eliminated GrGLSLExpr
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>
This commit is contained in:
parent
37f16551f4
commit
93f20f5629
@ -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",
|
||||
|
@ -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
|
||||
|
@ -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
|
@ -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());
|
||||
|
||||
|
@ -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());
|
||||
|
||||
|
428
src/core/SkRadialShadowMapShader.cpp
Normal file
428
src/core/SkRadialShadowMapShader.cpp
Normal file
@ -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
|
955
src/core/SkShadowShader.cpp
Normal file
955
src/core/SkShadowShader.cpp
Normal file
@ -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
|
@ -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,
|
||||
|
@ -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");
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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&,
|
||||
|
@ -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&,
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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());
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
|
||||
|
@ -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);
|
||||
|
@ -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,
|
||||
|
@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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:
|
||||
|
Loading…
Reference in New Issue
Block a user