/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrTextureDomain.h" #include "GrSimpleTextureEffect.h" #include "GrTBackendEffectFactory.h" #include "gl/GrGLEffect.h" #include "SkFloatingPoint.h" GrTextureDomain::GrTextureDomain(const SkRect& domain, Mode mode, int index) : fIndex(index) { static const SkRect kFullRect = {0, 0, SK_Scalar1, SK_Scalar1}; if (domain.contains(kFullRect) && kClamp_Mode == mode) { fMode = kIgnore_Mode; } else { fMode = mode; } if (fMode != kIgnore_Mode) { // We don't currently handle domains that are empty or don't intersect the texture. // It is OK if the domain rect is a line or point, but it should not be inverted. We do not // handle rects that do not intersect the [0..1]x[0..1] rect. SkASSERT(domain.fLeft <= domain.fRight); SkASSERT(domain.fTop <= domain.fBottom); fDomain.fLeft = SkMaxScalar(domain.fLeft, kFullRect.fLeft); fDomain.fRight = SkMinScalar(domain.fRight, kFullRect.fRight); fDomain.fTop = SkMaxScalar(domain.fTop, kFullRect.fTop); fDomain.fBottom = SkMinScalar(domain.fBottom, kFullRect.fBottom); SkASSERT(fDomain.fLeft <= fDomain.fRight); SkASSERT(fDomain.fTop <= fDomain.fBottom); } } ////////////////////////////////////////////////////////////////////////////// void GrTextureDomain::GLDomain::sampleTexture(GrGLShaderBuilder* builder, const GrTextureDomain& textureDomain, const char* outColor, const SkString& inCoords, const GrGLEffect::TextureSampler sampler, const char* inModulateColor) { SkASSERT((Mode)-1 == fMode || textureDomain.mode() == fMode); SkDEBUGCODE(fMode = textureDomain.mode();) if (kIgnore_Mode == textureDomain.mode()) { builder->fsCodeAppendf("\t%s = ", outColor); builder->fsAppendTextureLookupAndModulate(inModulateColor, sampler, inCoords.c_str()); builder->fsCodeAppend(";\n"); return; } if (!fDomainUni.isValid()) { const char* name; SkString uniName("TexDom"); if (textureDomain.fIndex >= 0) { uniName.appendS32(textureDomain.fIndex); } fDomainUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, uniName.c_str(), &name); fDomainName = name; } if (kClamp_Mode == textureDomain.mode()) { SkString clampedCoords; clampedCoords.appendf("\tclamp(%s, %s.xy, %s.zw)", inCoords.c_str(), fDomainName.c_str(), fDomainName.c_str()); builder->fsCodeAppendf("\t%s = ", outColor); builder->fsAppendTextureLookupAndModulate(inModulateColor, sampler, clampedCoords.c_str()); builder->fsCodeAppend(";\n"); } else { SkASSERT(GrTextureDomain::kDecal_Mode == textureDomain.mode()); // Add a block since we're going to declare variables. GrGLShaderBuilder::FSBlock block(builder); const char* domain = fDomainName.c_str(); if (kImagination_GrGLVendor == builder->ctxInfo().vendor()) { // On the NexusS and GalaxyNexus, the other path (with the 'any' // call) causes the compilation error "Calls to any function that // may require a gradient calculation inside a conditional block // may return undefined results". This appears to be an issue with // the 'any' call since even the simple "result=black; if (any()) // result=white;" code fails to compile. builder->fsCodeAppend("\tvec4 outside = vec4(0.0, 0.0, 0.0, 0.0);\n"); builder->fsCodeAppend("\tvec4 inside = "); builder->fsAppendTextureLookupAndModulate(inModulateColor, sampler, inCoords.c_str()); builder->fsCodeAppend(";\n"); builder->fsCodeAppendf("\tfloat x = abs(2.0*(%s.x - %s.x)/(%s.z - %s.x) - 1.0);\n", inCoords.c_str(), domain, domain, domain); builder->fsCodeAppendf("\tfloat y = abs(2.0*(%s.y - %s.y)/(%s.w - %s.y) - 1.0);\n", inCoords.c_str(), domain, domain, domain); builder->fsCodeAppend("\tfloat blend = step(1.0, max(x, y));\n"); builder->fsCodeAppendf("\t%s = mix(inside, outside, blend);\n", outColor); } else { builder->fsCodeAppend("\tbvec4 outside;\n"); builder->fsCodeAppendf("\toutside.xy = lessThan(%s, %s.xy);\n", inCoords.c_str(), domain); builder->fsCodeAppendf("\toutside.zw = greaterThan(%s, %s.zw);\n", inCoords.c_str(), domain); builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outColor); builder->fsAppendTextureLookupAndModulate(inModulateColor, sampler, inCoords.c_str()); builder->fsCodeAppend(";\n"); } } } void GrTextureDomain::GLDomain::setData(const GrGLUniformManager& uman, const GrTextureDomain& textureDomain, GrSurfaceOrigin textureOrigin) { SkASSERT(textureDomain.mode() == fMode); if (kIgnore_Mode != textureDomain.mode()) { GrGLfloat values[4] = { SkScalarToFloat(textureDomain.domain().left()), SkScalarToFloat(textureDomain.domain().top()), SkScalarToFloat(textureDomain.domain().right()), SkScalarToFloat(textureDomain.domain().bottom()) }; // vertical flip if necessary if (kBottomLeft_GrSurfaceOrigin == textureOrigin) { values[1] = 1.0f - values[1]; values[3] = 1.0f - values[3]; // The top and bottom were just flipped, so correct the ordering // of elements so that values = (l, t, r, b). SkTSwap(values[1], values[3]); } if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) { uman.set4fv(fDomainUni, 1, values); memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat)); } } } ////////////////////////////////////////////////////////////////////////////// class GrGLTextureDomainEffect : public GrGLEffect { public: GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrDrawEffect&); virtual void emitCode(GrGLShaderBuilder*, const GrDrawEffect&, EffectKey, const char* outputColor, const char* inputColor, const TransformedCoordsArray&, const TextureSamplerArray&) SK_OVERRIDE; virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE; static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); private: GrTextureDomain::GLDomain fGLDomain; typedef GrGLEffect INHERITED; }; GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&) : INHERITED(factory) { } void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder, const GrDrawEffect& drawEffect, EffectKey key, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) { const GrTextureDomainEffect& effect = drawEffect.castEffect(); const GrTextureDomain& domain = effect.textureDomain(); SkString coords2D = builder->ensureFSCoords2D(coords, 0); fGLDomain.sampleTexture(builder, domain, outputColor, coords2D, samplers[0], inputColor); } void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) { const GrTextureDomainEffect& effect = drawEffect.castEffect(); const GrTextureDomain& domain = effect.textureDomain(); fGLDomain.setData(uman, domain, effect.texture(0)->origin()); } GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { const GrTextureDomain& domain = drawEffect.castEffect().textureDomain(); return GrTextureDomain::GLDomain::DomainKey(domain); } /////////////////////////////////////////////////////////////////////////////// GrEffectRef* GrTextureDomainEffect::Create(GrTexture* texture, const SkMatrix& matrix, const SkRect& domain, GrTextureDomain::Mode mode, GrTextureParams::FilterMode filterMode, GrCoordSet coordSet) { static const SkRect kFullRect = {0, 0, SK_Scalar1, SK_Scalar1}; if (GrTextureDomain::kIgnore_Mode == mode || (GrTextureDomain::kClamp_Mode == mode && domain.contains(kFullRect))) { return GrSimpleTextureEffect::Create(texture, matrix, filterMode); } else { AutoEffectUnref effect(SkNEW_ARGS(GrTextureDomainEffect, (texture, matrix, domain, mode, filterMode, coordSet))); return CreateEffectRef(effect); } } GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture, const SkMatrix& matrix, const SkRect& domain, GrTextureDomain::Mode mode, GrTextureParams::FilterMode filterMode, GrCoordSet coordSet) : GrSingleTextureEffect(texture, matrix, filterMode, coordSet) , fTextureDomain(domain, mode) { } GrTextureDomainEffect::~GrTextureDomainEffect() { } const GrBackendEffectFactory& GrTextureDomainEffect::getFactory() const { return GrTBackendEffectFactory::getInstance(); } bool GrTextureDomainEffect::onIsEqual(const GrEffect& sBase) const { const GrTextureDomainEffect& s = CastEffect(sBase); return this->hasSameTextureParamsMatrixAndSourceCoords(s) && this->fTextureDomain == s.fTextureDomain; } void GrTextureDomainEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const { if (GrTextureDomain::kDecal_Mode == fTextureDomain.mode()) { // TODO: helper *validFlags = 0; } else { this->updateConstantColorComponentsForModulation(color, validFlags); } } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_EFFECT_TEST(GrTextureDomainEffect); GrEffectRef* GrTextureDomainEffect::TestCreate(SkRandom* random, GrContext*, const GrDrawTargetCaps&, GrTexture* textures[]) { int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; SkRect domain; domain.fLeft = random->nextUScalar1(); domain.fRight = random->nextRangeScalar(domain.fLeft, SK_Scalar1); domain.fTop = random->nextUScalar1(); domain.fBottom = random->nextRangeScalar(domain.fTop, SK_Scalar1); GrTextureDomain::Mode mode = (GrTextureDomain::Mode) random->nextULessThan(GrTextureDomain::kModeCount); const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random); bool bilerp = random->nextBool(); GrCoordSet coords = random->nextBool() ? kLocal_GrCoordSet : kPosition_GrCoordSet; return GrTextureDomainEffect::Create(textures[texIdx], matrix, domain, mode, bilerp ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode, coords); }