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authorGravatar Robert Phillips <robertphillips@google.com>2016-10-20 13:20:45 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2016-10-21 13:05:39 +0000
commit54cfe411c6d77dd2e95e7a1b041cd9fc6b6c2e78 (patch)
treebe1377cec81757ba70f793e2c05159f450bcdb01 /src/effects
parent8f457591e6a21c240fd2fca56a97281b556ce796 (diff)
Remove SkRRectsGaussianEdgeShader
This class is no longer used. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=3734 Change-Id: I16634760df6b31c7e97c893b7e2b982cd7b1d1fd Reviewed-on: https://skia-review.googlesource.com/3734 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'src/effects')
-rw-r--r--src/effects/SkRRectsGaussianEdgeShader.cpp483
1 files changed, 0 insertions, 483 deletions
diff --git a/src/effects/SkRRectsGaussianEdgeShader.cpp b/src/effects/SkRRectsGaussianEdgeShader.cpp
deleted file mode 100644
index 3b1d5650c3..0000000000
--- a/src/effects/SkRRectsGaussianEdgeShader.cpp
+++ /dev/null
@@ -1,483 +0,0 @@
-/*
- * 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 "SkRRectsGaussianEdgeShader.h"
-#include "SkReadBuffer.h"
-#include "SkWriteBuffer.h"
-
- /** \class SkRRectsGaussianEdgeShaderImpl
- * This shader applies a gaussian edge to the intersection of two round rects.
- * The round rects must have the same radii at each corner and the x&y radii
- * must also be equal.
- */
-class SkRRectsGaussianEdgeShaderImpl : public SkShader {
-public:
- SkRRectsGaussianEdgeShaderImpl(const SkRRect& first, const SkRRect& second, SkScalar radius)
- : fFirst(first)
- , fSecond(second)
- , fRadius(radius) {
- }
-
- bool isOpaque() const override { return false; }
-
-#if SK_SUPPORT_GPU
- sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
-#endif
-
- class GaussianEdgeShaderContext : public SkShader::Context {
- public:
- GaussianEdgeShaderContext(const SkRRectsGaussianEdgeShaderImpl&, const ContextRec&);
-
- ~GaussianEdgeShaderContext() override { }
-
- void shadeSpan(int x, int y, SkPMColor[], int count) override;
-
- uint32_t getFlags() const override { return 0; }
-
- private:
- SkColor fPaintColor;
-
- typedef SkShader::Context INHERITED;
- };
-
- SK_TO_STRING_OVERRIDE()
- SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRRectsGaussianEdgeShaderImpl)
-
-protected:
- void flatten(SkWriteBuffer&) const override;
- size_t onContextSize(const ContextRec&) const override;
- Context* onCreateContext(const ContextRec&, void*) const override;
-
-private:
- SkRRect fFirst;
- SkRRect fSecond;
- SkScalar fRadius;
-
- friend class SkRRectsGaussianEdgeShader; // for serialization registration system
-
- 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 "glsl/GrGLSLProgramDataManager.h"
-#include "glsl/GrGLSLUniformHandler.h"
-#include "SkGr.h"
-#include "SkGrPriv.h"
-
-class RRectsGaussianEdgeFP : public GrFragmentProcessor {
-public:
- enum Mode {
- kCircle_Mode,
- kRect_Mode,
- kSimpleCircular_Mode,
- };
-
- RRectsGaussianEdgeFP(const SkRRect& first, const SkRRect& second, SkScalar radius)
- : fFirst(first)
- , fSecond(second)
- , fRadius(radius) {
- this->initClassID<RRectsGaussianEdgeFP>();
- this->setWillReadFragmentPosition();
-
- fFirstMode = ComputeMode(fFirst);
- fSecondMode = ComputeMode(fSecond);
- }
-
- class GLSLRRectsGaussianEdgeFP : public GrGLSLFragmentProcessor {
- public:
- GLSLRRectsGaussianEdgeFP() { }
-
- // This method emits code so that, for each shape, the distance from the edge is returned
- // in 'outputName' clamped to 0..1 with positive distance being towards the center of the
- // shape. The distance will have been normalized by the radius.
- void emitModeCode(Mode mode,
- GrGLSLFPFragmentBuilder* fragBuilder,
- const char* posName,
- const char* sizesName,
- const char* radiiName,
- const char* radName,
- const char* outputName,
- const char indices[2]) { // how to access the params for the 2 rrects
-
- // Positive distance is towards the center of the circle.
- // Map all the cases to the lower right quadrant.
- fragBuilder->codeAppendf("vec2 delta = abs(%s.xy - %s.%s);",
- fragBuilder->fragmentPosition(), posName, indices);
-
- switch (mode) {
- case kCircle_Mode:
- // When a shadow circle gets large we can have some precision issues if
- // we do "length(delta)/radius". The scaleDist temporary cuts the
- // delta vector down a bit before invoking length.
- fragBuilder->codeAppendf("float scaledDist = length(delta/%s);", radName);
- fragBuilder->codeAppendf("%s = clamp((%s.%c/%s - scaledDist), 0.0, 1.0);",
- outputName, sizesName, indices[0], radName);
- break;
- case kRect_Mode:
- fragBuilder->codeAppendf(
- "vec2 rectDist = vec2(1.0 - clamp((%s.%c - delta.x)/%s, 0.0, 1.0),"
- "1.0 - clamp((%s.%c - delta.y)/%s, 0.0, 1.0));",
- sizesName, indices[0], radName,
- sizesName, indices[1], radName);
- fragBuilder->codeAppendf("%s = clamp(1.0 - length(rectDist), 0.0, 1.0);",
- outputName);
- break;
- case kSimpleCircular_Mode:
- // For the circular round rect we combine 2 distances:
- // the fractional position from the corner inset point to the corner's circle
- // the minimum perpendicular distance to the bounding rectangle
- // The first distance is used when the pixel is inside the ice-cream-cone-shaped
- // portion of a corner. The second is used everywhere else.
- // This is intended to approximate the interpolation pattern if we had tessellated
- // this geometry into a RRect outside and a rect inside.
-
- //----------------
- // rect distance computation
- fragBuilder->codeAppendf("float xDist = (%s.%c - delta.x) / %s;",
- sizesName, indices[0], radName);
- fragBuilder->codeAppendf("float yDist = (%s.%c - delta.y) / %s;",
- sizesName, indices[1], radName);
- fragBuilder->codeAppend("float rectDist = clamp(min(xDist, yDist), 0.0, 1.0);");
-
- //----------------
- // ice-cream-cone fractional distance computation
-
- // When the blurRadius is larger than the corner radius we want to use it to
- // compute the pointy end of the ice cream cone. If it smaller we just want to use
- // the center of the corner's circle. When using the blurRadius the inset amount
- // can't exceed the halfwidths of the RRect.
- fragBuilder->codeAppendf("float insetDist = min(max(%s, %s.%c),min(%s.%c, %s.%c));",
- radName, radiiName, indices[0],
- sizesName, indices[0], sizesName, indices[1]);
- // "maxValue" is a correction term for if the blurRadius is larger than the
- // size of the RRect. In that case we don't want to go all the way to black.
- fragBuilder->codeAppendf("float maxValue = insetDist/%s;", radName);
-
- fragBuilder->codeAppendf("vec2 coneBottom = vec2(%s.%c - insetDist,"
- "%s.%c - insetDist);",
- sizesName, indices[0], sizesName, indices[1]);
-
- fragBuilder->codeAppendf("vec2 cornerTop = vec2(%s.%c - %s.%c, %s.%c) -"
- "coneBottom;",
- sizesName, indices[0], radiiName, indices[0],
- sizesName, indices[1]);
- fragBuilder->codeAppendf("vec2 cornerRight = vec2(%s.%c, %s.%c - %s.%c) -"
- "coneBottom;",
- sizesName, indices[0],
- sizesName, indices[1], radiiName, indices[1]);
-
- fragBuilder->codeAppend("vec2 ptInConeSpace = delta - coneBottom;");
- fragBuilder->codeAppend("float distToPtInConeSpace = length(ptInConeSpace);");
-
- fragBuilder->codeAppend("float cross1 = ptInConeSpace.x * cornerTop.y -"
- "ptInConeSpace.y * cornerTop.x;");
- fragBuilder->codeAppend("float cross2 = -ptInConeSpace.x * cornerRight.y + "
- "ptInConeSpace.y * cornerRight.x;");
-
- fragBuilder->codeAppend("float inCone = step(0.0, cross1) * step(0.0, cross2);");
-
- fragBuilder->codeAppendf("vec2 cornerCenterInConeSpace = vec2(insetDist - %s.%c);",
- radiiName, indices[0]);
-
- fragBuilder->codeAppend("vec2 connectingVec = ptInConeSpace -"
- "cornerCenterInConeSpace;");
- fragBuilder->codeAppend("ptInConeSpace = normalize(ptInConeSpace);");
-
- // "a" (i.e., dot(ptInConeSpace, ptInConeSpace) should always be 1.0f since
- // ptInConeSpace is now normalized
- fragBuilder->codeAppend("float b = 2.0 * dot(ptInConeSpace, connectingVec);");
- fragBuilder->codeAppendf("float c = dot(connectingVec, connectingVec) - "
- "%s.%c * %s.%c;",
- radiiName, indices[0], radiiName, indices[0]);
-
- fragBuilder->codeAppend("float fourAC = 4*c;");
- // This max prevents sqrt(-1) when outside the cone
- fragBuilder->codeAppend("float bSq = max(b*b, fourAC);");
-
- // lop off negative values that are outside the cone
- fragBuilder->codeAppend("float coneDist = max(0.0, "
- "0.5 * (-b + sqrt(bSq - fourAC)));");
- // make the coneDist a fraction of how far it is from the edge to the cone's base
- fragBuilder->codeAppend("coneDist = (maxValue*coneDist) /"
- "(coneDist+distToPtInConeSpace);");
- fragBuilder->codeAppend("coneDist = clamp(coneDist, 0.0, 1.0);");
-
- //----------------
- fragBuilder->codeAppendf("%s = (inCone * coneDist) + ((1.0-inCone) * rectDist);",
- outputName);
- break;
- }
- }
-
- void emitCode(EmitArgs& args) override {
- const RRectsGaussianEdgeFP& fp = args.fFp.cast<RRectsGaussianEdgeFP>();
- GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
- GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
-
- const char* positionsUniName = nullptr;
- fPositionsUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "Positions", &positionsUniName);
- const char* sizesUniName = nullptr;
- fSizesUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "Sizes", &sizesUniName);
- const char* radiiUniName = nullptr;
- if (fp.fFirstMode == kSimpleCircular_Mode || fp.fSecondMode == kSimpleCircular_Mode) {
- fRadiiUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "Radii", &radiiUniName);
- }
- const char* radUniName = nullptr;
- fRadiusUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Radius", &radUniName);
-
- fragBuilder->codeAppend("float firstDist;");
- fragBuilder->codeAppend("{");
- this->emitModeCode(fp.firstMode(), fragBuilder,
- positionsUniName, sizesUniName, radiiUniName,
- radUniName, "firstDist", "xy");
- fragBuilder->codeAppend("}");
-
- fragBuilder->codeAppend("float secondDist;");
- fragBuilder->codeAppend("{");
- this->emitModeCode(fp.secondMode(), fragBuilder,
- positionsUniName, sizesUniName, radiiUniName,
- radUniName, "secondDist", "zw");
- fragBuilder->codeAppend("}");
-
- fragBuilder->codeAppend("vec2 distVec = vec2(1.0 - firstDist, 1.0 - secondDist);");
-
- // Finally use the distance to apply the Gaussian edge
- fragBuilder->codeAppend("float factor = clamp(length(distVec), 0.0, 1.0);");
- fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
- fragBuilder->codeAppendf("%s = factor*%s;",
- args.fOutputColor, args.fInputColor);
- }
-
- static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
- GrProcessorKeyBuilder* b) {
- const RRectsGaussianEdgeFP& fp = proc.cast<RRectsGaussianEdgeFP>();
-
- b->add32(fp.firstMode() | (fp.secondMode() << 4));
- }
-
- protected:
- void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
- const RRectsGaussianEdgeFP& edgeFP = proc.cast<RRectsGaussianEdgeFP>();
-
- const SkRRect& first = edgeFP.first();
- const SkRRect& second = edgeFP.second();
-
- pdman.set4f(fPositionsUni,
- first.getBounds().centerX(),
- first.getBounds().centerY(),
- second.getBounds().centerX(),
- second.getBounds().centerY());
-
- pdman.set4f(fSizesUni,
- 0.5f * first.rect().width(),
- 0.5f * first.rect().height(),
- 0.5f * second.rect().width(),
- 0.5f * second.rect().height());
-
- if (edgeFP.firstMode() == kSimpleCircular_Mode ||
- edgeFP.secondMode() == kSimpleCircular_Mode) {
- // This is a bit of overkill since fX should equal fY for both round rects but it
- // makes the shader code simpler.
- pdman.set4f(fRadiiUni,
- first.getSimpleRadii().fX, first.getSimpleRadii().fY,
- second.getSimpleRadii().fX, second.getSimpleRadii().fY);
- }
-
- pdman.set1f(fRadiusUni, edgeFP.radius());
- }
-
- private:
- // The centers of the two round rects (x1, y1, x2, y2)
- GrGLSLProgramDataManager::UniformHandle fPositionsUni;
-
- // The half widths and half heights of the two round rects (w1/2, h1/2, w2/2, h2/2)
- // For circles we still upload both width & height to simplify things
- GrGLSLProgramDataManager::UniformHandle fSizesUni;
-
- // The corner radii of the two round rects (rx1, ry1, rx2, ry2)
- // We upload both the x&y radii (although they are currently always the same) to make
- // the indexing in the shader code simpler. In some future world we could also support
- // non-circular corner round rects & ellipses.
- GrGLSLProgramDataManager::UniformHandle fRadiiUni;
-
- // The radius parameters (radius)
- GrGLSLProgramDataManager::UniformHandle fRadiusUni;
-
- typedef GrGLSLFragmentProcessor INHERITED;
- };
-
- void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
- GLSLRRectsGaussianEdgeFP::GenKey(*this, caps, b);
- }
-
- const char* name() const override { return "RRectsGaussianEdgeFP"; }
-
- void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
- inout->setToUnknown(GrInvariantOutput::kWill_ReadInput);
- }
-
- const SkRRect& first() const { return fFirst; }
- Mode firstMode() const { return fFirstMode; }
- const SkRRect& second() const { return fSecond; }
- Mode secondMode() const { return fSecondMode; }
- SkScalar radius() const { return fRadius; }
-
-private:
- static Mode ComputeMode(const SkRRect& rr) {
- if (rr.isCircle()) {
- return kCircle_Mode;
- } else if (rr.isRect()) {
- return kRect_Mode;
- } else {
- SkASSERT(rr.isSimpleCircular());
- return kSimpleCircular_Mode;
- }
- }
-
- GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
- return new GLSLRRectsGaussianEdgeFP;
- }
-
- bool onIsEqual(const GrFragmentProcessor& proc) const override {
- const RRectsGaussianEdgeFP& edgeFP = proc.cast<RRectsGaussianEdgeFP>();
- return fFirst == edgeFP.fFirst &&
- fSecond == edgeFP.fSecond &&
- fRadius == edgeFP.fRadius;
- }
-
- SkRRect fFirst;
- Mode fFirstMode;
- SkRRect fSecond;
- Mode fSecondMode;
- SkScalar fRadius;
-
- typedef GrFragmentProcessor INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<GrFragmentProcessor> SkRRectsGaussianEdgeShaderImpl::asFragmentProcessor(
- const AsFPArgs& args) const {
- return sk_make_sp<RRectsGaussianEdgeFP>(fFirst, fSecond, fRadius);
-}
-
-#endif
-
-////////////////////////////////////////////////////////////////////////////
-
-SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::GaussianEdgeShaderContext(
- const SkRRectsGaussianEdgeShaderImpl& shader,
- const ContextRec& rec)
- : INHERITED(shader, rec) {
-
- fPaintColor = rec.fPaint->getColor();
-}
-
-void SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::shadeSpan(int x, int y,
- SkPMColor result[],
- int count) {
- // TODO: implement
- for (int i = 0; i < count; ++i) {
- result[i] = fPaintColor;
- }
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-#ifndef SK_IGNORE_TO_STRING
-void SkRRectsGaussianEdgeShaderImpl::toString(SkString* str) const {
- str->appendf("RRectsGaussianEdgeShader: ()");
-}
-#endif
-
-sk_sp<SkFlattenable> SkRRectsGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) {
- // Discarding SkShader flattenable params
- bool hasLocalMatrix = buf.readBool();
- SkAssertResult(!hasLocalMatrix);
-
- SkRect rect1, rect2;
-
- buf.readRect(&rect1);
- SkScalar xRad1 = buf.readScalar();
- SkScalar yRad1 = buf.readScalar();
-
- buf.readRect(&rect2);
- SkScalar xRad2 = buf.readScalar();
- SkScalar yRad2 = buf.readScalar();
-
- SkScalar radius = buf.readScalar();
-
- return sk_make_sp<SkRRectsGaussianEdgeShaderImpl>(SkRRect::MakeRectXY(rect1, xRad1, yRad1),
- SkRRect::MakeRectXY(rect2, xRad2, yRad2),
- radius);
-}
-
-void SkRRectsGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const {
- INHERITED::flatten(buf);
-
- SkASSERT(fFirst.isRect() || fFirst.isCircle() || fFirst.isSimpleCircular());
- buf.writeRect(fFirst.rect());
- const SkVector& radii1 = fFirst.getSimpleRadii();
- buf.writeScalar(radii1.fX);
- buf.writeScalar(radii1.fY);
-
- SkASSERT(fSecond.isRect() || fSecond.isCircle() || fSecond.isSimpleCircular());
- buf.writeRect(fSecond.rect());
- const SkVector& radii2 = fSecond.getSimpleRadii();
- buf.writeScalar(radii2.fX);
- buf.writeScalar(radii2.fY);
-
- buf.writeScalar(fRadius);
-}
-
-size_t SkRRectsGaussianEdgeShaderImpl::onContextSize(const ContextRec& rec) const {
- return sizeof(GaussianEdgeShaderContext);
-}
-
-SkShader::Context* SkRRectsGaussianEdgeShaderImpl::onCreateContext(const ContextRec& rec,
- void* storage) const {
- return new (storage) GaussianEdgeShaderContext(*this, rec);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkShader> SkRRectsGaussianEdgeShader::Make(const SkRRect& first,
- const SkRRect& second,
- SkScalar radius, SkScalar unused) {
- if ((!first.isRect() && !first.isCircle() && !first.isSimpleCircular()) ||
- (!second.isRect() && !second.isCircle() && !second.isSimpleCircular())) {
- // we only deal with the shapes where the x & y radii are equal
- // and the same for all four corners
- return nullptr;
- }
-
- return sk_make_sp<SkRRectsGaussianEdgeShaderImpl>(first, second, radius);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRRectsGaussianEdgeShader)
-SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRRectsGaussianEdgeShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////