadowShaderContext : public SkShader::Context {
-    public:
-        // The context takes ownership of the states. It will call their destructors
-        // but will NOT free the memory.
-        ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
-                            SkShader::Context* povDepthContext,
-                            SkShader::Context* diffuseContext,
-                            void* heapAllocated);
-
-        ~ShadowShaderContext() override;
-
-        void shadeSpan(int x, int y, SkPMColor[], int count) override;
-
-        uint32_t getFlags() const override { return fFlags; }
-
-    private:
-        SkShader::Context*        fPovDepthContext;
-        SkShader::Context*        fDiffuseContext;
-        uint32_t                  fFlags;
-
-        void* fHeapAllocated;
-
-        int fNonAmbLightCnt;
-        SkPixmap* fShadowMapPixels;
-
-
-        typedef SkShader::Context INHERITED;
-    };
-
-    SK_TO_STRING_OVERRIDE()
-    SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
-
-protected:
-    void flatten(SkWriteBuffer&) const override;
-    size_t onContextSize(const ContextRec&) const override;
-    Context* onCreateContext(const ContextRec&, void*) const override;
-
-private:
-    sk_sp<SkShader> fPovDepthShader;
-    sk_sp<SkShader> fDiffuseShader;
-    sk_sp<SkLights> fLights;
-
-    int fDiffuseWidth;
-    int fDiffuseHeight;
-
-    SkShadowParams fShadowParams;
-
-    friend class SkShadowShader;
-
-    typedef SkShader INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-#if SK_SUPPORT_GPU
-
-#include "GrCoordTransform.h"
-#include "GrFragmentProcessor.h"
-#include "GrInvariantOutput.h"
-#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "SkGr.h"
-#include "SkSpecialImage.h"
-#include "SkImage_Base.h"
-#include "GrContext.h"
-
-class ShadowFP : public GrFragmentProcessor {
-public:
-    ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
-             sk_sp<GrFragmentProcessor> diffuse,
-             sk_sp<SkLights> lights,
-             int diffuseWidth, int diffuseHeight,
-             const SkShadowParams& params,
-             GrContext* context) {
-
-        fAmbientColor = lights->ambientLightColor();
-
-        fNumNonAmbLights = 0; // count of non-ambient lights
-        for (int i = 0; i < lights->numLights(); ++i) {
-            if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
-                fLightColor[fNumNonAmbLights] = lights->light(i).color();
-
-                if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
-                    fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
-                    fLightColor[fNumNonAmbLights].scale(lights->light(i).intensity());
-                } else {
-                    fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
-                }
-
-                fIsPointLight[fNumNonAmbLights] =
-                        SkLights::Light::kPoint_LightType == lights->light(i).type();
-
-                fIsRadialLight[fNumNonAmbLights] = lights->light(i).isRadial();
-
-                SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
-
-                // gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
-                fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
-                                                           GrSamplerParams::ClampNoFilter(),
-                                                           SkDestinationSurfaceColorMode::kLegacy,
-                                                           nullptr));
-                fDepthMapSampler[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
-                this->addTextureSampler(&fDepthMapSampler[fNumNonAmbLights]);
-
-                fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
-                fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
-
-                fNumNonAmbLights++;
-            }
-        }
-
-        fWidth = diffuseWidth;
-        fHeight = diffuseHeight;
-
-        fShadowParams = params;
-
-        this->registerChildProcessor(std::move(povDepth));
-        this->registerChildProcessor(std::move(diffuse));
-        this->initClassID<ShadowFP>();
-    }
-
-    class GLSLShadowFP : public GrGLSLFragmentProcessor {
-    public:
-        GLSLShadowFP() { }
-
-        void emitCode(EmitArgs& args) override {
-            GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
-            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
-            const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
-
-            SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
-
-            // add uniforms
-            int32_t numLights = shadowFP.fNumNonAmbLights;
-            SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
-
-            int blurAlgorithm = shadowFP.fShadowParams.fType;
-
-            const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
-            const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
-            const char* ambientColorUniName = nullptr;
-
-            const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
-            const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
-            const char* widthUniName = nullptr; // dimensions of povDepth
-            const char* heightUniName = nullptr;
-
-            const char* shBiasUniName = nullptr;
-            const char* minVarianceUniName = nullptr;
-
-            // setting uniforms
-            for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
-                SkString lightDirOrPosUniNameStr("lightDir");
-                lightDirOrPosUniNameStr.appendf("%d", i);
-                SkString lightColorUniNameStr("lightColor");
-                lightColorUniNameStr.appendf("%d", i);
-                SkString lightIntensityUniNameStr("lightIntensity");
-                lightIntensityUniNameStr.appendf("%d", i);
-
-                SkString depthMapWidthUniNameStr("dmapWidth");
-                depthMapWidthUniNameStr.appendf("%d", i);
-                SkString depthMapHeightUniNameStr("dmapHeight");
-                depthMapHeightUniNameStr.appendf("%d", i);
-
-                fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                             kVec3f_GrSLType,
-                                                             kDefault_GrSLPrecision,
-                                                             lightDirOrPosUniNameStr.c_str(),
-                                                             &lightDirOrPosUniName[i]);
-                fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                               kVec3f_GrSLType,
-                                                               kDefault_GrSLPrecision,
-                                                               lightColorUniNameStr.c_str(),
-                                                               &lightColorUniName[i]);
-
-                fDepthMapWidthUni[i]  = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                   kInt_GrSLType,
-                                                   kDefault_GrSLPrecision,
-                                                   depthMapWidthUniNameStr.c_str(),
-                                                   &depthMapWidthUniName[i]);
-                fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                   kInt_GrSLType,
-                                                   kDefault_GrSLPrecision,
-                                                   depthMapHeightUniNameStr.c_str(),
-                                                   &depthMapHeightUniName[i]);
-            }
-
-            fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                             kFloat_GrSLType,
-                                                             kDefault_GrSLPrecision,
-                                                             "shadowBias", &shBiasUniName);
-            fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                         kFloat_GrSLType,
-                                                         kDefault_GrSLPrecision,
-                                                         "minVariance", &minVarianceUniName);
-
-            fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                   kInt_GrSLType,
-                                                   kDefault_GrSLPrecision,
-                                                   "width", &widthUniName);
-            fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                    kInt_GrSLType,
-                                                    kDefault_GrSLPrecision,
-                                                    "height", &heightUniName);
-
-            fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
-                                                          kVec3f_GrSLType, kDefault_GrSLPrecision,
-                                                          "AmbientColor", &ambientColorUniName);
-
-            SkString povDepthSampler("_povDepth");
-            SkString povDepth("povDepth");
-            this->emitChild(0, nullptr, &povDepthSampler, args);
-            fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str());
-
-            SkString diffuseColorSampler("_inDiffuseColor");
-            SkString diffuseColor("inDiffuseColor");
-            this->emitChild(1, nullptr, &diffuseColorSampler, args);
-            fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(),
-                                     diffuseColorSampler.c_str());
-
-            SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
-
-            fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
-            fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);");
-
-            // probability that a fragment is lit. For each light, we multiply this by the
-            // light's color to get its contribution to totalLightColor.
-            fragBuilder->codeAppend ("float lightProbability;");
-
-            // coordinates of current fragment in world space
-            fragBuilder->codeAppend ("vec3 worldCor;");
-
-            // Multiply by 255 to transform from sampler coordinates to world
-            // coordinates (since 1 channel is 0xFF)
-            // Note: vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
-            fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
-                                                "vec2(%s, %s), %s.b * 255);",
-                                     widthUniName, heightUniName, povDepth.c_str());
-
-            // Applies the offset indexing that goes from our view space into the light's space.
-            for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
-                SkString povCoord("povCoord");
-                povCoord.appendf("%d", i);
-
-                SkString offset("offset");
-                offset.appendf("%d", i);
-                fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
-
-                if (shadowFP.fIsPointLight[i]) {
-                    fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
-                                             i, lightDirOrPosUniName[i]);
-                    fragBuilder->codeAppendf("float dist%d = length(fragToLight%d);",
-                                             i, i);
-                    fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;",
-                                             offset.c_str(), i);
-                    fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);",
-                                             i, i);
-                }
-
-                if (shadowFP.fIsRadialLight[i]) {
-                    fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0.x, "
-                                                            "1 - vMatrixCoord_0_1_Stage0.y);\n",
-                                             povCoord.c_str());
-
-                    fragBuilder->codeAppendf("%s = (%s) * 2.0 - 1.0 + (vec2(%s)/vec2(%s,%s) - 0.5)"
-                                                                      "* vec2(-2.0, 2.0);\n",
-                                             povCoord.c_str(), povCoord.c_str(),
-                                             lightDirOrPosUniName[i],
-                                             widthUniName, heightUniName);
-
-                    fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);",
-                                             povCoord.c_str(), povCoord.c_str());
-                    fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str());
-
-                    // map output of atan to [0, 1]
-                    fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);",
-                                             povCoord.c_str());
-                    fragBuilder->codeAppendf("%s.y = 0.0;", povCoord.c_str());
-                } else {
-                    // note that we flip the y-coord of the offset and then later add
-                    // a value just to the y-coord of povCoord. This is to account for
-                    // the shifted origins from switching from raster into GPU.
-                    if (shadowFP.fIsPointLight[i]) {
-                        // the 0.375s are precalculated transform values, given that the depth
-                        // maps for pt lights are 4x the size (linearly) as diffuse maps.
-                        // The vec2(0.375, -0.375) is used to transform us to
-                        // the center of the map.
-                        fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
-                                                         "vMatrixCoord_0_1_Stage0 +"
-                                                         "vec2(0,%s - %s)"
-                                                         "+ %s) / (vec2(%s, %s))) +"
-                                                         "vec2(0.375, -0.375);",
-                                                 povCoord.c_str(),
-                                                 widthUniName, heightUniName,
-                                                 depthMapHeightUniName[i], heightUniName,
-                                                 offset.c_str(),
-                                                 depthMapWidthUniName[i],
-                                                 depthMapWidthUniName[i]);
-                    } else {
-                        fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * "
-                                                      "vec2(255.0, -255.0);",
-                                                 offset.c_str(), lightDirOrPosUniName[i]);
-
-                        fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
-                                                         "vMatrixCoord_0_1_Stage0 +"
-                                                         "vec2(0,%s - %s)"
-                                                         "+ %s) / vec2(%s, %s));",
-                                                 povCoord.c_str(),
-                                                 widthUniName, heightUniName,
-                                                 depthMapHeightUniName[i], heightUniName,
-                                                 offset.c_str(),
-                                                 depthMapWidthUniName[i],
-                                                 depthMapWidthUniName[i]);
-                    }
-                }
-
-                fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
-                                                 povCoord.c_str(),
-                                                 kVec2f_GrSLType);
-            }
-
-            // helper variables for calculating shadowing
-
-            // variance of depth at this fragment in the context of surrounding area
-            // (area size and weighting dependent on blur size and type)
-            fragBuilder->codeAppendf("float variance;");
-
-            // the difference in depth between the user POV and light POV.
-            fragBuilder->codeAppendf("float d;");
-
-            // add up light contributions from all lights to totalLightColor
-            for (int i = 0; i < numLights; i++) {
-                fragBuilder->codeAppendf("lightProbability = 1;");
-
-                if (shadowFP.fIsRadialLight[i]) {
-                    fragBuilder->codeAppend("totalLightColor = vec3(0);");
-
-                    fragBuilder->codeAppend("vec2 tc = vec2(povCoord0.x, 0.0);");
-                    fragBuilder->codeAppend("float depth = texture(uTextureSampler0_Stage1,"
-                                                                  "povCoord0).b * 2.0;");
-
-                    fragBuilder->codeAppendf("lightProbability = step(r, depth);");
-
-                    // 2 is the maximum depth. If this is reached, probably we have
-                    // not intersected anything. So values after this should be unshadowed.
-                    fragBuilder->codeAppendf("if (%s.b != 0 || depth == 2) {"
-                                                     "lightProbability = 1.0; }",
-                                             povDepth.c_str());
-                } else {
-                    // 1/512 == .00195... is less than half a pixel; imperceptible
-                    fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
-                                             povDepth.c_str(), depthMaps[i].c_str());
-                    if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
-                        // We mess with depth and depth^2 in their given scales.
-                        // (i.e. between 0 and 1)
-                        fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g);",
-                                                 i, depthMaps[i].c_str(), depthMaps[i].c_str());
-
-                        // variance biasing lessens light bleeding
-                        fragBuilder->codeAppendf("variance = max(moments%d.y - "
-                                                         "(moments%d.x * moments%d.x),"
-                                                         "%s);", i, i, i,
-                                                 minVarianceUniName);
-
-                        fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
-                                                 povDepth.c_str(), i);
-                        fragBuilder->codeAppendf("lightProbability = "
-                                                         "(variance / (variance + d * d));");
-
-                        SkString clamp("clamp");
-                        clamp.appendf("%d", i);
-
-                        // choosing between light artifacts or correct shape shadows
-                        // linstep
-                        fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
-                                                         "(1 - %s), 0, 1);",
-                                                 clamp.c_str(), shBiasUniName, shBiasUniName);
-
-                        fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
-                    } else {
-                        fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
-                                                 povDepth.c_str(), depthMaps[i].c_str());
-                        fragBuilder->codeAppendf("lightProbability = 1;");
-                        fragBuilder->codeAppendf("} else { lightProbability = 0; }");
-                    }
-
-                    // VSM: The curved shadows near plane edges are artifacts from blurring
-                    // lightDir.z is equal to the lightDir dot the surface normal.
-                    fragBuilder->codeAppendf("}");
-                }
-
-                if (shadowFP.isPointLight(i)) {
-                    fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
-                                                     "(1 + dist%d) * lightProbability;",
-                                             i, lightColorUniName[i], i);
-                } else {
-                    fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;",
-                                             lightDirOrPosUniName[i],
-                                             lightColorUniName[i]);
-                }
-
-                fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName);
-                fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);",
-                                         args.fOutputColor);
-            }
-
-        }
-
-        static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
-                           GrProcessorKeyBuilder* b) {
-            const ShadowFP& shadowFP = proc.cast<ShadowFP>();
-            b->add32(shadowFP.fNumNonAmbLights);
-            int isPLR = 0;
-            for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
-                isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
-                isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4));
-            }
-            b->add32(isPLR);
-            b->add32(shadowFP.fShadowParams.fType);
-        }
-
-    protected:
-        void onSetData(const GrGLSLProgramDataManager& pdman,
-                       const GrFragmentProcessor& proc) override {
-            const ShadowFP &shadowFP = proc.cast<ShadowFP>();
-
-            for (int i = 0; i < shadowFP.numLights(); i++) {
-                const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
-                if (lightDirOrPos != fLightDirOrPos[i]) {
-                    pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
-                    fLightDirOrPos[i] = lightDirOrPos;
-                }
-
-                const SkColor3f& lightColor = shadowFP.lightColor(i);
-                if (lightColor != fLightColor[i]) {
-                    pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
-                    fLightColor[i] = lightColor;
-                }
-
-                int depthMapWidth = shadowFP.depthMapWidth(i);
-                if (depthMapWidth != fDepthMapWidth[i]) {
-                    pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
-                    fDepthMapWidth[i] = depthMapWidth;
-                }
-                int depthMapHeight = shadowFP.depthMapHeight(i);
-                if (depthMapHeight != fDepthMapHeight[i]) {
-                    pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
-                    fDepthMapHeight[i] = depthMapHeight;
-                }
-            }
-
-            SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
-            if (biasingConstant != fBiasingConstant) {
-                pdman.set1f(fBiasingConstantUni, biasingConstant);
-                fBiasingConstant = biasingConstant;
-            }
-
-            SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
-            if (minVariance != fMinVariance) {
-                // transform variance from pixel-scale to normalized scale
-                pdman.set1f(fMinVarianceUni, minVariance / 65536.0f);
-                fMinVariance = minVariance / 65536.0f;
-            }
-
-            int width = shadowFP.width();
-            if (width != fWidth) {
-                pdman.set1i(fWidthUni, width);
-                fWidth = width;
-            }
-            int height = shadowFP.height();
-            if (height != fHeight) {
-                pdman.set1i(fHeightUni, height);
-                fHeight = height;
-            }
-
-            const SkColor3f& ambientColor = shadowFP.ambientColor();
-            if (ambientColor != fAmbientColor) {
-                pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
-                fAmbientColor = ambientColor;
-            }
-        }
-
-    private:
-        SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
-        GrGLSLProgramDataManager::UniformHandle
-                fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
-
-        SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
-        GrGLSLProgramDataManager::UniformHandle
-                fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
-
-        int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
-        GrGLSLProgramDataManager::UniformHandle
-                fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
-
-        int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
-        GrGLSLProgramDataManager::UniformHandle
-                fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
-
-        int fWidth;
-        GrGLSLProgramDataManager::UniformHandle fWidthUni;
-        int fHeight;
-        GrGLSLProgramDataManager::UniformHandle fHeightUni;
-
-        SkScalar fBiasingConstant;
-        GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
-        SkScalar fMinVariance;
-        GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
-
-        SkColor3f fAmbientColor;
-        GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
-    };
-
-    void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
-        GLSLShadowFP::GenKey(*this, caps, b);
-    }
-
-    const char* name() const override { return "shadowFP"; }
-
-    int32_t numLights() const { return fNumNonAmbLights; }
-    const SkColor3f& ambientColor() const { return fAmbientColor; }
-    bool isPointLight(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fIsPointLight[i];
-    }
-    bool isRadialLight(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fIsRadialLight[i];
-    }
-    const SkVector3& lightDirOrPos(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fLightDirOrPos[i];
-    }
-    const SkVector3& lightColor(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fLightColor[i];
-    }
-    int depthMapWidth(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fDepthMapWidth[i];
-    }
-    int depthMapHeight(int i) const {
-        SkASSERT(i < fNumNonAmbLights);
-        return fDepthMapHeight[i];
-    }
-    int width() const {return fWidth; }
-    int height() const {return fHeight; }
-
-    const SkShadowParams& shadowParams() const {return fShadowParams; }
-
-private:
-    GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
-
-    bool onIsEqual(const GrFragmentProcessor& proc) const override {
-        const ShadowFP& shadowFP = proc.cast<ShadowFP>();
-        if (fAmbientColor != shadowFP.fAmbientColor ||
-            fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
-            return false;
-        }
-
-        if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
-            return false;
-        }
-
-        for (int i = 0; i < fNumNonAmbLights; i++) {
-            if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
-                fLightColor[i] != shadowFP.fLightColor[i] ||
-                fIsPointLight[i] != shadowFP.fIsPointLight[i] ||
-                fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) {
-                return false;
-            }
-
-            if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
-                fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
-                return false;
-            }
-        }
-
-        return true;
-    }
-
-    int              fNumNonAmbLights;
-
-    bool             fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
-    bool             fIsRadialLight[SkShadowShader::kMaxNonAmbientLights];
-    SkVector3        fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
-    SkColor3f        fLightColor[SkShadowShader::kMaxNonAmbientLights];
-    TextureSampler   fDepthMapSampler[SkShadowShader::kMaxNonAmbientLights];
-    sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
-
-    int              fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
-    int              fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
-
-    int              fHeight;
-    int              fWidth;
-
-    SkShadowParams   fShadowParams;
-
-    SkColor3f        fAmbientColor;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
-
-    sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
-
-    sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs);
-
-    sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP),
-                                                               std::move(diffuseFP),
-                                                               std::move(fLights),
-                                                               fDiffuseWidth, fDiffuseHeight,
-                                                               fShadowParams, fpargs.fContext);
-    return shadowfp;
-}
-
-
-#endif
-
-////////////////////////////////////////////////////////////////////////////
-
-bool SkShadowShaderImpl::isOpaque() const {
-    return fDiffuseShader->isOpaque();
-}
-
-SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
-        const SkShadowShaderImpl& shader, const ContextRec& rec,
-        SkShader::Context* povDepthContext,
-        SkShader::Context* diffuseContext,
-        void* heapAllocated)
-        : INHERITED(shader, rec)
-        , fPovDepthContext(povDepthContext)
-        , fDiffuseContext(diffuseContext)
-        , fHeapAllocated(heapAllocated) {
-    bool isOpaque = shader.isOpaque();
-
-    // update fFlags
-    uint32_t flags = 0;
-    if (isOpaque && (255 == this->getPaintAlpha())) {
-        flags |= kOpaqueAlpha_Flag;
-    }
-
-    fFlags = flags;
-
-    const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
-
-    fNonAmbLightCnt = lightShader.fLights->numLights();
-    fShadowMapPixels = new SkPixmap[fNonAmbLightCnt];
-
-    for (int i = 0; i < fNonAmbLightCnt; i++) {
-        if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectional_LightType) {
-            lightShader.fLights->light(i).getShadowMap()->
-                    peekPixels(&fShadowMapPixels[i]);
-        }
-    }
-}
-
-SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
-    delete[] fShadowMapPixels;
-
-    // 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.
-    fPovDepthContext->~Context();
-    fDiffuseContext->~Context();
-
-    sk_free(fHeapAllocated);
-}
-
-static inline SkPMColor convert(SkColor3f color, U8CPU a) {
-    if (color.fX <= 0.0f) {
-        color.fX = 0.0f;
-    } else if (color.fX >= 255.0f) {
-        color.fX = 255.0f;
-    }
-
-    if (color.fY <= 0.0f) {
-        color.fY = 0.0f;
-    } else if (color.fY >= 255.0f) {
-        color.fY = 255.0f;
-    }
-
-    if (color.fZ <= 0.0f) {
-        color.fZ = 0.0f;
-    } else if (color.fZ >= 255.0f) {
-        color.fZ = 255.0f;
-    }
-
-    return SkPreMultiplyARGB(a, (int) color.fX,  (int) color.fY, (int) color.fZ);
-}
-
-// 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
-void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
-                                                        SkPMColor result[], int count) {
-    const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
-
-    SkPMColor diffuse[BUFFER_MAX];
-    SkPMColor povDepth[BUFFER_MAX];
-
-    do {
-        int n = SkTMin(count, BUFFER_MAX);
-
-        fDiffuseContext->shadeSpan(x, y, diffuse, n);
-        fPovDepthContext->shadeSpan(x, y, povDepth, n);
-
-        for (int i = 0; i < n; ++i) {
-            SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
-            SkColor povDepthColor = povDepth[i];
-
-            SkColor3f totalLight = lightShader.fLights->ambientLightColor();
-            // This is all done in linear unpremul color space (each component 0..255.0f though)
-
-            for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
-                const SkLights::Light& light = lightShader.fLights->light(l);
-
-                int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
-
-                if (light.type() == SkLights::Light::kDirectional_LightType) {
-
-                    int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
-                    int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
-
-                    int shX = SkClampMax(x + i + xOffset, light.getShadowMap()->width() - 1);
-                    int shY = SkClampMax(y + yOffset, light.getShadowMap()->height() - 1);
-
-                    int shDepth = 0;
-                    int shDepthsq = 0;
-
-                    // pixmaps that point to things have nonzero heights
-                    if (fShadowMapPixels[l].height() > 0) {
-                        uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY);
-                        SkColor shColor(pix);
-
-                        shDepth = SkColorGetB(shColor);
-                        shDepthsq = SkColorGetG(shColor) * 256;
-                    } else {
-                        // Make lights w/o a shadow map receive the full light contribution
-                        shDepth = pvDepth;
-                    }
-
-                    SkScalar lightProb = 1.0f;
-                    if (pvDepth < shDepth) {
-                        if (lightShader.fShadowParams.fType ==
-                            SkShadowParams::ShadowType::kVariance_ShadowType) {
-                            int variance = SkMaxScalar(shDepthsq - shDepth * shDepth,
-                                                       lightShader.fShadowParams.fMinVariance);
-                            int d = pvDepth - shDepth;
-
-                            lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d));
-
-                            SkScalar bias = lightShader.fShadowParams.fBiasingConstant;
-
-                            lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
-                        } else {
-                            lightProb = 0.0f;
-                        }
-                    }
-
-                    // assume object normals are pointing straight up
-                    totalLight.fX += light.dir().fZ * light.color().fX * lightProb;
-                    totalLight.fY += light.dir().fZ * light.color().fY * lightProb;
-                    totalLight.fZ += light.dir().fZ * light.color().fZ * lightProb;
-
-                } else {
-                    // right now we only expect directional and point light types.
-                    SkASSERT(light.type() == SkLights::Light::kPoint_LightType);
-
-                    int height = lightShader.fDiffuseHeight;
-
-                    SkVector3 fragToLight = SkVector3::Make(light.pos().fX - x - i,
-                                                            light.pos().fY - (height - y),
-                                                            light.pos().fZ - pvDepth);
-
-                    SkScalar dist = fragToLight.length();
-                    SkScalar normalizedZ = fragToLight.fZ / dist;
-
-                    SkScalar distAttenuation = light.intensity() / (1.0f + dist);
-
-                    // assume object normals are pointing straight up
-                    totalLight.fX += normalizedZ * light.color().fX * distAttenuation;
-                    totalLight.fY += normalizedZ * light.color().fY * distAttenuation;
-                    totalLight.fZ += normalizedZ * light.color().fZ * distAttenuation;
-                }
-            }
-
-            SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * totalLight.fX,
-                                                   SkColorGetG(diffColor) * totalLight.fY,
-                                                   SkColorGetB(diffColor) * totalLight.fZ);
-
-            result[i] = convert(totalColor, SkColorGetA(diffColor));
-        }
-
-        result += n;
-        x += n;
-        count -= n;
-    } while (count > 0);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-#ifndef SK_IGNORE_TO_STRING
-void SkShadowShaderImpl::toString(SkString* str) const {
-    str->appendf("ShadowShader: ()");
-}
-#endif
-
-sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
-
-    // Discarding SkShader flattenable params
-    bool hasLocalMatrix = buf.readBool();
-    SkAssertResult(!hasLocalMatrix);
-
-    sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
-
-    SkShadowParams params;
-    params.fMinVariance = buf.readScalar();
-    params.fBiasingConstant = buf.readScalar();
-    params.fType = (SkShadowParams::ShadowType) buf.readInt();
-    params.fShadowRadius = buf.readScalar();
-
-    int diffuseWidth = buf.readInt();
-    int diffuseHeight = buf.readInt();
-
-    sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
-    sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
-
-    return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
-                                          std::move(diffuseShader),
-                                          std::move(lights),
-                                          diffuseWidth, diffuseHeight,
-                                          params);
-}
-
-void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
-    this->INHERITED::flatten(buf);
-
-    fLights->flatten(buf);
-
-    buf.writeScalar(fShadowParams.fMinVariance);
-    buf.writeScalar(fShadowParams.fBiasingConstant);
-    buf.writeInt(fShadowParams.fType);
-    buf.writeScalar(fShadowParams.fShadowRadius);
-
-    buf.writeInt(fDiffuseWidth);
-    buf.writeInt(fDiffuseHeight);
-
-    buf.writeFlattenable(fPovDepthShader.get());
-    buf.writeFlattenable(fDiffuseShader.get());
-}
-
-size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
-    return sizeof(ShadowShaderContext);
-}
-
-SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
-                                                       void* storage) const {
-    size_t heapRequired = fPovDepthShader->contextSize(rec) +
-                          fDiffuseShader->contextSize(rec);
-
-    void* heapAllocated = sk_malloc_throw(heapRequired);
-
-    void* povDepthContextStorage = heapAllocated;
-
-    SkShader::Context* povDepthContext =
-            fPovDepthShader->createContext(rec, povDepthContextStorage);
-
-    if (!povDepthContext) {
-        sk_free(heapAllocated);
-        return nullptr;
-    }
-
-    void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec);
-
-    SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
-    if (!diffuseContext) {
-        sk_free(heapAllocated);
-        return nullptr;
-    }
-
-    return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext,
-                                             heapAllocated);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
-                                     sk_sp<SkShader> diffuseShader,
-                                     sk_sp<SkLights> lights,
-                                     int diffuseWidth, int diffuseHeight,
-                                     const SkShadowParams& params) {
-    if (!povDepthShader || !diffuseShader) {
-        // TODO: Use paint's color in absence of a diffuseShader
-        // TODO: Use a default implementation of normalSource instead
-        return nullptr;
-    }
-
-    return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
-                                          std::move(diffuseShader),
-                                          std::move(lights),
-                                          diffuseWidth, diffuseHeight,
-                                          params);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
-    SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
-
-#endif
diff --git a/src/core/SkShadowShader.h b/src/core/SkShadowShader.h
deleted file mode 100644 (file)
index ea05cca..0000000
+++ /dev/null
@@ -1,40 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-
-#ifndef SkShadowShader_DEFINED
-#define SkShadowShader_DEFINED
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class SkLights;
-class SkShader;
-
-class SK_API SkShadowShader {
-public:
-    /** This shader combines the diffuse color in 'diffuseShader' with the shadows
-     *  determined by the 'povDepthShader' and the shadow maps stored in each of the
-     *  lights in 'lights'
-     *
-     *  Please note that the shadow shader is required to be in Stage0, otherwise
-     *  the texture coords will be wrong within the shader.
-     */
-    static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
-                                sk_sp<SkShader> diffuseShader,
-                                sk_sp<SkLights> lights,
-                                int diffuseWidth, int diffuseHeight,
-                                const SkShadowParams& params);
-
-    // The shadow shader supports any number of ambient lights, but only
-    // 4 non-ambient lights (currently just refers to directional lights).
-    static constexpr int kMaxNonAmbientLights = 4;
-
-    SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-};
-
-#endif
-#endif
diff --git a/src/utils/SkShadowPaintFilterCanvas.cpp b/src/utils/SkShadowPaintFilterCanvas.cpp
deleted file mode 100644 (file)
index bf4a424..0000000
+++ /dev/null
@@ -1,307 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkPathEffect.h"
-#include "SkShadowPaintFilterCanvas.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-SkShadowPaintFilterCanvas::SkShadowPaintFilterCanvas(SkCanvas *canvas)
-        : SkPaintFilterCanvas(canvas) {
-    fShadowParams.fShadowRadius = 0.0f;
-    fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
-    fShadowParams.fBiasingConstant = 0.0f;
-    fShadowParams.fMinVariance = 0.0f;
-}
-
-// TODO use a shader instead
-bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const {
-    if (*paint) {
-        int z = this->getZ();
-        SkASSERT(z <= 0xFF && z >= 0x00);
-
-        SkPaint newPaint;
-        newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
-
-        SkColor color = 0xFF000000; // init color to opaque black
-        color |= z; // Put the index into the blue component
-
-        if (fShadowParams.fType == SkShadowParams::kVariance_ShadowType) {
-            int z2 = z * z;
-            if (z2 > 255 * 256) {
-                color |= 0xff00;
-            } else {
-                // Let's only store the more significant bits of z2 to save space.
-                // In practice, this should barely impact shadow blur quality.
-                color |= z2 & 0x0000ff00;
-            }
-        }
-        newPaint.setColor(color);
-
-        *paint->writable() = newPaint;
-    }
-
-    return true;
-}
-
-SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
-                                                       int width, int height) {
-    if (light.type() != SkLights::Light::kDirectional_LightType) {
-        // Calculating the right depth map size for point lights is complex,
-        // as it depends on the max depth, the max depth delta, the location
-        // of the point light and the shapes, etc... If we take upper bounds
-        // on those metrics, the shadow map will be pretty big in any case.
-        // Thus, just using 4x the width and height seems to work for most scenes.
-        return {width * 4, height * 4};
-    }
-
-    int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
-                            width * 2);
-    int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
-                             height * 2);
-    return SkISize::Make(dMapWidth, dMapHeight);
-}
-
-void SkShadowPaintFilterCanvas::setShadowParams(const SkShadowParams &params) {
-    fShadowParams = params;
-}
-
-void SkShadowPaintFilterCanvas::onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
-                                              const SkPaint *paint) {
-    SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
-    if (this->onFilter(&filteredPaint, kPicture_Type)) {
-        SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
-    }
-}
-
-void SkShadowPaintFilterCanvas::updateMatrix() {
-    //  It is up to the user to set the 0th light in fLights to
-    //  the light the want to render the depth map with.
-    if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
-        const SkVector3& lightDir = this->fLights->light(0).dir();
-        SkScalar x = lightDir.fX * this->getZ();
-        SkScalar y = lightDir.fY * this->getZ();
-
-        this->translate(x, y);
-    } else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) {
-        SkISize size = this->getBaseLayerSize();
-
-        SkPoint3 lightPos = this->fLights->light(0).pos();
-
-        // shadow maps for point lights are 4x the size of the diffuse map, by experimentation
-        // (see SPFCanvas::ComputeDepthMapSize())
-        SkScalar diffuseHeight = size.fHeight / 4.0f;
-
-        // move point light with canvas's CTM
-        SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY);
-        SkMatrix mat = this->getTotalMatrix();
-        if (mat.invert(&mat)) {
-            mat.mapPoints(&lightPoint, 1);
-        }
-        lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY);
-
-        // center the shadow map
-        // note: the 3/8 constant is specific to the 4.0 depth map size multiplier
-        mat = this->getTotalMatrix();
-        mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f);
-        this->setMatrix(mat);
-
-        // project shapes onto canvas as shadows
-        SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ());
-        this->scale(scale, scale);
-
-        this->translate(-lightPoint.fX * this->getZ() /
-                        ((lightPos.fZ - this->getZ()) * scale),
-                        -(diffuseHeight - lightPoint.fY) * this->getZ() /
-                        ((lightPos.fZ - this->getZ()) * scale));
-    }
-}
-
-void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPaint(paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
-                                             const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPoints(mode, count, pts, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawRect(rect, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawRRect(rrect, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
-                  const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawDRRect(outer, inner, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawOval(rect, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle,
-                                          SkScalar sweepAngle, bool useCenter,
-                                          const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPath(path, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
-                                             const SkPaint *paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawBitmap(bm, left, top, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src,
-                                                 const SkRect &dst, const SkPaint *paint,
-                                                 SrcRectConstraint constraint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
-                                                 const SkRect &dst, const SkPaint *paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left,
-                                            SkScalar top, const SkPaint *paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawImage(image, left, top, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src,
-                                                const SkRect &dst, const SkPaint *paint,
-                                                SrcRectConstraint constraint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect &center,
-                                                const SkRect &dst, const SkPaint *paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawImageNine(image, center, dst, paint);
-    this->restore();
-}
-
-
-void SkShadowPaintFilterCanvas::onDrawVertices(VertexMode vmode, int vertexCount,
-                                               const SkPoint vertices[], const SkPoint texs[],
-                                               const SkColor colors[], SkXfermode *xmode,
-                                               const uint16_t indices[], int indexCount,
-                                               const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
-                                    xmode, indices, indexCount, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[],
-                                            const SkPoint texCoords[], SkXfermode *xmode,
-                                            const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x,
-                                           SkScalar y, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawText(text, byteLength, x, y, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength,
-                                              const SkPoint pos[], const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength,
-                                               const SkScalar xpos[],
-                                               SkScalar constY, const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength,
-                                                 const SkPath &path, const SkMatrix *matrix,
-                                                 const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength,
-                                                  const SkRSXform xform[], const SkRect *cull,
-                                                  const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
-    this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y,
-                                               const SkPaint &paint) {
-    this->save();
-    this->updateMatrix();
-    this->INHERITED::onDrawTextBlob(blob, x, y, paint);
-    this->restore();
-}
-
-#endif
diff --git a/src/utils/SkShadowPaintFilterCanvas.h b/src/utils/SkShadowPaintFilterCanvas.h
deleted file mode 100644 (file)
index 190c68b..0000000
+++ /dev/null
@@ -1,117 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef SkShadowPaintFilterCanvas_DEFINED
-#define SkShadowPaintFilterCanvas_DEFINED
-
-#include "SkPaintFilterCanvas.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-/** \class SkShadowPaintFilterCanvas
- *
- *  A utility proxy class for implementing shadow maps.
- *
- *  We override the onFilter method to draw depths into the canvas
- *  depending on the current draw depth of the canvas, throwing out
- *  the actual draw color.
- *
- *  Note that we can only do this for one light at a time!
- *  It is up to the user to set the 0th light in fLights to
- *  the light the want to render the depth map with.
- */
-class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
-public:
-
-    SkShadowPaintFilterCanvas(SkCanvas *canvas);
-
-    // TODO use a shader instead
-    bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override;
-
-    static SkISize ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
-                                       int width, int height);
-
-    void setShadowParams(const SkShadowParams &params);
-protected:
-    void updateMatrix();
-
-    void onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
-                       const SkPaint *paint) override;
-
-    void onDrawPaint(const SkPaint &paint) override;
-
-    void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
-                      const SkPaint &paint) override;
-
-    void onDrawRect(const SkRect &rect, const SkPaint &paint) override;
-
-    void onDrawRRect(const SkRRect &rrect, const SkPaint &paint) override;
-
-    void onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
-                      const SkPaint &paint) override;
-
-    void onDrawOval(const SkRect &rect, const SkPaint &paint) override;
-
-    void onDrawArc(const SkRect&, SkScalar, SkScalar, bool, const SkPaint&) override;
-
-    void onDrawPath(const SkPath &path, const SkPaint &paint) override;
-
-    void onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
-                      const SkPaint *paint) override;
-
-    void onDrawBitmapRect(const SkBitmap &bm, const SkRect *src, const SkRect &dst,
-                          const SkPaint *paint, SrcRectConstraint constraint) override;
-
-    void onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
-                          const SkRect &dst, const SkPaint *paint) override;
-
-    void onDrawImage(const SkImage *image, SkScalar left, SkScalar top,
-                     const SkPaint *paint) override;
-
-    void onDrawImageRect(const SkImage *image, const SkRect *src,
-                         const SkRect &dst, const SkPaint *paint,
-                         SrcRectConstraint constraint) override;
-
-    void onDrawImageNine(const SkImage *image, const SkIRect &center,
-                         const SkRect &dst, const SkPaint *paint) override;
-
-    void onDrawVertices(VertexMode vmode, int vertexCount,
-                        const SkPoint vertices[], const SkPoint texs[],
-                        const SkColor colors[], SkXfermode *xmode,
-                        const uint16_t indices[], int indexCount,
-                        const SkPaint &paint) override;
-
-    void onDrawPatch(const SkPoint cubics[], const SkColor colors[],
-                     const SkPoint texCoords[], SkXfermode *xmode,
-                     const SkPaint &paint) override;
-
-    void onDrawText(const void *text, size_t byteLength, SkScalar x, SkScalar y,
-                    const SkPaint &paint) override;
-
-    void onDrawPosText(const void *text, size_t byteLength, const SkPoint pos[],
-                       const SkPaint &paint) override;
-
-    void onDrawPosTextH(const void *text, size_t byteLength, const SkScalar xpos[],
-                        SkScalar constY, const SkPaint &paint) override;
-
-    void onDrawTextOnPath(const void *text, size_t byteLength, const SkPath &path,
-                          const SkMatrix *matrix, const SkPaint &paint) override;
-
-    void onDrawTextRSXform(const void *text, size_t byteLength,
-                           const SkRSXform xform[], const SkRect *cull,
-                           const SkPaint &paint) override;
-
-    void onDrawTextBlob(const SkTextBlob *blob, SkScalar x,
-                        SkScalar y, const SkPaint &paint) override;
-private:
-    SkShadowParams fShadowParams;
-    typedef SkPaintFilterCanvas INHERITED;
-};
-
-
-#endif
-#endif
index 3b84b85..bed6da0 100644 (file)
@@ -58,17 +58,6 @@ protected:
         this->SkCanvas::onDrawPicture(picture, matrix, paint);
     }
 
-    void onDrawShadowedPicture(const SkPicture* picture,
-                               const SkMatrix* matrix,
-                               const SkPaint* paint,
-                               const SkShadowParams& params) {
-#ifdef SK_EXPERIMENTAL_SHADOWING
-        this->SkCanvas::onDrawShadowedPicture(picture, matrix, paint, params);
-#else
-        this->SkCanvas::onDrawPicture(picture, matrix, paint);
-#endif
-    }
-
 private:
     bool fOverdrawViz;
     bool fOverrideFilterQuality;
@@ -546,16 +535,6 @@ void SkDebugCanvas::onDrawPicture(const SkPicture* picture,
     this->addDrawCommand(new SkEndDrawPictureCommand(SkToBool(matrix) || SkToBool(paint)));
 }
 
-void SkDebugCanvas::onDrawShadowedPicture(const SkPicture* picture,
-                                          const SkMatrix* matrix,
-                                          const SkPaint* paint,
-                                          const SkShadowParams& params) {
-    this->addDrawCommand(new SkBeginDrawShadowedPictureCommand(picture, matrix, paint, params));
-    SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
-    picture->playback(this);
-    this->addDrawCommand(new SkEndDrawShadowedPictureCommand(SkToBool(matrix) || SkToBool(paint)));
-}
-
 void SkDebugCanvas::onDrawPoints(PointMode mode, size_t count,
                                  const SkPoint pts[], const SkPaint& paint) {
     this->addDrawCommand(new SkDrawPointsCommand(mode, count, pts, paint));
index 7c6a0f4..6eb3456 100644 (file)
@@ -244,18 +244,6 @@ protected:
 
     void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
 
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    void onDrawShadowedPicture(const SkPicture*,
-                               const SkMatrix*,
-                               const SkPaint*,
-                               const SkShadowParams& params) override;
-#else
-    void onDrawShadowedPicture(const SkPicture*,
-                               const SkMatrix*,
-                               const SkPaint*,
-                               const SkShadowParams& params);
-#endif
-
     void markActiveCommands(int index);
 
 private:
index 23cc6b2..6029f83 100644 (file)
@@ -204,7 +204,6 @@ SkDrawCommand::~SkDrawCommand() {
 const char* SkDrawCommand::GetCommandString(OpType type) {
     switch (type) {
         case kBeginDrawPicture_OpType: return "BeginDrawPicture";
-        case kBeginDrawShadowedPicture_OpType: return "BeginDrawShadowedPicture";
         case kClipPath_OpType: return "ClipPath";
         case kClipRegion_OpType: return "ClipRegion";
         case kClipRect_OpType: return "ClipRect";
@@ -234,7 +233,6 @@ const char* SkDrawCommand::GetCommandString(OpType type) {
         case kDrawTextRSXform_OpType: return "DrawTextRSXform";
         case kDrawVertices_OpType: return "DrawVertices";
         case kEndDrawPicture_OpType: return "EndDrawPicture";
-        case kEndDrawShadowedPicture_OpType: return "EndDrawShadowedPicture";
         case kRestore_OpType: return "Restore";
         case kSave_OpType: return "Save";
         case kSaveLayer_OpType: return "SaveLayer";
@@ -2595,91 +2593,6 @@ void SkEndDrawPictureCommand::execute(SkCanvas* canvas) const {
     }
 }
 
-SkBeginDrawShadowedPictureCommand::SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
-                                                                     const SkMatrix* matrix,
-                                                                     const SkPaint* paint,
-                                                                     const SkShadowParams& params)
-        : INHERITED(kBeginDrawShadowedPicture_OpType)
-#ifdef SK_EXPERIMENTAL_SHADOWING
-        , fPicture(SkRef(picture))
-        , fShadowParams(params) {
-#else
-        , fPicture(SkRef(picture)) {
-#endif
-    SkString* str = new SkString;
-    str->appendf("SkPicture: L: %f T: %f R: %f B: %f\n",
-                 picture->cullRect().fLeft, picture->cullRect().fTop,
-                 picture->cullRect().fRight, picture->cullRect().fBottom);
-    str->appendf("SkShadowParams: bias:%f, minVariance:%f, shRadius:%f, shType:",
-                   params.fBiasingConstant,
-                   params.fMinVariance,
-                   params.fShadowRadius);
-
-    SkASSERT(SkShadowParams::kShadowTypeCount == 2);
-
-    switch (params.fType) {
-        case SkShadowParams::ShadowType::kNoBlur_ShadowType:
-            str->append("kNoBlur_ShadowType\n");
-            break;
-        case SkShadowParams::ShadowType::kVariance_ShadowType:
-            str->append("kVariance_ShadowType\n");
-            break;
-    }
-
-    fInfo.push(str);
-
-    if (matrix) {
-        fMatrix.set(*matrix);
-        fInfo.push(SkObjectParser::MatrixToString(*matrix));
-    }
-
-    if (paint) {
-        fPaint.set(*paint);
-        fInfo.push(SkObjectParser::PaintToString(*paint));
-    }
-}
-
-void SkBeginDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
-    if (fPaint.isValid()) {
-        SkRect bounds = fPicture->cullRect();
-        if (fMatrix.isValid()) {
-            fMatrix.get()->mapRect(&bounds);
-        }
-        canvas->saveLayer(&bounds, fPaint.get());
-    }
-
-    if (fMatrix.isValid()) {
-        if (!fPaint.isValid()) {
-            canvas->save();
-        }
-        canvas->concat(*fMatrix.get());
-    }
-}
-
-bool SkBeginDrawShadowedPictureCommand::render(SkCanvas* canvas) const {
-    canvas->clear(0xFFFFFFFF);
-    canvas->save();
-
-    xlate_and_scale_to_bounds(canvas, fPicture->cullRect());
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    canvas->drawShadowedPicture(fPicture.get(), fMatrix.get(), fPaint.get(), fShadowParams);
-#else
-    canvas->drawPicture(fPicture.get(), fMatrix.get(), fPaint.get());
-#endif
-    canvas->restore();
-
-    return true;
-}
-
-SkEndDrawShadowedPictureCommand::SkEndDrawShadowedPictureCommand(bool restore)
-        : INHERITED(kEndDrawShadowedPicture_OpType) , fRestore(restore) { }
-
-void SkEndDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
-    if (fRestore) {
-        canvas->restore();
-    }
-}
-
 SkDrawPointsCommand::SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count,
                                          const SkPoint pts[], const SkPaint& paint)
     : INHERITED(kDrawPoints_OpType) {
index 4004b3b..ff64dd5 100644 (file)
@@ -24,7 +24,6 @@ class SkDrawCommand {
 public:
     enum OpType {
         kBeginDrawPicture_OpType,
-        kBeginDrawShadowedPicture_OpType,
         kClipPath_OpType,
         kClipRegion_OpType,
         kClipRect_OpType,
@@ -54,7 +53,6 @@ public:
         kDrawTextRSXform_OpType,
         kDrawVertices_OpType,
         kEndDrawPicture_OpType,
-        kEndDrawShadowedPicture_OpType,
         kRestore_OpType,
         kSave_OpType,
         kSaveLayer_OpType,
@@ -496,39 +494,6 @@ private:
     typedef SkDrawCommand INHERITED;
 };
 
-class SkBeginDrawShadowedPictureCommand : public SkDrawCommand {
-public:
-    SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
-                                      const SkMatrix* matrix,
-                                      const SkPaint* paint,
-                                      const SkShadowParams& params);
-
-    void execute(SkCanvas* canvas) const override;
-    bool render(SkCanvas* canvas) const override;
-
-private:
-    sk_sp<const SkPicture>        fPicture;
-    SkTLazy<SkMatrix>             fMatrix;
-    SkTLazy<SkPaint>              fPaint;
-#ifdef SK_EXPERIMENTAL_SHADOWING
-    SkShadowParams                fShadowParams;
-#endif
-
-    typedef SkDrawCommand INHERITED;
-};
-
-class SkEndDrawShadowedPictureCommand : public SkDrawCommand {
-public:
-    SkEndDrawShadowedPictureCommand(bool restore);
-
-    void execute(SkCanvas* canvas) const override;
-
-private:
-    bool fRestore;
-
-    typedef SkDrawCommand INHERITED;
-};
-
 class SkDrawPointsCommand : public SkDrawCommand {
 public:
     SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count, const SkPoint pts[],