a635936588
sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows us to disable sRGB -> Linear conversion when reading textures. This gives us an easy way to support "legacy" L32 mode. We disable decoding based on the pixel config of the render target. Textures can override that behavior (specifically for format-conversion draws where we want that behavior). Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA internally, and the external format is BGR order, so TexImage calls will swizzle correctly. This lets us interact with sRGB raster surfaces on BGR platforms. Devices without sRGB support behave like they always have: conversion from color type and profile type ignores sRGB and always returns linear pixel configs. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002 Review URL: https://codereview.chromium.org/1789663002
140 lines
4.1 KiB
C++
140 lines
4.1 KiB
C++
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrTextureParams_DEFINED
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#define GrTextureParams_DEFINED
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#include "GrTypes.h"
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#include "SkShader.h"
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/**
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* Represents the filtering and tile modes used to access a texture.
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*/
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class GrTextureParams {
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public:
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static const GrTextureParams& ClampNoFilter() {
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static const GrTextureParams gParams;
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return gParams;
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}
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static const GrTextureParams& ClampBilerp() {
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static const GrTextureParams gParams(SkShader::kClamp_TileMode, kBilerp_FilterMode);
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return gParams;
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}
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static const GrTextureParams& ClampNoFilterForceAllowSRGB() {
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static const GrTextureParams gParams(SkShader::kClamp_TileMode, kNone_FilterMode,
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kForceAllowSRGB_SRGBMode);
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return gParams;
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}
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GrTextureParams() {
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this->reset();
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}
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enum FilterMode {
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kNone_FilterMode,
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kBilerp_FilterMode,
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kMipMap_FilterMode
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};
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enum SRGBMode {
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kRespectDestination_SRGBMode,
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kForceAllowSRGB_SRGBMode,
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};
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GrTextureParams(SkShader::TileMode tileXAndY, FilterMode filterMode) {
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this->reset(tileXAndY, filterMode);
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}
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GrTextureParams(SkShader::TileMode tileXandY, FilterMode filterMode, SRGBMode srgbMode) {
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this->reset(tileXandY, filterMode, srgbMode);
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}
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GrTextureParams(const SkShader::TileMode tileModes[2], FilterMode filterMode) {
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this->reset(tileModes, filterMode);
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}
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GrTextureParams(const GrTextureParams& params) {
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*this = params;
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}
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GrTextureParams& operator= (const GrTextureParams& params) {
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fTileModes[0] = params.fTileModes[0];
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fTileModes[1] = params.fTileModes[1];
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fFilterMode = params.fFilterMode;
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fSRGBMode = params.fSRGBMode;
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return *this;
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}
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void reset() {
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this->reset(SkShader::kClamp_TileMode, kNone_FilterMode);
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}
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void reset(SkShader::TileMode tileXAndY, FilterMode filterMode) {
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fTileModes[0] = fTileModes[1] = tileXAndY;
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fFilterMode = filterMode;
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fSRGBMode = kRespectDestination_SRGBMode;
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}
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void reset(SkShader::TileMode tileXandY, FilterMode filterMode, SRGBMode srgbMode) {
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fTileModes[0] = fTileModes[1] = tileXandY;
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fFilterMode = filterMode;
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fSRGBMode = srgbMode;
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}
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void reset(const SkShader::TileMode tileModes[2], FilterMode filterMode) {
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fTileModes[0] = tileModes[0];
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fTileModes[1] = tileModes[1];
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fFilterMode = filterMode;
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fSRGBMode = kRespectDestination_SRGBMode;
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}
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void setClampNoFilter() {
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fTileModes[0] = fTileModes[1] = SkShader::kClamp_TileMode;
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fFilterMode = kNone_FilterMode;
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}
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void setClamp() {
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fTileModes[0] = fTileModes[1] = SkShader::kClamp_TileMode;
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}
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void setFilterMode(FilterMode filterMode) { fFilterMode = filterMode; }
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void setTileModeX(const SkShader::TileMode tm) { fTileModes[0] = tm; }
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void setTileModeY(const SkShader::TileMode tm) { fTileModes[1] = tm; }
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void setTileModeXAndY(const SkShader::TileMode tm) { fTileModes[0] = fTileModes[1] = tm; }
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void setSRGBMode(SRGBMode srgbMode) { fSRGBMode = srgbMode; }
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SkShader::TileMode getTileModeX() const { return fTileModes[0]; }
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SkShader::TileMode getTileModeY() const { return fTileModes[1]; }
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bool isTiled() const {
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return SkShader::kClamp_TileMode != fTileModes[0] ||
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SkShader::kClamp_TileMode != fTileModes[1];
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}
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FilterMode filterMode() const { return fFilterMode; }
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SRGBMode srgbMode() const { return fSRGBMode; }
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bool operator== (const GrTextureParams& other) const {
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return fTileModes[0] == other.fTileModes[0] &&
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fTileModes[1] == other.fTileModes[1] &&
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fFilterMode == other.fFilterMode &&
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fSRGBMode == other.fSRGBMode;
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}
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bool operator!= (const GrTextureParams& other) const { return !(*this == other); }
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private:
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SkShader::TileMode fTileModes[2];
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FilterMode fFilterMode;
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SRGBMode fSRGBMode;
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};
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#endif
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