# Private includes
"$_include/private/GrAuditTrail.h",
"$_include/private/GrGLSL.h",
+ "$_include/private/GrGLSL_impl.h",
"$_include/private/GrInstancedPipelineInfo.h",
"$_include/private/GrSingleOwner.h",
"$_include/private/GrRenderTargetProxy.h",
return ""; // suppress warning
}
+/** A generic base-class representing a GLSL expression.
+ * The instance can be a variable name, expression or vecN(0) or vecN(1). Does simple constant
+ * folding with help of 1 and 0.
+ *
+ * Clients should not use this class, rather the specific instantiations defined
+ * later, for example GrGLSLExpr4.
+ */
+template <typename Self>
+class GrGLSLExpr {
+public:
+ bool isOnes() const { return kOnes_ExprType == fType; }
+ bool isZeros() const { return kZeros_ExprType == fType; }
+
+ const char* c_str() const {
+ if (kZeros_ExprType == fType) {
+ return Self::ZerosStr();
+ } else if (kOnes_ExprType == fType) {
+ return Self::OnesStr();
+ }
+ SkASSERT(!fExpr.isEmpty()); // Empty expressions should not be used.
+ return fExpr.c_str();
+ }
+
+ bool isValid() const {
+ return kFullExpr_ExprType != fType || !fExpr.isEmpty();
+ }
+
+protected:
+ /** Constructs an invalid expression.
+ * Useful only as a return value from functions that never actually return
+ * this and instances that will be assigned to later. */
+ GrGLSLExpr()
+ : fType(kFullExpr_ExprType) {
+ // The only constructor that is allowed to build an empty expression.
+ SkASSERT(!this->isValid());
+ }
+
+ /** Constructs an expression with all components as value v */
+ explicit GrGLSLExpr(int v) {
+ if (v == 0) {
+ fType = kZeros_ExprType;
+ } else if (v == 1) {
+ fType = kOnes_ExprType;
+ } else {
+ fType = kFullExpr_ExprType;
+ fExpr.appendf(Self::CastIntStr(), v);
+ }
+ }
+
+ /** Constructs an expression from a string.
+ * Argument expr is a simple expression or a parenthesized expression. */
+ // TODO: make explicit once effects input Exprs.
+ GrGLSLExpr(const char expr[]) {
+ if (nullptr == expr) { // TODO: remove this once effects input Exprs.
+ fType = kOnes_ExprType;
+ } else {
+ fType = kFullExpr_ExprType;
+ fExpr = expr;
+ }
+ SkASSERT(this->isValid());
+ }
+
+ /** Constructs an expression from a string.
+ * Argument expr is a simple expression or a parenthesized expression. */
+ // TODO: make explicit once effects input Exprs.
+ GrGLSLExpr(const SkString& expr) {
+ if (expr.isEmpty()) { // TODO: remove this once effects input Exprs.
+ fType = kOnes_ExprType;
+ } else {
+ fType = kFullExpr_ExprType;
+ fExpr = expr;
+ }
+ SkASSERT(this->isValid());
+ }
+
+ /** Constructs an expression from a string with one substitution. */
+ GrGLSLExpr(const char format[], const char in0[])
+ : fType(kFullExpr_ExprType) {
+ fExpr.appendf(format, in0);
+ }
+
+ /** Constructs an expression from a string with two substitutions. */
+ GrGLSLExpr(const char format[], const char in0[], const char in1[])
+ : fType(kFullExpr_ExprType) {
+ fExpr.appendf(format, in0, in1);
+ }
+
+ /** Returns expression casted to another type.
+ * Generic implementation that is called for non-trivial cases of casts. */
+ template <typename T>
+ static Self VectorCastImpl(const T& other);
+
+ /** Returns a GLSL multiplication: component-wise or component-by-scalar.
+ * The multiplication will be component-wise or multiply each component by a scalar.
+ *
+ * The returned expression will compute the value of:
+ * vecN(in0.x * in1.x, ...) if dim(T0) == dim(T1) (component-wise)
+ * vecN(in0.x * in1, ...) if dim(T1) == 1 (vector by scalar)
+ * vecN(in0 * in1.x, ...) if dim(T0) == 1 (scalar by vector)
+ */
+ template <typename T0, typename T1>
+ static Self Mul(T0 in0, T1 in1);
+
+ /** Returns a GLSL addition: component-wise or add a scalar to each component.
+ * Return value computes:
+ * vecN(in0.x + in1.x, ...) or vecN(in0.x + in1, ...) or vecN(in0 + in1.x, ...).
+ */
+ template <typename T0, typename T1>
+ static Self Add(T0 in0, T1 in1);
+
+ /** Returns a GLSL subtraction: component-wise or subtract compoments by a scalar.
+ * Return value computes
+ * vecN(in0.x - in1.x, ...) or vecN(in0.x - in1, ...) or vecN(in0 - in1.x, ...).
+ */
+ template <typename T0, typename T1>
+ static Self Sub(T0 in0, T1 in1);
+
+ /** Returns expression that accesses component(s) of the expression.
+ * format should be the form "%s.x" where 'x' is the component(s) to access.
+ * Caller is responsible for making sure the amount of components in the
+ * format string is equal to dim(T).
+ */
+ template <typename T>
+ T extractComponents(const char format[]) const;
+
+private:
+ enum ExprType {
+ kZeros_ExprType,
+ kOnes_ExprType,
+ kFullExpr_ExprType,
+ };
+ ExprType fType;
+ SkString fExpr;
+};
+
+class GrGLSLExpr1;
+class GrGLSLExpr4;
+
+/** Class representing a float GLSL expression. */
+class GrGLSLExpr1 : public GrGLSLExpr<GrGLSLExpr1> {
+public:
+ GrGLSLExpr1()
+ : INHERITED() {
+ }
+ explicit GrGLSLExpr1(int v)
+ : INHERITED(v) {
+ }
+ GrGLSLExpr1(const char* expr)
+ : INHERITED(expr) {
+ }
+ GrGLSLExpr1(const SkString& expr)
+ : INHERITED(expr) {
+ }
+
+ static GrGLSLExpr1 VectorCast(const GrGLSLExpr1& expr);
+
+private:
+ GrGLSLExpr1(const char format[], const char in0[])
+ : INHERITED(format, in0) {
+ }
+ GrGLSLExpr1(const char format[], const char in0[], const char in1[])
+ : INHERITED(format, in0, in1) {
+ }
+
+ static const char* ZerosStr();
+ static const char* OnesStr();
+ static const char* CastStr();
+ static const char* CastIntStr();
+
+ friend GrGLSLExpr1 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1);
+ friend GrGLSLExpr1 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1);
+ friend GrGLSLExpr1 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1);
+
+ friend class GrGLSLExpr<GrGLSLExpr1>;
+ friend class GrGLSLExpr<GrGLSLExpr4>;
+
+ typedef GrGLSLExpr<GrGLSLExpr1> INHERITED;
+};
+
+/** Class representing a float vector (vec4) GLSL expression. */
+class GrGLSLExpr4 : public GrGLSLExpr<GrGLSLExpr4> {
+public:
+ GrGLSLExpr4()
+ : INHERITED() {
+ }
+ explicit GrGLSLExpr4(int v)
+ : INHERITED(v) {
+ }
+ GrGLSLExpr4(const char* expr)
+ : INHERITED(expr) {
+ }
+ GrGLSLExpr4(const SkString& expr)
+ : INHERITED(expr) {
+ }
+
+ typedef GrGLSLExpr1 AExpr;
+ AExpr a() const;
+
+ /** GLSL vec4 cast / constructor, eg vec4(floatv) -> vec4(floatv, floatv, floatv, floatv) */
+ static GrGLSLExpr4 VectorCast(const GrGLSLExpr1& expr);
+ static GrGLSLExpr4 VectorCast(const GrGLSLExpr4& expr);
+
+private:
+ GrGLSLExpr4(const char format[], const char in0[])
+ : INHERITED(format, in0) {
+ }
+ GrGLSLExpr4(const char format[], const char in0[], const char in1[])
+ : INHERITED(format, in0, in1) {
+ }
+
+ static const char* ZerosStr();
+ static const char* OnesStr();
+ static const char* CastStr();
+ static const char* CastIntStr();
+
+ // The vector-by-scalar and scalar-by-vector binary operations.
+ friend GrGLSLExpr4 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1);
+ friend GrGLSLExpr4 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1);
+ friend GrGLSLExpr4 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1);
+ friend GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1);
+ friend GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1);
+ friend GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1);
+
+ // The vector-by-vector, i.e. component-wise, binary operations.
+ friend GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1);
+ friend GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1);
+ friend GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1);
+
+ friend class GrGLSLExpr<GrGLSLExpr4>;
+
+ typedef GrGLSLExpr<GrGLSLExpr4> INHERITED;
+};
+
+/**
+ * Does an inplace mul, *=, of vec4VarName by mulFactor.
+ * A semicolon is added after the assignment.
+ */
+void GrGLSLMulVarBy4f(SkString* outAppend, const char* vec4VarName, const GrGLSLExpr4& mulFactor);
+
+#include "GrGLSL_impl.h"
+
#endif
--- /dev/null
+/*
+ * Copyright 2013 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLSL_impl_DEFINED
+#define GrGLSL_impl_DEFINED
+
+template<typename Self>
+template<typename T>
+inline Self GrGLSLExpr<Self>::VectorCastImpl(const T& expr) {
+ if (expr.isZeros()) {
+ return Self(0);
+ }
+ if (expr.isOnes()) {
+ return Self(1);
+ }
+ return Self(Self::CastStr(), expr.c_str());
+}
+
+template<typename Self>
+template<typename T0, typename T1>
+inline Self GrGLSLExpr<Self>::Mul(T0 in0, T1 in1) {
+ if (in0.isZeros() || in1.isZeros()) {
+ return Self(0);
+ }
+ if (in0.isOnes()) {
+ return Self::VectorCast(in1);
+ }
+ if (in1.isOnes()) {
+ return Self::VectorCast(in0);
+ }
+ return Self("(%s * %s)", in0.c_str(), in1.c_str());
+}
+
+template<typename Self>
+template<typename T0, typename T1>
+inline Self GrGLSLExpr<Self>::Add(T0 in0, T1 in1) {
+ if (in1.isZeros()) {
+ return Self::VectorCast(in0);
+ }
+ if (in0.isZeros()) {
+ return Self::VectorCast(in1);
+ }
+ if (in0.isOnes() && in1.isOnes()) {
+ return Self(2);
+ }
+ return Self("(%s + %s)", in0.c_str(), in1.c_str());
+}
+
+template<typename Self>
+template<typename T0, typename T1>
+inline Self GrGLSLExpr<Self>::Sub(T0 in0, T1 in1) {
+ if (in1.isZeros()) {
+ return Self::VectorCast(in0);
+ }
+ if (in1.isOnes()) {
+ if (in0.isOnes()) {
+ return Self(0);
+ }
+ }
+
+ return Self("(%s - %s)", in0.c_str(), in1.c_str());
+}
+
+template <typename Self>
+template <typename T>
+T GrGLSLExpr<Self>::extractComponents(const char format[]) const {
+ if (this->isZeros()) {
+ return T(0);
+ }
+ if (this->isOnes()) {
+ return T(1);
+ }
+ return T(format, this->c_str());
+}
+
+inline GrGLSLExpr1 GrGLSLExpr1::VectorCast(const GrGLSLExpr1& expr) {
+ return expr;
+}
+
+inline const char* GrGLSLExpr1::ZerosStr() {
+ return "0";
+}
+
+inline const char* GrGLSLExpr1::OnesStr() {
+ return "1.0";
+}
+
+// GrGLSLExpr1::CastStr() is unimplemented because using them is likely an
+// error. This is now caught compile-time.
+
+inline const char* GrGLSLExpr1::CastIntStr() {
+ return "%d";
+}
+
+inline GrGLSLExpr1 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr1::Mul(in0, in1);
+}
+
+inline GrGLSLExpr1 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr1::Add(in0, in1);
+}
+
+inline GrGLSLExpr1 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr1::Sub(in0, in1);
+}
+
+inline const char* GrGLSLExpr4::ZerosStr() {
+ return "vec4(0)";
+}
+
+inline const char* GrGLSLExpr4::OnesStr() {
+ return "vec4(1)";
+}
+
+inline const char* GrGLSLExpr4::CastStr() {
+ return "vec4(%s)";
+}
+
+inline const char* GrGLSLExpr4::CastIntStr() {
+ return "vec4(%d)";
+}
+
+inline GrGLSLExpr4 GrGLSLExpr4::VectorCast(const GrGLSLExpr1& expr) {
+ return INHERITED::VectorCastImpl(expr);
+}
+
+inline GrGLSLExpr4 GrGLSLExpr4::VectorCast(const GrGLSLExpr4& expr) {
+ return expr;
+}
+
+inline GrGLSLExpr4::AExpr GrGLSLExpr4::a() const {
+ return this->extractComponents<GrGLSLExpr4::AExpr>("%s.a");
+}
+
+inline GrGLSLExpr4 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Mul(in0, in1);
+}
+
+inline GrGLSLExpr4 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Add(in0, in1);
+}
+
+inline GrGLSLExpr4 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Sub(in0, in1);
+}
+
+inline GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr4::Mul(in0, in1);
+}
+
+inline GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr4::Add(in0, in1);
+}
+
+inline GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr1& in1) {
+ return GrGLSLExpr4::Sub(in0, in1);
+}
+
+inline GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Mul(in0, in1);
+}
+
+inline GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Add(in0, in1);
+}
+
+inline GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr4& in1) {
+ return GrGLSLExpr4::Sub(in0, in1);
+}
+
+#endif
fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor);
SkString dstNormalName("dstNormal");
- this->emitChild(0, &dstNormalName, args);
+ this->emitChild(0, nullptr, &dstNormalName, args);
fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str());
kDefault_GrSLPrecision, "Xform", &xformUniName);
SkString dstNormalColorName("dstNormalColor");
- this->emitChild(0, &dstNormalColorName, args);
+ this->emitChild(0, nullptr, &dstNormalColorName, args);
fragBuilder->codeAppendf("vec3 normal = normalize(%s.rgb - vec3(0.5));",
dstNormalColorName.c_str());
+++ /dev/null
-/*
- * 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, &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
+++ /dev/null
-/*
- * 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, &povDepthSampler, args);
- fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str());
-
- SkString diffuseColorSampler("_inDiffuseColor");
- SkString diffuseColor("inDiffuseColor");
- this->emitChild(1, &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
"color.a = inner_thresh;"
"}");
- fragBuilder->codeAppendf("%s = %s * color;", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr4("color")).c_str());
}
void GrGLAlphaThresholdFragmentProcessor::onSetData(const GrGLSLProgramDataManager& pdman,
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString dstColor("dstColor");
- this->emitChild(0, &dstColor, args);
+ this->emitChild(0, nullptr, &dstColor, args);
fKUni = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType,
kDefault_GrSLPrecision, "k");
args.fOutputColor, lightFunc.c_str(), normalName.c_str(), surfScale);
fLight->emitLightColor(uniformHandler, fragBuilder, "surfaceToLight");
fragBuilder->codeAppend(");\n");
- fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
+ SkString modulate;
+ GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppend(modulate.c_str());
}
void GrGLLightingEffect::GenKey(const GrProcessor& proc,
&fColorSpaceHelper);
fragBuilder->codeAppend(";\n");
- fragBuilder->codeAppendf("\t\t%s = output_color;\n", args.fOutputColor);
- fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("\t\t%s = output_color;", args.fOutputColor);
+ SkString modulate;
+ GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppend(modulate.c_str());
}
void GrGLMagnifierEffect::onSetData(const GrGLSLProgramDataManager& pdman,
fragBuilder->codeAppendf("\t\t\tcoord.%s = min(highBound, coord.%s);", dir, dir);
}
fragBuilder->codeAppend("\t\t}\n");
- fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
+ SkString modulate;
+ GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppend(modulate.c_str());
}
void GrGLMorphologyEffect::GenKey(const GrProcessor& proc,
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
+ fragBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
break;
}
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
+ fragBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
break;
}
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
+ fragBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
break;
}
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
+ fragBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
break;
}
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
+ fragBuilder->codeAppendf("%s = %s;", outputColor,
+ (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
break;
}
public:
void emitCode(EmitArgs& args) override {
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- this->emitChild(0, args);
+ this->emitChild(0, nullptr, args);
fragBuilder->codeAppendf("%s.rgb *= %s.rgb;", args.fOutputColor,
args.fInputColor);
fragBuilder->codeAppendf("%s *= %s.a;", args.fOutputColor, args.fInputColor);
fragBuilder->appendColorGamutXform(&xformedColor, bicubicColor.c_str(), &fColorSpaceHelper);
bicubicColor.swap(xformedColor);
}
- fragBuilder->codeAppendf("%s = %s * %s;", args.fOutputColor, bicubicColor.c_str(),
- args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;",
+ args.fOutputColor, (GrGLSLExpr4(bicubicColor.c_str()) *
+ GrGLSLExpr4(args.fInputColor)).c_str());
}
void GrGLBicubicEffect::onSetData(const GrGLSLProgramDataManager& pdman,
if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
fragBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
}
- fragBuilder->codeAppendf("\t\t%s = %s * alpha;\n", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GLAARectEffect::onSetData(const GrGLSLProgramDataManager& pdman,
if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
fragBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
}
- fragBuilder->codeAppendf("\t%s = %s * alpha;\n", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GrGLConvexPolyEffect::onSetData(const GrGLSLProgramDataManager& pdman,
"fract(sin(dot(sk_FragCoord.xy, vec2(12.9898,78.233))) * "
"43758.5453);\n");
fragBuilder->codeAppendf("\t\t%s = clamp((1.0/255.0) * vec4(r, r, r, r) + %s, 0, 1);\n",
- args.fOutputColor, args.fInputColor);
+ args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
}
//////////////////////////////////////////////////////////////////////////////
}
fragBuilder->codeAppendf("coord += %s;\n", imgInc);
}
- fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
+
+ SkString modulate;
+ GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppend(modulate.c_str());
}
void GrGLConvolutionEffect::onSetData(const GrGLSLProgramDataManager& pdman,
fragBuilder->codeAppendf("%s.rgb = clamp(sum.rgb * %s + %s, 0, 1);", args.fOutputColor, gain, bias);
fragBuilder->codeAppendf("%s.rgb *= %s.a;", args.fOutputColor, args.fOutputColor);
}
- fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
+
+ SkString modulate;
+ GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppend(modulate.c_str());
}
void GrGLMatrixConvolutionEffect::GenKey(const GrProcessor& processor,
fragBuilder->codeAppend("d = d > 0.5 ? 1.0 : 0.0;");
}
- fragBuilder->codeAppendf("%s = %s * d;", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("d")).c_str());
}
void GLCircleEffect::GenKey(const GrProcessor& processor, const GrShaderCaps&,
SkFAIL("Hairline not expected here.");
}
- fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GLEllipseEffect::GenKey(const GrProcessor& effect, const GrShaderCaps&,
fragBuilder->codeAppend("alpha = 1.0 - alpha;");
}
- fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GLCircularRRectEffect::GenKey(const GrProcessor& processor, const GrShaderCaps&,
fragBuilder->codeAppend("float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);");
}
- fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
+ (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
void GLEllipticalRRectEffect::GenKey(const GrProcessor& effect, const GrShaderCaps&,
ComposeOneFragmentProcessor::Child child =
args.fFp.cast<ComposeOneFragmentProcessor>().child();
SkString childColor("child");
- this->emitChild(0, &childColor, args);
+ this->emitChild(0, nullptr, &childColor, args);
const char* inputColor = args.fInputColor;
// We don't try to optimize for this case at all
// uniforms, varyings, textures, etc
GrGLProgramBuilder builder(gpu, pipeline, primProc, desc);
- if (!builder.emitAndInstallProcs()) {
+ // TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can
+ // seed correctly here
+ GrGLSLExpr4 inputColor;
+ GrGLSLExpr4 inputCoverage;
+
+ if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) {
builder.cleanupFragmentProcessors();
return nullptr;
}
}
}
}
+
+void GrGLSLMulVarBy4f(SkString* outAppend, const char* vec4VarName, const GrGLSLExpr4& mulFactor) {
+ if (mulFactor.isOnes()) {
+ *outAppend = SkString();
+ }
+
+ if (mulFactor.isZeros()) {
+ outAppend->appendf("%s = vec4(0);", vec4VarName);
+ } else {
+ outAppend->appendf("%s *= %s;", vec4VarName, mulFactor.c_str());
+ }
+}
void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor,
SkString* outputColor, EmitArgs& args) {
+
SkASSERT(outputColor);
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
outputColor->append(fragBuilder->getMangleString());
void GrGLSLFragmentProcessor::internalEmitChild(int childIndex, const char* inputColor,
const char* outputColor, EmitArgs& args) {
- SkASSERT(inputColor);
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
fragBuilder->onBeforeChildProcEmitCode(); // call first so mangleString is updated
return fChildProcessors[index];
}
- inline void emitChild(int childIndex, SkString* outputColor, EmitArgs& parentArgs) {
- this->emitChild(childIndex, "vec4(1.0)", outputColor, parentArgs);
- }
-
/** Will emit the code of a child proc in its own scope. Pass in the parent's EmitArgs and
* emitChild will automatically extract the coords and samplers of that child and pass them
* on to the child's emitCode(). Also, any uniforms or functions emitted by the child will
void emitChild(int childIndex, const char* inputColor, SkString* outputColor,
EmitArgs& parentArgs);
- inline void emitChild(int childIndex, EmitArgs& args) {
- this->emitChild(childIndex, "vec4(1.0)", args);
- }
-
/** Variation that uses the parent's output color variable to hold the child's output.*/
void emitChild(int childIndex, const char* inputColor, EmitArgs& parentArgs);
}
}
-bool GrGLSLProgramBuilder::emitAndInstallProcs() {
+bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor,
+ GrGLSLExpr4* inputCoverage) {
// First we loop over all of the installed processors and collect coord transforms. These will
// be sent to the GrGLSLPrimitiveProcessor in its emitCode function
const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
- SkString inputColor;
- SkString inputCoverage;
- this->emitAndInstallPrimProc(primProc, &inputColor, &inputCoverage);
- this->emitAndInstallFragProcs(&inputColor, &inputCoverage);
- this->emitAndInstallXferProc(inputColor, inputCoverage);
+ this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
+
+ this->emitAndInstallFragProcs(inputColor, inputCoverage);
+ this->emitAndInstallXferProc(*inputColor, *inputCoverage);
this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
return this->checkSamplerCounts() && this->checkImageStorageCounts();
}
void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
- SkString* outputColor,
- SkString* outputCoverage) {
+ GrGLSLExpr4* outputColor,
+ GrGLSLExpr4* outputCoverage) {
// Program builders have a bit of state we need to clear with each effect
AutoStageAdvance adv(this);
this->nameExpression(outputColor, "outputColor");
fFS.codeAppend("}");
}
-void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
+void GrGLSLProgramBuilder::emitAndInstallFragProcs(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
int transformedCoordVarsIdx = 0;
- SkString** inOut = &color;
+ GrGLSLExpr4** inOut = &color;
for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
if (i == this->pipeline().numColorFragmentProcessors()) {
inOut = &coverage;
}
- SkString output;
+ GrGLSLExpr4 output;
const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
- output = this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, output);
+ this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, &output);
GrFragmentProcessor::Iter iter(&fp);
while (const GrFragmentProcessor* fp = iter.next()) {
transformedCoordVarsIdx += fp->numCoordTransforms();
}
// TODO Processors cannot output zeros because an empty string is all 1s
-// the fix is to allow effects to take the SkString directly
-SkString GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
- int index,
- int transformedCoordVarsIdx,
- const SkString& input,
- SkString output) {
- SkASSERT(input.size());
+// the fix is to allow effects to take the GrGLSLExpr4 directly
+void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
+ int index,
+ int transformedCoordVarsIdx,
+ const GrGLSLExpr4& input,
+ GrGLSLExpr4* output) {
// Program builders have a bit of state we need to clear with each effect
AutoStageAdvance adv(this);
- this->nameExpression(&output, "output");
+ this->nameExpression(output, "output");
// Enclose custom code in a block to avoid namespace conflicts
SkString openBrace;
this->uniformHandler(),
this->shaderCaps(),
fp,
- output.c_str(),
- input.c_str(),
+ output->c_str(),
+ input.isOnes() ? nullptr : input.c_str(),
coords,
textureSamplers,
bufferSamplers,
fFragmentProcessors.push_back(fragProc);
fFS.codeAppend("}");
- return output;
}
-void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
- const SkString& coverageIn) {
+void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrGLSLExpr4& colorIn,
+ const GrGLSLExpr4& coverageIn) {
// Program builders have a bit of state we need to clear with each effect
AutoStageAdvance adv(this);
this->uniformHandler(),
this->shaderCaps(),
xp,
- colorIn.size() ? colorIn.c_str() : "vec4(1)",
- coverageIn.size() ? coverageIn.c_str() : "vec4(1)",
+ colorIn.c_str(),
+ coverageIn.c_str(),
fFS.getPrimaryColorOutputName(),
fFS.getSecondaryColorOutputName(),
dstTextureSamplerHandle,
}
}
-void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) {
+void GrGLSLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) {
// create var to hold stage result. If we already have a valid output name, just use that
// otherwise create a new mangled one. This name is only valid if we are reordering stages
// and have to tell stage exactly where to put its output.
SkString outName;
- if (output->size()) {
+ if (output->isValid()) {
outName = output->c_str();
} else {
this->nameVariable(&outName, '\0', baseName);
class GrShaderVar;
class GrGLSLVaryingHandler;
-class SkString;
+class GrGLSLExpr4;
class GrShaderCaps;
typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs;
void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
- bool emitAndInstallProcs();
+ bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
void cleanupFragmentProcessors();
};
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
- void nameExpression(SkString*, const char* baseName);
+ // If GrGLSLExpr4 has a valid name then it will use that instead
+ void nameExpression(GrGLSLExpr4*, const char* baseName);
void emitAndInstallPrimProc(const GrPrimitiveProcessor&,
- SkString* outputColor,
- SkString* outputCoverage);
- void emitAndInstallFragProcs(SkString* colorInOut, SkString* coverageInOut);
- SkString emitAndInstallFragProc(const GrFragmentProcessor&,
- int index,
- int transformedCoordVarsIdx,
- const SkString& input,
- SkString output);
- void emitAndInstallXferProc(const SkString& colorIn, const SkString& coverageIn);
+ GrGLSLExpr4* outputColor,
+ GrGLSLExpr4* outputCoverage);
+ void emitAndInstallFragProcs(GrGLSLExpr4* colorInOut, GrGLSLExpr4* coverageInOut);
+ void emitAndInstallFragProc(const GrFragmentProcessor&,
+ int index,
+ int transformedCoordVarsIdx,
+ const GrGLSLExpr4& input,
+ GrGLSLExpr4* output);
+ void emitAndInstallXferProc(const GrGLSLExpr4& colorIn, const GrGLSLExpr4& coverageIn);
void emitSamplersAndImageStorages(const GrResourceIOProcessor& processor,
SkTArray<SamplerHandle>* outTexSamplerHandles,
SkTArray<SamplerHandle>* outBufferSamplerHandles,
if (colorXformHelper && colorXformHelper->isValid()) {
SkString xform;
this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper);
- if (modulation) {
- this->codeAppendf("%s * %s", modulation, xform.c_str());
- } else {
- this->codeAppendf("%s", xform.c_str());
- }
+ this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str());
} else {
- if (modulation) {
- this->codeAppendf("%s * %s", modulation, lookup.c_str());
- } else {
- this->codeAppendf("%s", lookup.c_str());
- }
+ this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
}
}
// uniforms, varyings, textures, etc
GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc);
- if (!builder.emitAndInstallProcs()) {
+ GrGLSLExpr4 inputColor;
+ GrGLSLExpr4 inputCoverage;
+
+ if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) {
builder.cleanupFragmentProcessors();
return nullptr;
}
class GLFP : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
- this->emitChild(0, args);
+ this->emitChild(0, nullptr, args);
}
private: