/* * 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 "GrTextureDomainEffect.h" #include "GrSimpleTextureEffect.h" #include "GrTBackendEffectFactory.h" #include "gl/GrGLEffect.h" #include "gl/GrGLEffectMatrix.h" #include "SkFloatingPoint.h" class GrGLTextureDomainEffect : public GrGLEffect { public: GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrEffectRef&); virtual void emitCode(GrGLShaderBuilder*, const GrEffectStage&, EffectKey, const char* vertexCoords, const char* outputColor, const char* inputColor, const TextureSamplerArray&) SK_OVERRIDE; virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE; static inline EffectKey GenKey(const GrEffectStage&, const GrGLCaps&); private: GrGLUniformManager::UniformHandle fNameUni; GrGLEffectMatrix fEffectMatrix; GrGLfloat fPrevDomain[4]; typedef GrGLEffect INHERITED; }; GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& factory, const GrEffectRef&) : INHERITED(factory) , fNameUni(GrGLUniformManager::kInvalidUniformHandle) { fPrevDomain[0] = SK_FloatNaN; } void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder, const GrEffectStage& stage, EffectKey key, const char* vertexCoords, const char* outputColor, const char* inputColor, const TextureSamplerArray& samplers) { const GrTextureDomainEffect& effect = GetEffectFromStage(stage); const char* coords; fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, vertexCoords, &coords); const char* domain; fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType, "TexDom", &domain); if (GrTextureDomainEffect::kClamp_WrapMode == effect.wrapMode()) { builder->fFSCode.appendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n", coords, domain, domain); builder->fFSCode.appendf("\t%s = ", outputColor); builder->appendTextureLookupAndModulate(&builder->fFSCode, inputColor, samplers[0], "clampCoord"); builder->fFSCode.append(";\n"); } else { GrAssert(GrTextureDomainEffect::kDecal_WrapMode == effect.wrapMode()); builder->fFSCode.append("\tbvec4 outside;\n"); builder->fFSCode.appendf("\toutside.xy = lessThan(%s, %s.xy);\n", coords, domain); builder->fFSCode.appendf("\toutside.zw = greaterThan(%s, %s.zw);\n", coords, domain); builder->fFSCode.appendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outputColor); builder->appendTextureLookupAndModulate(&builder->fFSCode, inputColor, samplers[0], coords); builder->fFSCode.append(";\n"); } } void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman, const GrEffectStage& stage) { const GrTextureDomainEffect& effect = GetEffectFromStage(stage); const GrRect& domain = effect.domain(); float values[4] = { SkScalarToFloat(domain.left()), SkScalarToFloat(domain.top()), SkScalarToFloat(domain.right()), SkScalarToFloat(domain.bottom()) }; // vertical flip if necessary if (kBottomLeft_GrSurfaceOrigin == effect.texture(0)->origin()) { 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(fNameUni, 0, 1, values); } fEffectMatrix.setData(uman, effect.getMatrix(), stage.getCoordChangeMatrix(), effect.texture(0)); } GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrEffectStage& stage, const GrGLCaps&) { const GrTextureDomainEffect& effect = GetEffectFromStage(stage); EffectKey key = effect.wrapMode(); key <<= GrGLEffectMatrix::kKeyBits; EffectKey matrixKey = GrGLEffectMatrix::GenKey(effect.getMatrix(), stage.getCoordChangeMatrix(), effect.texture(0)); return key | matrixKey; } /////////////////////////////////////////////////////////////////////////////// GrEffectRef* GrTextureDomainEffect::Create(GrTexture* texture, const SkMatrix& matrix, const GrRect& domain, WrapMode wrapMode, bool bilerp) { static const SkRect kFullRect = {0, 0, SK_Scalar1, SK_Scalar1}; if (kClamp_WrapMode == wrapMode && domain.contains(kFullRect)) { return GrSimpleTextureEffect::Create(texture, matrix, bilerp); } else { SkRect clippedDomain; // 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. GrAssert(domain.fLeft <= domain.fRight); GrAssert(domain.fTop <= domain.fBottom); clippedDomain.fLeft = SkMaxScalar(domain.fLeft, kFullRect.fLeft); clippedDomain.fRight = SkMinScalar(domain.fRight, kFullRect.fRight); clippedDomain.fTop = SkMaxScalar(domain.fTop, kFullRect.fTop); clippedDomain.fBottom = SkMinScalar(domain.fBottom, kFullRect.fBottom); GrAssert(clippedDomain.fLeft <= clippedDomain.fRight); GrAssert(clippedDomain.fTop <= clippedDomain.fBottom); AutoEffectUnref effect(SkNEW_ARGS(GrTextureDomainEffect, (texture, matrix, clippedDomain, wrapMode, bilerp))); return CreateEffectRef(effect); } } GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture, const SkMatrix& matrix, const GrRect& domain, WrapMode wrapMode, bool bilerp) : GrSingleTextureEffect(texture, matrix, bilerp) , fWrapMode(wrapMode) , fTextureDomain(domain) { } GrTextureDomainEffect::~GrTextureDomainEffect() { } const GrBackendEffectFactory& GrTextureDomainEffect::getFactory() const { return GrTBackendEffectFactory::getInstance(); } bool GrTextureDomainEffect::onIsEqual(const GrEffect& sBase) const { const GrTextureDomainEffect& s = CastEffect(sBase); return this->hasSameTextureParamsAndMatrix(s) && this->fTextureDomain == s.fTextureDomain; } void GrTextureDomainEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const { if (kDecal_WrapMode == fWrapMode) { *validFlags = 0; } else { this->updateConstantColorComponentsForModulation(color, validFlags); } } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_EFFECT_TEST(GrTextureDomainEffect); GrEffectRef* GrTextureDomainEffect::TestCreate(SkRandom* random, GrContext* context, GrTexture* textures[]) { int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx : GrEffectUnitTest::kAlphaTextureIdx; GrRect 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); WrapMode wrapMode = random->nextBool() ? kClamp_WrapMode : kDecal_WrapMode; const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random); return GrTextureDomainEffect::Create(textures[texIdx], matrix, domain, wrapMode); }