Assorted bugfixes for the non-analytical mask code path.
1) SkSG modulatePaint() should only override the blend mode when
one is specified (!= kSrcOver).
2) Some modes (notably intersect) require touching pixels outside the
mask draw geometry. These modes must be applied as a layer.
Introduce an explicit layer node in SkSG, and inject for masks which
require it.
Also refactor Subtract to use more natural blend and pathops modes,
instead of always inverting geometry.
TBR=
Change-Id: I412168d1ff61eb8e59907babe8f0e091f6fffacf
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/303997
Reviewed-by: Florin Malita <fmalita@google.com>
Commit-Queue: Florin Malita <fmalita@google.com>
Implement drop and inner shadow styles using explicit image filters.
Remove existing style support from DropShadowEffect.cpp, as it now
has a new cozy place with its inner sibling.
Supported properties:
- color
- opacity
- angle
- distance
- size (sigma)
Change-Id: I5b7e3c75678e036a20c1908b84c74a670a5aa196
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/283918
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Since we can't use mask filters on layer paints any longer, refactor the
existing wipe effects to use explicit shader masking:
- remove SkSG::MaskFilterEffect - it no longer works
- replace with SkSG::MaskShaderEffect
- for atomic draws, apply the shader to the draw paint as
SkShader::Blend(kSrcIn, mask_shader)
- for isolated content, apply the mask as an extra pass
drawPaint(kDstIn, mask_shader) before restoring the layer
- refactor VenetianBlindsEffect, LinearWipeEffect and RadialWipeEffect
to use mask shaders
- additionally, refactor the RadialWipeEffect gradient to avoid using
a local shader matrix (does not compose correctly within the new
framework)
Everyone clear... do not touch the patient... BZZZT!
TBR=
Change-Id: I3a88da97a17b3b68812480cad5298b8778b6847c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275694
Reviewed-by: Florin Malita <fmalita@chromium.org>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Add SkMaskFilter scene graph nodes and implement AE's linear wipe effect
as a gradient shader mask filter.
Change-Id: I3b2d8677c894d27249cfae7e3ea6b1248b53546b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/221776
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Current strategy: everything from the top
Things to look at first are the manual changes:
- added tools/rewrite_includes.py
- removed -Idirectives from BUILD.gn
- various compile.sh simplifications
- tweak tools/embed_resources.py
- update gn/find_headers.py to write paths from the top
- update gn/gn_to_bp.py SkUserConfig.h layout
so that #include "include/config/SkUserConfig.h" always
gets the header we want.
No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
Implement gradient ramp using SG shader effects.
A couple of quirks:
- since the gradient type (linear/radial) is animatiable (?!),
update sksg::ShaderEffect to allow resetting the shader
- gradient ramp doesn't have an assigned/stable JSON effect type,
but the data is present; introduce a name-based effect lookup method
(used as a fallback when the type is not recognized)
Change-Id: I02bbd6c75c3af175b64c1df502aa52b7c0875162
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/205342
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Currently, gradients are PaintNode subclasses - which limits their
applicability to leaf DAG nodes.
In order to support generalized gradient/shader effects:
* introduce a new Shader base class
* refactor gradients as Shader subclasses
* introduce ShaderPaint (to support current Gradient-as-paint use)
* introduce ShaderEffect (to support future Gradient-as-effect use)
Tangentially:
* rename SkSGPaintNode.h -> SkSGPaint.h
* consolidate sksg::Color into SkSGPaint.h
Change-Id: I94ba949f4504c09cfde4a4f030d927411fdd66a2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/205263
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Introduce sksg::BlendModeEffect and use to wrap Skottie layers based on
their "bm" property.
Depending on the presence of non-trivial layer blend modes and the nature
of the destination buffer (fully transparent vs. unknown/pre-filled), we
may now need to render animation frames into a separate layer for correct
compositing.
Track the presence of non-trivial layer blend modes such that we only incur
this extra layer overhead when needed. Also allow clients to pass a "drawing
to fully transparent buffer" hint such that we can avoid the extra layer even
when blend modes are present.
Change-Id: Iaf645878666da4349d0bef8890bbecad23a0aa9b
Reviewed-on: https://skia-review.googlesource.com/c/194840
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Introduce RenderNode::nodeAt(const SkPoint&) as the entry point for the hit-testing API.
This is backed by a onNodeAt() virtual, which gets dispatched throughout the render DAG,
and normally stops at the first leaf Draw node in encounters.
To support the implementation, introduce a GeometryNode::contains(const SkPoint&) API.
This is backed by a onContains() virtual, overridden in each concrete geometry class.
Expose nodeAt() on sksg::Scene, and add some basic unit tests.
Change-Id: I0c8abd9d1e51ecf2d8b4dd699f325cd636e21084
Reviewed-on: https://skia-review.googlesource.com/c/191296
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
This reverts commit 1f43a4359d.
Reason for revert: Android build failures.
Original change's description:
> [skottie] Add drop shadow support
>
> Introduce the machinery required for general image filters in SkSG +
> a concrete drop shadow image filter effect.
>
> Wire it all up with Skottie to support drop-shadow layer effects.
>
> Change-Id: I98e9669852f58ba6481439a7fda4a56ec6c59b8a
> Reviewed-on: https://skia-review.googlesource.com/c/190426
> Reviewed-by: Mike Reed <reed@google.com>
> Commit-Queue: Florin Malita <fmalita@chromium.org>
TBR=fmalita@chromium.org,reed@google.com
Change-Id: I31d38ed4d4a15b77d1d1218b2677a891978332cb
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/190981
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Introduce the machinery required for general image filters in SkSG +
a concrete drop shadow image filter effect.
Wire it all up with Skottie to support drop-shadow layer effects.
Change-Id: I98e9669852f58ba6481439a7fda4a56ec6c59b8a
Reviewed-on: https://skia-review.googlesource.com/c/190426
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>