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authorGravatar Robert Phillips <robertphillips@google.com>2016-10-20 09:40:55 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2016-10-20 14:06:52 +0000
commita29a956d0e27819b97592404ae1ec6cc8e7b1045 (patch)
tree1e5d884a5d0f7f881a2e8fd5579672edd80fc2a9 /src/effects
parente1d6ff172e219d3be61949b0e44091f4c85de2ad (diff)
Add SkRRectsGaussianEdgeMaskFilter
SkRRectsGaussianEdgeShader will be removed once the usage of the MaskFilter flavor has been propagated to Android I will complete the raster implementation in a follow up CL. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=3632 Change-Id: I42470b17308582b040a5db1a7283c3d717405345 Reviewed-on: https://skia-review.googlesource.com/3632 Commit-Queue: Robert Phillips <robertphillips@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/effects')
-rw-r--r--src/effects/SkRRectsGaussianEdgeMaskFilter.cpp581
1 files changed, 581 insertions, 0 deletions
diff --git a/src/effects/SkRRectsGaussianEdgeMaskFilter.cpp b/src/effects/SkRRectsGaussianEdgeMaskFilter.cpp
new file mode 100644
index 0000000000..dafab6a8f0
--- /dev/null
+++ b/src/effects/SkRRectsGaussianEdgeMaskFilter.cpp
@@ -0,0 +1,581 @@
+/*
+ * 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 "SkRRectsGaussianEdgeMaskFilter.h"
+#include "SkReadBuffer.h"
+#include "SkRRect.h"
+#include "SkWriteBuffer.h"
+
+#if SK_SUPPORT_GPU
+#include "GrFragmentProcessor.h"
+#endif
+
+ /** \class SkRRectsGaussianEdgeMaskFilterImpl
+ * This mask filter 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 SkRRectsGaussianEdgeMaskFilterImpl : public SkMaskFilter {
+public:
+ SkRRectsGaussianEdgeMaskFilterImpl(const SkRRect& first, const SkRRect& second,
+ SkScalar radius)
+ : fFirst(first)
+ , fSecond(second)
+ , fRadius(radius) {
+ }
+
+ SkMask::Format getFormat() const override { return SkMask::kA8_Format; }
+ bool filterMask(SkMask* dst, const SkMask& src, const SkMatrix&,
+ SkIPoint* margin) const override;
+
+#if SK_SUPPORT_GPU
+ bool asFragmentProcessor(GrFragmentProcessor**, GrTexture*, const SkMatrix& ctm) const override;
+#endif
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRRectsGaussianEdgeMaskFilterImpl)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+
+private:
+ SkRRect fFirst;
+ SkRRect fSecond;
+ SkScalar fRadius;
+
+ friend class SkRRectsGaussianEdgeMaskFilter; // for serialization registration system
+
+ typedef SkMaskFilter INHERITED;
+};
+
+// x & y are in device space
+static SkScalar compute_rrect_normalized_dist(const SkRRect& rr, const SkPoint& p, SkScalar rad) {
+ SkASSERT(rr.getType() == SkRRect::kOval_Type || rr.getType() == SkRRect::kRect_Type ||
+ rr.getType() == SkRRect::kSimple_Type);
+ SkASSERT(rad > 0.0f);
+
+ SkVector delta = { SkTAbs(p.fX - rr.rect().centerX()), SkTAbs(p.fY - rr.rect().centerY()) };
+
+ SkScalar halfW = 0.5f * rr.rect().width();
+ SkScalar halfH = 0.5f * rr.rect().height();
+ SkScalar invRad = 1.0f/rad;
+
+ const SkVector& radii = rr.getSimpleRadii();
+ SkASSERT(SkScalarNearlyEqual(radii.fX, radii.fY));
+
+ switch (rr.getType()) {
+ case SkRRect::kOval_Type: {
+ float scaledDist = delta.length() * invRad;
+ return SkTPin(halfW * invRad - scaledDist, 0.0f, 1.0f);
+ }
+ case SkRRect::kRect_Type: {
+ SkScalar xDist = (halfW - delta.fX) * invRad;
+ SkScalar yDist = (halfH - delta.fY) * invRad;
+
+ SkVector v = { 1.0f - SkTPin(xDist, 0.0f, 1.0f), 1.0f - SkTPin(yDist, 0.0f, 1.0f) };
+ return SkTPin(1.0f - v.length(), 0.0f, 1.0f);
+ }
+ case SkRRect::kSimple_Type: {
+
+ //----------------
+ // 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.
+ SkScalar insetDist = SkTMin(SkTMax(rad, radii.fX), SkTMin(halfW, halfH));
+
+ // "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.
+ SkScalar maxValue = insetDist * invRad;
+
+ SkVector coneBottom = { halfW - insetDist, halfH - insetDist };
+ SkVector ptInConeSpace = delta - coneBottom;
+
+ SkVector cornerTop = { halfW - radii.fX - coneBottom.fX, halfH - coneBottom.fY };
+ SkVector cornerRight = { halfW - coneBottom.fX, halfH - radii.fY - coneBottom.fY };
+
+ SkScalar cross1 = ptInConeSpace.cross(cornerTop);
+ SkScalar cross2 = cornerRight.cross(ptInConeSpace);
+ bool inCone = cross1 > 0.0f && cross2 > 0.0f;
+
+ if (!inCone) {
+ SkScalar xDist = (halfW - delta.fX) * invRad;
+ SkScalar yDist = (halfH - delta.fY) * invRad;
+
+ return SkTPin(SkTMin(xDist, yDist), 0.0f, 1.0f); // perpendicular distance
+ }
+
+ SkVector cornerCenterInConeSpace = { insetDist - radii.fX, insetDist - radii.fY };
+
+ SkVector connectingVec = ptInConeSpace - cornerCenterInConeSpace;
+ float distToPtInConeSpace = SkPoint::Normalize(&ptInConeSpace);
+
+ // "a" (i.e., dot(ptInConeSpace, ptInConeSpace) should always be 1.0f since
+ // ptInConeSpace is now normalized
+ SkScalar b = 2.0f * ptInConeSpace.dot(connectingVec);
+ SkScalar c = connectingVec.dot(connectingVec) - radii.fX * radii.fY;
+
+ // lop off negative values that are outside the cone
+ SkScalar coneDist = SkTMax(0.0f, 0.5f * (-b + SkScalarSqrt(b*b - 4*c)));
+
+ // make the coneDist a fraction of how far it is from the edge to the cone's base
+ coneDist = (maxValue*coneDist) / (coneDist+distToPtInConeSpace);
+ return SkTPin(coneDist, 0.0f, 1.0f);
+ }
+ default:
+ return 0.0f;
+ }
+}
+
+bool SkRRectsGaussianEdgeMaskFilterImpl::filterMask(SkMask* dst, const SkMask& src,
+ const SkMatrix& matrix,
+ SkIPoint* margin) const {
+
+ if (src.fFormat != SkMask::kA8_Format) {
+ return false;
+ }
+
+ if (margin) {
+ margin->set(0, 0);
+ }
+
+ dst->fBounds = src.fBounds;
+ dst->fRowBytes = dst->fBounds.width();
+ dst->fFormat = SkMask::kA8_Format;
+ dst->fImage = nullptr;
+
+ if (src.fImage) {
+ size_t dstSize = dst->computeImageSize();
+ if (0 == dstSize) {
+ return false; // too big to allocate, abort
+ }
+
+ const uint8_t* srcPixels = src.fImage;
+ uint8_t* dstPixels = dst->fImage = SkMask::AllocImage(dstSize);
+
+ SkPoint basePt = { SkIntToScalar(src.fBounds.fLeft), SkIntToScalar(src.fBounds.fTop) };
+ matrix.mapPoints(&basePt, 1);
+
+ for (int y = 0; y < dst->fBounds.height(); ++y) {
+ const uint8_t* srcRow = srcPixels + y * dst->fRowBytes;
+ uint8_t* dstRow = dstPixels + y*dst->fRowBytes;
+
+ for (int x = 0; x < dst->fBounds.width(); ++x) {
+ SkPoint curPt = { basePt.fX + x, basePt.fY + y };
+
+ SkVector vec;
+ vec.fX = 1.0f - compute_rrect_normalized_dist(fFirst, curPt, fRadius);
+ vec.fY = 1.0f - compute_rrect_normalized_dist(fSecond, curPt, fRadius);
+
+ SkScalar factor = SkTPin(vec.length(), 0.0f, 1.0f);
+ factor = exp(-factor * factor * 4.0f) - 0.018f;
+ SkASSERT(factor >= 0.0f && factor <= 1.0f);
+
+ dstRow[x] = (uint8_t) (factor * srcRow[x]);
+ }
+ }
+ }
+
+ return true;
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#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 = mix(rectDist, coneDist, inCone);", 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;
+};
+
+////////////////////////////////////////////////////////////////////////////
+bool SkRRectsGaussianEdgeMaskFilterImpl::asFragmentProcessor(GrFragmentProcessor** fp,
+ GrTexture*, const
+ SkMatrix& ctm) const {
+ if (fp) {
+ *fp = new RRectsGaussianEdgeFP(fFirst, fSecond, fRadius);
+ }
+
+ return true;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkRRectsGaussianEdgeMaskFilterImpl::toString(SkString* str) const {
+ str->appendf("RRectsGaussianEdgeMaskFilter: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> SkRRectsGaussianEdgeMaskFilterImpl::CreateProc(SkReadBuffer& buf) {
+ 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<SkRRectsGaussianEdgeMaskFilterImpl>(SkRRect::MakeRectXY(rect1, xRad1, yRad1),
+ SkRRect::MakeRectXY(rect2, xRad2, yRad2),
+ radius);
+}
+
+void SkRRectsGaussianEdgeMaskFilterImpl::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);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkMaskFilter> SkRRectsGaussianEdgeMaskFilter::Make(const SkRRect& first,
+ const SkRRect& second,
+ SkScalar radius) {
+ 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<SkRRectsGaussianEdgeMaskFilterImpl>(first, second, radius);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRRectsGaussianEdgeMaskFilter)
+SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRRectsGaussianEdgeMaskFilterImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////