0e3c55431b
recent changes to text rendering. Uses linear coverage falloff. Produces results that are perceptually more similar to L32 (raster and gpu). Smoothstep + sRGB was too soft. Plumb the gamma-correctness via DrawPathArgs, which also paves the way for other path rendering implementations to easily make decisions about rendering technique based on that flag. Fix a few typos and formatting issues from my most recent change. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1889453002 Review URL: https://codereview.chromium.org/1889453002
189 lines
7.1 KiB
C++
189 lines
7.1 KiB
C++
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/*
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* Copyright 2011 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 GrPaint_DEFINED
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#define GrPaint_DEFINED
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#include "GrColor.h"
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#include "GrXferProcessor.h"
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#include "effects/GrPorterDuffXferProcessor.h"
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#include "GrFragmentProcessor.h"
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#include "SkRegion.h"
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#include "SkXfermode.h"
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/**
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* The paint describes how color and coverage are computed at each pixel by GrContext draw
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* functions and the how color is blended with the destination pixel.
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*
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* The paint allows installation of custom color and coverage stages. New types of stages are
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* created by subclassing GrProcessor.
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*
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* The primitive color computation starts with the color specified by setColor(). This color is the
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* input to the first color stage. Each color stage feeds its output to the next color stage.
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*
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* Fractional pixel coverage follows a similar flow. The coverage is initially the value specified
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* by setCoverage(). This is input to the first coverage stage. Coverage stages are chained
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* together in the same manner as color stages. The output of the last stage is modulated by any
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* fractional coverage produced by anti-aliasing. This last step produces the final coverage, C.
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*
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* setXPFactory is used to control blending between the output color and dest. It also implements
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* the application of fractional coverage from the coverage pipeline.
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*/
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class GrPaint {
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public:
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GrPaint();
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GrPaint(const GrPaint& paint) { *this = paint; }
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~GrPaint() { this->resetFragmentProcessors(); }
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/**
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* The initial color of the drawn primitive. Defaults to solid white.
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*/
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void setColor(GrColor color) { fColor = color; }
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GrColor getColor() const { return fColor; }
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/**
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* Should primitives be anti-aliased or not. Defaults to false.
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*/
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void setAntiAlias(bool aa) { fAntiAlias = aa; }
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bool isAntiAlias() const { return fAntiAlias; }
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/**
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* Should shader output conversion from linear to sRGB be disabled.
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* Only relevant if the destination is sRGB. Defaults to false.
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*/
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void setDisableOutputConversionToSRGB(bool srgb) { fDisableOutputConversionToSRGB = srgb; }
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bool getDisableOutputConversionToSRGB() const { return fDisableOutputConversionToSRGB; }
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/**
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* Should sRGB inputs be allowed to perform sRGB to linear conversion. With this flag
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* set to false, sRGB textures will be treated as linear (including filtering).
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*/
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void setAllowSRGBInputs(bool allowSRGBInputs) { fAllowSRGBInputs = allowSRGBInputs; }
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bool getAllowSRGBInputs() const { return fAllowSRGBInputs; }
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/**
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* Should rendering be gamma-correct, end-to-end. Causes sRGB render targets to behave
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* as such (with linear blending), and sRGB inputs to be filtered and decoded correctly.
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*/
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void setGammaCorrect(bool gammaCorrect) {
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setDisableOutputConversionToSRGB(!gammaCorrect);
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setAllowSRGBInputs(gammaCorrect);
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}
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const GrXPFactory* setXPFactory(const GrXPFactory* xpFactory) {
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fXPFactory.reset(SkSafeRef(xpFactory));
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return xpFactory;
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}
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void setPorterDuffXPFactory(SkXfermode::Mode mode) {
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fXPFactory.reset(GrPorterDuffXPFactory::Create(mode));
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}
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void setCoverageSetOpXPFactory(SkRegion::Op regionOp, bool invertCoverage = false);
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/**
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* Appends an additional color processor to the color computation.
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*/
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const GrFragmentProcessor* addColorFragmentProcessor(const GrFragmentProcessor* fp) {
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SkASSERT(fp);
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fColorFragmentProcessors.push_back(SkRef(fp));
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return fp;
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}
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/**
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* Appends an additional coverage processor to the coverage computation.
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*/
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const GrFragmentProcessor* addCoverageFragmentProcessor(const GrFragmentProcessor* fp) {
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SkASSERT(fp);
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fCoverageFragmentProcessors.push_back(SkRef(fp));
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return fp;
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}
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/**
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* Helpers for adding color or coverage effects that sample a texture. The matrix is applied
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* to the src space position to compute texture coordinates.
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*/
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void addColorTextureProcessor(GrTexture*, const SkMatrix&);
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void addCoverageTextureProcessor(GrTexture*, const SkMatrix&);
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void addColorTextureProcessor(GrTexture*, const SkMatrix&, const GrTextureParams&);
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void addCoverageTextureProcessor(GrTexture*, const SkMatrix&, const GrTextureParams&);
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int numColorFragmentProcessors() const { return fColorFragmentProcessors.count(); }
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int numCoverageFragmentProcessors() const { return fCoverageFragmentProcessors.count(); }
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int numTotalFragmentProcessors() const { return this->numColorFragmentProcessors() +
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this->numCoverageFragmentProcessors(); }
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const GrXPFactory* getXPFactory() const {
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return fXPFactory;
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}
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const GrFragmentProcessor* getColorFragmentProcessor(int i) const {
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return fColorFragmentProcessors[i];
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}
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const GrFragmentProcessor* getCoverageFragmentProcessor(int i) const {
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return fCoverageFragmentProcessors[i];
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}
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GrPaint& operator=(const GrPaint& paint) {
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fAntiAlias = paint.fAntiAlias;
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fDisableOutputConversionToSRGB = paint.fDisableOutputConversionToSRGB;
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fAllowSRGBInputs = paint.fAllowSRGBInputs;
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fColor = paint.fColor;
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this->resetFragmentProcessors();
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fColorFragmentProcessors = paint.fColorFragmentProcessors;
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fCoverageFragmentProcessors = paint.fCoverageFragmentProcessors;
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for (int i = 0; i < fColorFragmentProcessors.count(); ++i) {
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fColorFragmentProcessors[i]->ref();
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}
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for (int i = 0; i < fCoverageFragmentProcessors.count(); ++i) {
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fCoverageFragmentProcessors[i]->ref();
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}
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fXPFactory.reset(SkSafeRef(paint.getXPFactory()));
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return *this;
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}
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/**
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* Returns true if the paint's output color will be constant after blending. If the result is
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* true, constantColor will be updated to contain the constant color. Note that we can conflate
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* coverage and color, so the actual values written to pixels with partial coverage may still
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* not seem constant, even if this function returns true.
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*/
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bool isConstantBlendedColor(GrColor* constantColor) const;
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private:
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void resetFragmentProcessors() {
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for (int i = 0; i < fColorFragmentProcessors.count(); ++i) {
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fColorFragmentProcessors[i]->unref();
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}
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for (int i = 0; i < fCoverageFragmentProcessors.count(); ++i) {
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fCoverageFragmentProcessors[i]->unref();
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}
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fColorFragmentProcessors.reset();
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fCoverageFragmentProcessors.reset();
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}
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mutable SkAutoTUnref<const GrXPFactory> fXPFactory;
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SkSTArray<4, const GrFragmentProcessor*, true> fColorFragmentProcessors;
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SkSTArray<2, const GrFragmentProcessor*, true> fCoverageFragmentProcessors;
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bool fAntiAlias;
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bool fDisableOutputConversionToSRGB;
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bool fAllowSRGBInputs;
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GrColor fColor;
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};
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#endif
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