[skottie] Cascading track matte support

Currently, we treat track matte source layers (tagged with td:1) as single-shot mask triggers:
we apply once to the following layer, then move on.

But track mattes can cascade: a layer with a matte can itself be applied as a track matte for the
following layer.

Also, for matte/masking purposes, only the layer content is being considered (ignoring blend mode
and any masks applied to the matte itself).

To support this, refactor the layer attachment code:

  - instead of tracking the presence of a single-shot matte source, always track
    previous layer content trees
  - instead of triggering matte attachment in the presence of a matte source, trigger based on
    the matte *target* property (tt: X)
  - log errors on unknown matte modes

Change-Id: I6c71d4007e1e27d3f3a139344bbf367d7bc6e29d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/259820
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
This commit is contained in:
Florin Malita 2019-12-12 15:43:53 -05:00 committed by Skia Commit-Bot
parent b0892888d1
commit 46a331b93f
5 changed files with 29 additions and 36 deletions

View File

@ -172,14 +172,6 @@ CompositionBuilder::CompositionBuilder(const AnimationBuilder& abuilder,
CompositionBuilder::~CompositionBuilder() = default;
void CompositionBuilder::pushMatte(sk_sp<sksg::RenderNode> matte) {
fCurrentMatte = std::move(matte);
}
sk_sp<sksg::RenderNode> CompositionBuilder::popMatte() {
return std::move(fCurrentMatte);
}
LayerBuilder* CompositionBuilder::layerBuilder(int layer_index) {
if (layer_index < 0) {
return nullptr;
@ -202,10 +194,12 @@ sk_sp<sksg::RenderNode> CompositionBuilder::build(const AnimationBuilder& abuild
std::vector<sk_sp<sksg::RenderNode>> layers;
layers.reserve(fLayerBuilders.size());
LayerBuilder* prev_layer = nullptr;
for (auto& lbuilder : fLayerBuilders) {
if (auto layer = lbuilder.buildRenderTree(abuilder, this)) {
if (auto layer = lbuilder.buildRenderTree(abuilder, this, prev_layer)) {
layers.push_back(std::move(layer));
}
prev_layer = &lbuilder;
}
if (layers.empty()) {

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@ -29,9 +29,6 @@ private:
const sk_sp<sksg::Transform>& getCameraTransform() const { return fCameraTransform; }
void pushMatte(sk_sp<sksg::RenderNode>);
sk_sp<sksg::RenderNode> popMatte();
friend class LayerBuilder;
const SkSize fSize;
@ -40,7 +37,6 @@ private:
SkTHashMap<int, size_t> fLayerIndexMap; // Maps layer "ind" to layer builder index.
sk_sp<sksg::Transform> fCameraTransform;
sk_sp<sksg::RenderNode> fCurrentMatte; // Tracks the current/active matte.
size_t fMotionBlurSamples = 1;
float fMotionBlurAngle = 0,

View File

@ -363,7 +363,8 @@ bool LayerBuilder::hasMotionBlur(const CompositionBuilder* cbuilder) const {
}
sk_sp<sksg::RenderNode> LayerBuilder::buildRenderTree(const AnimationBuilder& abuilder,
CompositionBuilder* cbuilder) {
CompositionBuilder* cbuilder,
const LayerBuilder* prev_layer) {
AnimationBuilder::LayerInfo layer_info = {
cbuilder->fSize,
ParseDefault<float>(fJlayer["ip"], 0.0f),
@ -475,40 +476,38 @@ sk_sp<sksg::RenderNode> LayerBuilder::buildRenderTree(const AnimationBuilder& ab
abuilder.fCurrentAnimatorScope->push_back(std::move(controller));
if (!layer) {
// Stash the content tree in case it is needed for later mattes.
fContentTree = layer;
if (ParseDefault<bool>(fJlayer["td"], false)) {
// |layer| is a track matte. We apply it as a mask to the next layer.
return nullptr;
}
if (auto matte = cbuilder->popMatte()) {
// There is a pending matte (|layer| is a matte target).
static constexpr sksg::MaskEffect::Mode gMaskModes[] = {
// Optional matte.
size_t matte_mode;
if (prev_layer && Parse(fJlayer["tt"], &matte_mode)) {
static constexpr sksg::MaskEffect::Mode gMatteModes[] = {
sksg::MaskEffect::Mode::kAlphaNormal, // tt: 1
sksg::MaskEffect::Mode::kAlphaInvert, // tt: 2
sksg::MaskEffect::Mode::kLumaNormal, // tt: 3
sksg::MaskEffect::Mode::kLumaInvert, // tt: 4
};
const auto matteType = ParseDefault<size_t>(fJlayer["tt"], 1) - 1;
if (matteType < SK_ARRAY_COUNT(gMaskModes)) {
if (matte_mode > 0 && matte_mode <= SK_ARRAY_COUNT(gMatteModes)) {
// The current layer is masked with the previous layer *content*.
layer = sksg::MaskEffect::Make(std::move(layer),
std::move(matte),
gMaskModes[matteType]);
prev_layer->fContentTree,
gMatteModes[matte_mode - 1]);
} else {
abuilder.log(Logger::Level::kError, nullptr,
"Unknown track matte mode: %zu\n", matte_mode);
}
}
// Optional blend mode. The attachment point is important for matte interactions:
// - for mattes (mask layers), the blend mode is applied to the layer content
// - for matte targets (masked layers), the blend mode is applied post-masking
// (wrapping the MaskEffect above)
layer = abuilder.attachBlendMode(fJlayer, std::move(layer));
if (ParseDefault<bool>(fJlayer["td"], false)) {
// |layer| is a matte. We apply it as a mask to the next layer.
cbuilder->pushMatte(std::move(layer));
return nullptr;
}
return layer;
// Finally, attach an optional blend mode.
// NB: blend modes are never applied to matte sources (layer content only).
return abuilder.attachBlendMode(fJlayer, std::move(layer));
}
} // namespace internal

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@ -28,7 +28,8 @@ public:
sk_sp<sksg::Transform> buildTransform(const AnimationBuilder&, CompositionBuilder*);
// Attaches the actual layer content and finalizes its render tree. Called once per layer.
sk_sp<sksg::RenderNode> buildRenderTree(const AnimationBuilder&, CompositionBuilder*);
sk_sp<sksg::RenderNode> buildRenderTree(const AnimationBuilder&, CompositionBuilder*,
const LayerBuilder* prev_layer);
private:
enum TransformType : uint8_t {
@ -65,6 +66,8 @@ private:
sk_sp<sksg::Transform> fLayerTransform; // this layer's transform node.
sk_sp<sksg::Transform> fTransformCache[2]; // cached 2D/3D chain for the local node
sk_sp<sksg::RenderNode> fContentTree; // render tree for layer content,
// excluding mask/matte and blending
AnimatorScope fLayerScope; // layer-scoped animators
size_t fTransformAnimatorCount = 0; // transform-related animator count

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@ -0,0 +1 @@
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