draw vertices: make shader invariants a little clearer
Make it clear that texture data and the paint shader work in tandem. Change-Id: Ifdb66632516eb2301c003de52aa678e450c61cc4 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/425018 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Herb Derby <herb@google.com>
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@ -276,18 +276,17 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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const uint16_t* indices = info.indices();
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const SkColor* colors = info.colors();
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// No need for texCoords without shader. If shader is present without explicit texCoords,
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// use positions instead.
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SkShader* shader = paint.getShader();
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if (!shader) {
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if (shader) {
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if (!textures) {
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textures = positions;
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}
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} else {
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textures = nullptr;
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} else if (!textures) {
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textures = positions;
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}
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// We can simplify things for certain blendmodes. This is for speed, and SkComposeShader
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// We can simplify things for certain blend modes. This is for speed, and SkComposeShader
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// itself insists we don't pass kSrc or kDst to it.
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//
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if (colors && textures) {
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switch (blendMode) {
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case SkBlendMode::kSrc:
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@ -295,15 +294,14 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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break;
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case SkBlendMode::kDst:
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textures = nullptr;
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shader = nullptr;
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break;
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default: break;
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}
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}
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// we don't use the shader if there are no textures
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if (!textures) {
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shader = nullptr;
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}
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// There is a paintShader iff there is texCoords.
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SkASSERT((textures != nullptr) == (shader != nullptr));
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/* We need to know if we have perspective or not, so we can know what stage(s) we will need,
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and how to prep our "uniforms" before each triangle in the tricolorshader.
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@ -334,12 +332,12 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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}
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}
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SkPaint p(paint);
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p.setShader(sk_ref_sp(shader));
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SkPaint shaderPaint(paint);
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shaderPaint.setShader(sk_ref_sp(shader));
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if (!textures) { // only tricolor shader
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if (auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrixProvider, outerAlloc,
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this->fRC->clipShader())) {
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if (auto blitter = SkCreateRasterPipelineBlitter(
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fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) {
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while (vertProc(&state)) {
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if (triShader &&
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!triShader->update(ctmInverse, positions, dstColors,
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@ -354,13 +352,19 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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SkRasterPipeline pipeline(outerAlloc);
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SkStageRec rec = {
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&pipeline, outerAlloc, fDst.colorType(), fDst.colorSpace(), p, nullptr, *fMatrixProvider
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&pipeline,
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outerAlloc,
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fDst.colorType(),
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fDst.colorSpace(),
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shaderPaint,
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nullptr,
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*fMatrixProvider
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};
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if (auto updater = as_SB(shader)->appendUpdatableStages(rec)) {
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bool isOpaque = shader->isOpaque();
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if (triShader) {
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isOpaque = false; // unless we want to walk all the colors, and see if they are
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// all opaque (and the blendmode will keep them that way
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// all opaque (and the blend mode will keep them that way
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}
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// Positions as texCoords? The local matrix is always identity, so update once
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@ -371,8 +375,8 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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}
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}
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if (auto blitter = SkCreateRasterPipelineBlitter(fDst, p, pipeline, isOpaque, outerAlloc,
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fRC->clipShader())) {
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if (auto blitter = SkCreateRasterPipelineBlitter(
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fDst, shaderPaint, pipeline, isOpaque, outerAlloc, fRC->clipShader())) {
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while (vertProc(&state)) {
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if (triShader && !triShader->update(ctmInverse, positions, dstColors,
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state.f0, state.f1, state.f2)) {
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@ -407,8 +411,8 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM);
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}
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if (auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *matrixProvider, &innerAlloc,
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this->fRC->clipShader())) {
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if (auto blitter = SkCreateRasterPipelineBlitter(
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fDst, shaderPaint, *matrixProvider, &innerAlloc, this->fRC->clipShader())) {
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fill_triangle(state, blitter, *fRC, dev2, dev3);
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}
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}
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