diff options
author | Florin Malita <fmalita@chromium.org> | 2018-04-04 13:46:35 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2018-04-04 18:13:48 +0000 |
commit | af2769d00b70ca456452e4e88bdf5abecd320f68 (patch) | |
tree | 83fef5b2e2a4d66ec9de911cfc33fdc2d5ffe6dd /src/shaders/SkShader.cpp | |
parent | bf74a460814a7912ed3d2e1af000afd2c45cd318 (diff) |
Banish SkShaderBase::isRasterPipelineOnly()
Keeping related heuristics in sync with actual shader capabilities is somewhat tricky,
and overall fragile.
So how about this: instead of an explicit opt-in mechanism, try to instantiate a legacy
shader context and fall back to raster pipeline on failure (null Context => implicit
opt-in for raster pipeline). Shaders can still choose not to draw by returning both a
null Context and failing appendStages().
BUG=skia:7772
Change-Id: I2e76f51af7064853a6cb851b4c30c82eba3ee828
Reviewed-on: https://skia-review.googlesource.com/118383
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Klein <mtklein@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
Diffstat (limited to 'src/shaders/SkShader.cpp')
-rw-r--r-- | src/shaders/SkShader.cpp | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/src/shaders/SkShader.cpp b/src/shaders/SkShader.cpp index 2dcba94983..195ac29d15 100644 --- a/src/shaders/SkShader.cpp +++ b/src/shaders/SkShader.cpp @@ -91,9 +91,15 @@ bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const { } SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { - return this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr) - ? this->onMakeContext(rec, alloc) - : nullptr; + // We always fall back to raster pipeline when perspective is present. + if (rec.fMatrix->hasPerspective() || + fLocalMatrix.hasPerspective() || + (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) || + !this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) { + return nullptr; + } + + return this->onMakeContext(rec, alloc); } SkShaderBase::Context* SkShaderBase::makeBurstPipelineContext(const ContextRec& rec, @@ -114,11 +120,10 @@ SkShaderBase::Context* SkShaderBase::makeBurstPipelineContext(const ContextRec& SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec) : fShader(shader), fCTM(*rec.fMatrix) { - // We should never use a context for RP-only shaders. - SkASSERT(!shader.isRasterPipelineOnly(*rec.fMatrix)); - // ... or for perspective. + // We should never use a context with perspective. SkASSERT(!rec.fMatrix->hasPerspective()); SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective()); + SkASSERT(!shader.getLocalMatrix().hasPerspective()); // Because the context parameters must be valid at this point, we know that the matrix is // invertible. |