eliminated GrGLSLExpr
authorEthan Nicholas <ethannicholas@google.com>
Tue, 2 May 2017 19:37:57 +0000 (15:37 -0400)
committerSkia Commit-Bot <skia-commit-bot@chromium.org>
Tue, 2 May 2017 20:05:56 +0000 (20:05 +0000)
Now that skslc performs all of the optimizations (and then some) that
GrGLSLExpr is responsible for, it's just extra work for no benefit.

Bug: skia:
Change-Id: I40b0629e00a33873ed9fc6c0a9f41d8350221f9a
Reviewed-on: https://skia-review.googlesource.com/14560
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
31 files changed:
gn/gpu.gni
include/private/GrGLSL.h
include/private/GrGLSL_impl.h [deleted file]
src/core/SkLightingShader.cpp
src/core/SkNormalMapSource.cpp
src/core/SkRadialShadowMapShader.cpp [new file with mode: 0644]
src/core/SkShadowShader.cpp [new file with mode: 0644]
src/effects/GrAlphaThresholdFragmentProcessor.cpp
src/effects/SkArithmeticImageFilter.cpp
src/effects/SkLightingImageFilter.cpp
src/effects/SkMagnifierImageFilter.cpp
src/effects/SkMorphologyImageFilter.cpp
src/effects/gradients/SkGradientShader.cpp
src/gpu/GrFragmentProcessor.cpp
src/gpu/effects/GrBicubicEffect.cpp
src/gpu/effects/GrConvexPolyEffect.cpp
src/gpu/effects/GrDitherEffect.cpp
src/gpu/effects/GrGaussianConvolutionFragmentProcessor.cpp
src/gpu/effects/GrMatrixConvolutionEffect.cpp
src/gpu/effects/GrOvalEffect.cpp
src/gpu/effects/GrRRectEffect.cpp
src/gpu/effects/GrXfermodeFragmentProcessor.cpp
src/gpu/gl/builders/GrGLProgramBuilder.cpp
src/gpu/glsl/GrGLSL.cpp
src/gpu/glsl/GrGLSLFragmentProcessor.cpp
src/gpu/glsl/GrGLSLFragmentProcessor.h
src/gpu/glsl/GrGLSLProgramBuilder.cpp
src/gpu/glsl/GrGLSLProgramBuilder.h
src/gpu/glsl/GrGLSLShaderBuilder.cpp
src/gpu/vk/GrVkPipelineStateBuilder.cpp
tests/GLProgramsTest.cpp

index 2c26062..b2f8555 100644 (file)
@@ -38,7 +38,6 @@ skia_gpu_sources = [
   # 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",
index 66f7be8..26954b4 100644 (file)
@@ -138,245 +138,4 @@ static inline const char* GrGLSLTypeString(GrSLType t) {
     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
diff --git a/include/private/GrGLSL_impl.h b/include/private/GrGLSL_impl.h
deleted file mode 100644 (file)
index bdd69cc..0000000
+++ /dev/null
@@ -1,175 +0,0 @@
-/*
- * 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
index 600134d..0442913 100644 (file)
@@ -168,7 +168,7 @@ public:
             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());
 
index 65c5c89..fb133da 100644 (file)
@@ -47,7 +47,7 @@ public:
                                                    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());
 
diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp
new file mode 100644 (file)
index 0000000..d8a4de5
--- /dev/null
@@ -0,0 +1,428 @@
+/*
+ * 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
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
new file mode 100644 (file)
index 0000000..5729c64
--- /dev/null
@@ -0,0 +1,955 @@
+/*
+ * 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
index 6c355c1..de1b74e 100644 (file)
@@ -127,8 +127,7 @@ void GrGLAlphaThresholdFragmentProcessor::emitCode(EmitArgs& args) {
                             "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,
index a80ce19..d9c2b60 100644 (file)
@@ -238,7 +238,7 @@ private:
 
                 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");
index cd2a36e..e6c4661 100644 (file)
@@ -1915,9 +1915,7 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) {
                              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,
index 8552c81..8e289e5 100644 (file)
@@ -196,10 +196,8 @@ void GrGLMagnifierEffect::emitCode(EmitArgs& args) {
                                      &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,
index d11b4da..e783488 100644 (file)
@@ -276,9 +276,7 @@ void GrGLMorphologyEffect::emitCode(EmitArgs& args) {
         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,
index 276eaac..f1cf195 100644 (file)
@@ -1434,8 +1434,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
             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;
         }
@@ -1473,8 +1472,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
             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;
         }
@@ -1512,8 +1510,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
             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;
         }
@@ -1539,8 +1536,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
                 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;
         }
@@ -1571,8 +1567,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
                 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;
         }
index 3529467..462766a 100644 (file)
@@ -283,7 +283,7 @@ sk_sp<GrFragmentProcessor> GrFragmentProcessor::MakeInputPremulAndMulByOutput(
             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);
index c60400e..70a0096 100644 (file)
@@ -112,9 +112,8 @@ void GrGLBicubicEffect::emitCode(EmitArgs& args) {
         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,
index 312c038..4b9599e 100644 (file)
@@ -132,8 +132,7 @@ void GLAARectEffect::emitCode(EmitArgs& args) {
     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,
@@ -212,8 +211,7 @@ void GrGLConvexPolyEffect::emitCode(EmitArgs& args) {
     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,
index 864a5d2..0686750 100644 (file)
@@ -74,7 +74,7 @@ void GLDitherEffect::emitCode(EmitArgs& args) {
                              "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);
 }
 
 //////////////////////////////////////////////////////////////////////////////
index b4f1314..324c61e 100644 (file)
@@ -91,10 +91,7 @@ void GrGLConvolutionEffect::emitCode(EmitArgs& args) {
         }
         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,
index 03d90ea..b3ea81a 100644 (file)
@@ -114,10 +114,7 @@ void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) {
         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,
index 672f5d8..2eb1d85 100644 (file)
@@ -140,8 +140,7 @@ void GLCircleEffect::emitCode(EmitArgs& args) {
         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&,
@@ -333,8 +332,7 @@ void GLEllipseEffect::emitCode(EmitArgs& args) {
             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&,
index 887bc00..8d18150 100644 (file)
@@ -279,8 +279,7 @@ void GLCircularRRectEffect::emitCode(EmitArgs& args) {
         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&,
@@ -590,8 +589,7 @@ void GLEllipticalRRectEffect::emitCode(EmitArgs& args) {
         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&,
index 30a9faa..aa79937 100644 (file)
@@ -415,7 +415,7 @@ public:
         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
index 9ddfa80..0351819 100644 (file)
@@ -40,12 +40,7 @@ GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrPipeline& pipeline,
     // 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;
     }
index d54ddee..76ffb82 100644 (file)
@@ -45,15 +45,3 @@ void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision p,
         }
     }
 }
-
-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());
-    }
-}
index a779acc..4000b18 100644 (file)
@@ -26,7 +26,6 @@ void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor,
 
 void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor,
                                         SkString* outputColor, EmitArgs& args) {
-
     SkASSERT(outputColor);
     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
     outputColor->append(fragBuilder->getMangleString());
@@ -36,6 +35,7 @@ void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor,
 
 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
index 1cf0d1d..05b3c06 100644 (file)
@@ -156,6 +156,10 @@ public:
         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
@@ -167,6 +171,10 @@ public:
     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);
 
index 12e7ca2..3094f19 100644 (file)
@@ -53,24 +53,24 @@ void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
     }
 }
 
-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");
@@ -139,16 +139,16 @@ void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr
     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();
@@ -158,15 +158,16 @@ void GrGLSLProgramBuilder::emitAndInstallFragProcs(GrGLSLExpr4* color, GrGLSLExp
 }
 
 // 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;
@@ -193,8 +194,8 @@ void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
                                            this->uniformHandler(),
                                            this->shaderCaps(),
                                            fp,
-                                           output->c_str(),
-                                           input.isOnes() ? nullptr : input.c_str(),
+                                           output.c_str(),
+                                           input.c_str(),
                                            coords,
                                            textureSamplers,
                                            bufferSamplers,
@@ -209,10 +210,11 @@ void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
     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);
 
@@ -249,8 +251,8 @@ void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrGLSLExpr4& colorIn,
                                        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,
@@ -445,12 +447,12 @@ void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char*
     }
 }
 
-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);
index 147eb98..4b1957e 100644 (file)
@@ -22,7 +22,7 @@
 
 class GrShaderVar;
 class GrGLSLVaryingHandler;
-class GrGLSLExpr4;
+class SkString;
 class GrShaderCaps;
 
 typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs;
@@ -110,7 +110,7 @@ protected:
 
     void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
 
-    bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
+    bool emitAndInstallProcs();
 
     void cleanupFragmentProcessors();
 
@@ -140,19 +140,18 @@ private:
     };
 
     // 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,
index 2c7e5e4..1a681b5 100644 (file)
@@ -101,9 +101,17 @@ void GrGLSLShaderBuilder::appendTextureLookupAndModulate(
     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());
+        }
     }
 }
 
index ea0aa75..2e81fc2 100644 (file)
@@ -25,10 +25,7 @@ GrVkPipelineState* GrVkPipelineStateBuilder::CreatePipelineState(
     // 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;
     }
index 25cd312..6e9bef9 100644 (file)
@@ -113,7 +113,7 @@ private:
     class GLFP : public GrGLSLFragmentProcessor {
     public:
         void emitCode(EmitArgs& args) override {
-            this->emitChild(0, nullptr, args);
+            this->emitChild(0, args);
         }
 
     private: