# 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, nullptr, &dstNormalName, args);
+ this->emitChild(0, &dstNormalName, args);
fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str());
kDefault_GrSLPrecision, "Xform", &xformUniName);
SkString dstNormalColorName("dstNormalColor");
- this->emitChild(0, nullptr, &dstNormalColorName, args);
+ this->emitChild(0, &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;", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr4("color")).c_str());
+ fragBuilder->codeAppendf("%s = %s * color;", args.fOutputColor, args.fInputColor);
}
void GrGLAlphaThresholdFragmentProcessor::onSetData(const GrGLSLProgramDataManager& pdman,
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString dstColor("dstColor");
- this->emitChild(0, nullptr, &dstColor, args);
+ this->emitChild(0, &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");
- SkString modulate;
- GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
- fragBuilder->codeAppend(modulate.c_str());
+ fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
}
void GrGLLightingEffect::GenKey(const GrProcessor& proc,
&fColorSpaceHelper);
fragBuilder->codeAppend(";\n");
- fragBuilder->codeAppendf("\t\t%s = output_color;", args.fOutputColor);
- SkString modulate;
- GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
- fragBuilder->codeAppend(modulate.c_str());
+ fragBuilder->codeAppendf("\t\t%s = output_color;\n", args.fOutputColor);
+ fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
}
void GrGLMagnifierEffect::onSetData(const GrGLSLProgramDataManager& pdman,
fragBuilder->codeAppendf("\t\t\tcoord.%s = min(highBound, coord.%s);", dir, dir);
}
fragBuilder->codeAppend("\t\t}\n");
- SkString modulate;
- GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
- fragBuilder->codeAppend(modulate.c_str());
+ fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
}
void GrGLMorphologyEffect::GenKey(const GrProcessor& proc,
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s;", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
+ fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
break;
}
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s;", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
+ fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
break;
}
if (ge.fColorSpaceXform) {
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s;", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
+ fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
break;
}
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s;", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
+ fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
break;
}
fragBuilder->codeAppend("colorTemp.rgb = clamp(colorTemp.rgb, 0, colorTemp.a);");
}
- fragBuilder->codeAppendf("%s = %s;", outputColor,
- (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTemp")).c_str());
+ fragBuilder->codeAppendf("%s = %s * colorTemp;", outputColor, inputColor);
break;
}
public:
void emitCode(EmitArgs& args) override {
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- this->emitChild(0, nullptr, args);
+ this->emitChild(0, 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;",
- args.fOutputColor, (GrGLSLExpr4(bicubicColor.c_str()) *
- GrGLSLExpr4(args.fInputColor)).c_str());
+ fragBuilder->codeAppendf("%s = %s * %s;", args.fOutputColor, bicubicColor.c_str(),
+ args.fInputColor);
}
void GrGLBicubicEffect::onSetData(const GrGLSLProgramDataManager& pdman,
if (GrProcessorEdgeTypeIsInverseFill(aare.getEdgeType())) {
fragBuilder->codeAppend("\t\talpha = 1.0 - alpha;\n");
}
- fragBuilder->codeAppendf("\t\t%s = %s;\n", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
+ fragBuilder->codeAppendf("\t\t%s = %s * alpha;\n", args.fOutputColor, args.fInputColor);
}
void GLAARectEffect::onSetData(const GrGLSLProgramDataManager& pdman,
if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
fragBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
}
- fragBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
+ fragBuilder->codeAppendf("\t%s = %s * alpha;\n", args.fOutputColor, args.fInputColor);
}
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, GrGLSLExpr4(args.fInputColor).c_str());
+ args.fOutputColor, args.fInputColor);
}
//////////////////////////////////////////////////////////////////////////////
}
fragBuilder->codeAppendf("coord += %s;\n", imgInc);
}
-
- SkString modulate;
- GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
- fragBuilder->codeAppend(modulate.c_str());
+ fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
}
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);
}
-
- SkString modulate;
- GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
- fragBuilder->codeAppend(modulate.c_str());
+ fragBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, args.fInputColor);
}
void GrGLMatrixConvolutionEffect::GenKey(const GrProcessor& processor,
fragBuilder->codeAppend("d = d > 0.5 ? 1.0 : 0.0;");
}
- fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("d")).c_str());
+ fragBuilder->codeAppendf("%s = %s * d;", args.fOutputColor, args.fInputColor);
}
void GLCircleEffect::GenKey(const GrProcessor& processor, const GrShaderCaps&,
SkFAIL("Hairline not expected here.");
}
- fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
+ fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
}
void GLEllipseEffect::GenKey(const GrProcessor& effect, const GrShaderCaps&,
fragBuilder->codeAppend("alpha = 1.0 - alpha;");
}
- fragBuilder->codeAppendf("%s = %s;", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
+ fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
}
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;", args.fOutputColor,
- (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
+ fragBuilder->codeAppendf("%s = %s * alpha;", args.fOutputColor, args.fInputColor);
}
void GLEllipticalRRectEffect::GenKey(const GrProcessor& effect, const GrShaderCaps&,
ComposeOneFragmentProcessor::Child child =
args.fFp.cast<ComposeOneFragmentProcessor>().child();
SkString childColor("child");
- this->emitChild(0, nullptr, &childColor, args);
+ this->emitChild(0, &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);
- // 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)) {
+ if (!builder.emitAndInstallProcs()) {
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(GrGLSLExpr4* inputColor,
- GrGLSLExpr4* inputCoverage) {
+bool GrGLSLProgramBuilder::emitAndInstallProcs() {
// 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();
- this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
-
- this->emitAndInstallFragProcs(inputColor, inputCoverage);
- this->emitAndInstallXferProc(*inputColor, *inputCoverage);
+ SkString inputColor;
+ SkString 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,
- GrGLSLExpr4* outputColor,
- GrGLSLExpr4* outputCoverage) {
+ SkString* outputColor,
+ SkString* 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(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
+void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
int transformedCoordVarsIdx = 0;
- GrGLSLExpr4** inOut = &color;
+ SkString** inOut = &color;
for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
if (i == this->pipeline().numColorFragmentProcessors()) {
inOut = &coverage;
}
- GrGLSLExpr4 output;
+ SkString output;
const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
- this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, &output);
+ 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 GrGLSLExpr4 directly
-void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
- int index,
- int transformedCoordVarsIdx,
- const GrGLSLExpr4& input,
- GrGLSLExpr4* output) {
+// 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());
// 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.isOnes() ? nullptr : input.c_str(),
+ output.c_str(),
+ input.c_str(),
coords,
textureSamplers,
bufferSamplers,
fFragmentProcessors.push_back(fragProc);
fFS.codeAppend("}");
+ return output;
}
-void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrGLSLExpr4& colorIn,
- const GrGLSLExpr4& coverageIn) {
+void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
+ const SkString& coverageIn) {
// Program builders have a bit of state we need to clear with each effect
AutoStageAdvance adv(this);
this->uniformHandler(),
this->shaderCaps(),
xp,
- colorIn.c_str(),
- coverageIn.c_str(),
+ colorIn.size() ? colorIn.c_str() : "vec4(1)",
+ coverageIn.size() ? coverageIn.c_str() : "vec4(1)",
fFS.getPrimaryColorOutputName(),
fFS.getSecondaryColorOutputName(),
dstTextureSamplerHandle,
}
}
-void GrGLSLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) {
+void GrGLSLProgramBuilder::nameExpression(SkString* 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->isValid()) {
+ if (output->size()) {
outName = output->c_str();
} else {
this->nameVariable(&outName, '\0', baseName);
class GrShaderVar;
class GrGLSLVaryingHandler;
-class GrGLSLExpr4;
+class SkString;
class GrShaderCaps;
typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs;
void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
- bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
+ bool emitAndInstallProcs();
void cleanupFragmentProcessors();
};
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
- // If GrGLSLExpr4 has a valid name then it will use that instead
- void nameExpression(GrGLSLExpr4*, const char* baseName);
+ void nameExpression(SkString*, const char* baseName);
void emitAndInstallPrimProc(const GrPrimitiveProcessor&,
- 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);
+ 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);
void emitSamplersAndImageStorages(const GrResourceIOProcessor& processor,
SkTArray<SamplerHandle>* outTexSamplerHandles,
SkTArray<SamplerHandle>* outBufferSamplerHandles,
if (colorXformHelper && colorXformHelper->isValid()) {
SkString xform;
this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper);
- this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str());
+ if (modulation) {
+ this->codeAppendf("%s * %s", modulation, xform.c_str());
+ } else {
+ this->codeAppendf("%s", xform.c_str());
+ }
} else {
- this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
+ if (modulation) {
+ this->codeAppendf("%s * %s", modulation, lookup.c_str());
+ } else {
+ this->codeAppendf("%s", lookup.c_str());
+ }
}
}
// uniforms, varyings, textures, etc
GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc);
- GrGLSLExpr4 inputColor;
- GrGLSLExpr4 inputCoverage;
-
- if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) {
+ if (!builder.emitAndInstallProcs()) {
builder.cleanupFragmentProcessors();
return nullptr;
}
class GLFP : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
- this->emitChild(0, nullptr, args);
+ this->emitChild(0, args);
}
private: