Added SkComposeShader GPU implementation
moved onCreateGLInstance() to private in GrComposeEffect Added SkComposeShader gpu implementation; composeshader gm is unchanged BUG=skia:4182 TBR=bsalomon@google.com Review URL: https://codereview.chromium.org/1292353005
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@ -36,6 +36,14 @@ public:
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size_t contextSize() const override;
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#if SK_SUPPORT_GPU
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const GrFragmentProcessor* asFragmentProcessor(GrContext*,
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const SkMatrix& viewM,
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const SkMatrix* localMatrix,
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SkFilterQuality,
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GrProcessorDataManager*) const override;
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#endif
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class ComposeShaderContext : public SkShader::Context {
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public:
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// When this object gets destroyed, it will call contextA and contextB's destructor
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@ -194,6 +194,156 @@ void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor re
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}
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}
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#if SK_SUPPORT_GPU
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#include "SkGr.h"
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#include "GrProcessor.h"
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#include "gl/GrGLBlend.h"
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#include "gl/builders/GrGLProgramBuilder.h"
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#include "effects/GrConstColorProcessor.h"
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/////////////////////////////////////////////////////////////////////
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class GrComposeEffect : public GrFragmentProcessor {
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public:
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static GrFragmentProcessor* Create(const GrFragmentProcessor* fpA,
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const GrFragmentProcessor* fpB, SkXfermode::Mode mode) {
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return SkNEW_ARGS(GrComposeEffect, (fpA, fpB, mode));
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}
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const char* name() const override { return "ComposeShader"; }
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void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override;
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SkXfermode::Mode getMode() const { return fMode; }
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protected:
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bool onIsEqual(const GrFragmentProcessor&) const override;
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override;
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private:
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GrComposeEffect(const GrFragmentProcessor* fpA, const GrFragmentProcessor* fpB,
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SkXfermode::Mode mode)
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: fMode(mode) {
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this->initClassID<GrComposeEffect>();
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SkDEBUGCODE(int shaderAChildIndex = )this->registerChildProcessor(fpA);
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SkDEBUGCODE(int shaderBChildIndex = )this->registerChildProcessor(fpB);
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SkASSERT(0 == shaderAChildIndex);
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SkASSERT(1 == shaderBChildIndex);
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}
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GrGLFragmentProcessor* onCreateGLInstance() const override;
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SkXfermode::Mode fMode;
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typedef GrFragmentProcessor INHERITED;
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};
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/////////////////////////////////////////////////////////////////////
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class GrGLComposeEffect : public GrGLFragmentProcessor {
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public:
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GrGLComposeEffect(const GrProcessor& processor) {}
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void emitCode(EmitArgs&) override;
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private:
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typedef GrGLFragmentProcessor INHERITED;
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};
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bool GrComposeEffect::onIsEqual(const GrFragmentProcessor& other) const {
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const GrComposeEffect& cs = other.cast<GrComposeEffect>();
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return fMode == cs.fMode;
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}
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void GrComposeEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const {
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inout->setToUnknown(GrInvariantOutput::kWill_ReadInput);
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}
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void GrComposeEffect::onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const {
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b->add32(fMode);
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}
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GrGLFragmentProcessor* GrComposeEffect::onCreateGLInstance() const{
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return SkNEW_ARGS(GrGLComposeEffect, (*this));
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}
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/////////////////////////////////////////////////////////////////////
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void GrGLComposeEffect::emitCode(EmitArgs& args) {
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GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
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const GrComposeEffect& cs = args.fFp.cast<GrComposeEffect>();
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// Store alpha of input color and un-premultiply the input color by its alpha. We will
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// re-multiply by this alpha after blending the output colors of the two child procs.
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// This is because we don't want the paint's alpha to affect either child proc's output
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// before the blend; we want to apply the paint's alpha AFTER the blend. This mirrors the
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// software implementation of SkComposeShader.
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SkString inputAlpha("inputAlpha");
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fsBuilder->codeAppendf("float %s = %s.a;", inputAlpha.c_str(), args.fInputColor);
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fsBuilder->codeAppendf("%s /= %s.a;", args.fInputColor, args.fInputColor);
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// emit the code of the two child shaders
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SkString mangledOutputColorA;
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this->emitChild(0, args.fInputColor, &mangledOutputColorA, args);
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SkString mangledOutputColorB;
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this->emitChild(1, args.fInputColor, &mangledOutputColorB, args);
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// emit blend code
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SkXfermode::Mode mode = cs.getMode();
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fsBuilder->codeAppend("{");
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fsBuilder->codeAppendf("// Compose Xfer Mode: %s\n", SkXfermode::ModeName(mode));
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GrGLBlend::AppendPorterDuffBlend(fsBuilder, mangledOutputColorB.c_str(),
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mangledOutputColorA.c_str(), args.fOutputColor, mode);
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fsBuilder->codeAppend("}");
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// re-multiply the output color by the input color's alpha
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fsBuilder->codeAppendf("%s *= %s;", args.fOutputColor, inputAlpha.c_str());
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}
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/////////////////////////////////////////////////////////////////////
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const GrFragmentProcessor* SkComposeShader::asFragmentProcessor(GrContext* context,
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const SkMatrix& viewM,
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const SkMatrix* localMatrix,
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SkFilterQuality fq,
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GrProcessorDataManager* procDataManager
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) const {
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// Fragment processor will only support coefficient modes. This is because
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// GrGLBlend::AppendPorterDuffBlend(), which emits the blend code in the shader,
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// only supports those modes.
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SkXfermode::Mode mode;
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if (!(SkXfermode::AsMode(fMode, &mode) && mode <= SkXfermode::kLastCoeffMode)) {
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return nullptr;
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}
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switch (mode) {
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case SkXfermode::kClear_Mode:
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return GrConstColorProcessor::Create(GrColor_TRANS_BLACK,
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GrConstColorProcessor::kIgnore_InputMode);
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break;
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case SkXfermode::kSrc_Mode:
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return fShaderB->asFragmentProcessor(context, viewM, localMatrix, fq, procDataManager);
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break;
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case SkXfermode::kDst_Mode:
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return fShaderA->asFragmentProcessor(context, viewM, localMatrix, fq, procDataManager);
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break;
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default:
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SkAutoTUnref<const GrFragmentProcessor> fpA(fShaderA->asFragmentProcessor(context,
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viewM, localMatrix, fq, procDataManager));
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if (!fpA.get()) {
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return nullptr;
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}
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SkAutoTUnref<const GrFragmentProcessor> fpB(fShaderB->asFragmentProcessor(context,
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viewM, localMatrix, fq, procDataManager));
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if (!fpB.get()) {
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return nullptr;
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}
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return GrComposeEffect::Create(fpA, fpB, mode);
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}
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}
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#endif
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#ifndef SK_IGNORE_TO_STRING
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void SkComposeShader::toString(SkString* str) const {
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str->append("SkComposeShader: (");
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