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/*
* 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 "GrInvariantOutput.h"
#include "GrSimpleTextureEffect.h"
#include "SkFloatingPoint.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLShaderBuilder.h"
#include "glsl/GrGLSLTextureSampler.h"
#include "glsl/GrGLSLUniformHandler.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 = SkScalarPin(domain.fLeft, kFullRect.fLeft, kFullRect.fRight);
fDomain.fRight = SkScalarPin(domain.fRight, kFullRect.fLeft, kFullRect.fRight);
fDomain.fTop = SkScalarPin(domain.fTop, kFullRect.fTop, kFullRect.fBottom);
fDomain.fBottom = SkScalarPin(domain.fBottom, kFullRect.fTop, kFullRect.fBottom);
SkASSERT(fDomain.fLeft <= fDomain.fRight);
SkASSERT(fDomain.fTop <= fDomain.fBottom);
}
}
//////////////////////////////////////////////////////////////////////////////
void GrTextureDomain::GLDomain::sampleTexture(GrGLSLShaderBuilder* builder,
GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* glslCaps,
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
const GrGLSLTextureSampler& sampler,
const char* inModulateColor) {
SkASSERT((Mode)-1 == fMode || textureDomain.mode() == fMode);
SkDEBUGCODE(fMode = textureDomain.mode();)
if (textureDomain.mode() != kIgnore_Mode && !fDomainUni.isValid()) {
const char* name;
SkString uniName("TexDom");
if (textureDomain.fIndex >= 0) {
uniName.appendS32(textureDomain.fIndex);
}
fDomainUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
kVec4f_GrSLType, kDefault_GrSLPrecision,
uniName.c_str(), &name);
fDomainName = name;
}
switch (textureDomain.mode()) {
case kIgnore_Mode: {
builder->codeAppendf("%s = ", outColor);
builder->appendTextureLookupAndModulate(inModulateColor, sampler,
inCoords.c_str());
builder->codeAppend(";");
break;
}
case kClamp_Mode: {
SkString clampedCoords;
clampedCoords.appendf("clamp(%s, %s.xy, %s.zw)",
inCoords.c_str(), fDomainName.c_str(), fDomainName.c_str());
builder->codeAppendf("%s = ", outColor);
builder->appendTextureLookupAndModulate(inModulateColor, sampler,
clampedCoords.c_str());
builder->codeAppend(";");
break;
}
case kDecal_Mode: {
// Add a block since we're going to declare variables.
GrGLSLShaderBuilder::ShaderBlock block(builder);
const char* domain = fDomainName.c_str();
if (!glslCaps->canUseAnyFunctionInShader()) {
// 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->codeAppend("vec4 outside = vec4(0.0, 0.0, 0.0, 0.0);");
builder->codeAppend("vec4 inside = ");
builder->appendTextureLookupAndModulate(inModulateColor, sampler,
inCoords.c_str());
builder->codeAppend(";");
builder->codeAppend(GrGLSLShaderVar::PrecisionString(glslCaps,
kHigh_GrSLPrecision));
builder->codeAppendf("float x = (%s).x;", inCoords.c_str());
builder->codeAppend(GrGLSLShaderVar::PrecisionString(glslCaps,
kHigh_GrSLPrecision));
builder->codeAppendf("float y = (%s).y;", inCoords.c_str());
builder->codeAppendf("x = abs(2.0*(x - %s.x)/(%s.z - %s.x) - 1.0);",
domain, domain, domain);
builder->codeAppendf("y = abs(2.0*(y - %s.y)/(%s.w - %s.y) - 1.0);",
domain, domain, domain);
builder->codeAppend("float blend = step(1.0, max(x, y));");
builder->codeAppendf("%s = mix(inside, outside, blend);", outColor);
} else {
builder->codeAppend("bvec4 outside;\n");
builder->codeAppendf("outside.xy = lessThan(%s, %s.xy);", inCoords.c_str(),
domain);
builder->codeAppendf("outside.zw = greaterThan(%s, %s.zw);", inCoords.c_str(),
domain);
builder->codeAppendf("%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ",
outColor);
builder->appendTextureLookupAndModulate(inModulateColor, sampler,
inCoords.c_str());
builder->codeAppend(";");
}
break;
}
case kRepeat_Mode: {
SkString clampedCoords;
clampedCoords.printf("mod(%s - %s.xy, %s.zw - %s.xy) + %s.xy",
inCoords.c_str(), fDomainName.c_str(), fDomainName.c_str(),
fDomainName.c_str(), fDomainName.c_str());
builder->codeAppendf("%s = ", outColor);
builder->appendTextureLookupAndModulate(inModulateColor, sampler,
clampedCoords.c_str());
builder->codeAppend(";");
break;
}
}
}
void GrTextureDomain::GLDomain::setData(const GrGLSLProgramDataManager& pdman,
const GrTextureDomain& textureDomain,
GrSurfaceOrigin textureOrigin) {
SkASSERT(textureDomain.mode() == fMode);
if (kIgnore_Mode != textureDomain.mode()) {
float values[kPrevDomainCount] = {
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, kPrevDomainCount * sizeof(float))) {
pdman.set4fv(fDomainUni, 1, values);
memcpy(fPrevDomain, values, kPrevDomainCount * sizeof(float));
}
}
}
//////////////////////////////////////////////////////////////////////////////
class GrGLTextureDomainEffect : public GrGLSLFragmentProcessor {
public:
GrGLTextureDomainEffect(const GrProcessor&);
virtual void emitCode(EmitArgs&) override;
static inline void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*);
protected:
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
private:
GrTextureDomain::GLDomain fGLDomain;
typedef GrGLSLFragmentProcessor INHERITED;
};
GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrProcessor&) {
}
void GrGLTextureDomainEffect::emitCode(EmitArgs& args) {
const GrTextureDomainEffect& textureDomainEffect = args.fFp.cast<GrTextureDomainEffect>();
const GrTextureDomain& domain = textureDomainEffect.textureDomain();
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
fGLDomain.sampleTexture(fragBuilder,
args.fUniformHandler,
args.fGLSLCaps,
domain,
args.fOutputColor,
coords2D,
args.fSamplers[0],
args.fInputColor);
}
void GrGLTextureDomainEffect::onSetData(const GrGLSLProgramDataManager& pdman,
const GrProcessor& processor) {
const GrTextureDomainEffect& textureDomainEffect = processor.cast<GrTextureDomainEffect>();
const GrTextureDomain& domain = textureDomainEffect.textureDomain();
fGLDomain.setData(pdman, domain, processor.texture(0)->origin());
}
void GrGLTextureDomainEffect::GenKey(const GrProcessor& processor, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const GrTextureDomain& domain = processor.cast<GrTextureDomainEffect>().textureDomain();
b->add32(GrTextureDomain::GLDomain::DomainKey(domain));
}
///////////////////////////////////////////////////////////////////////////////
const GrFragmentProcessor* 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 {
return new GrTextureDomainEffect(texture, matrix, domain, mode, filterMode, coordSet);
}
}
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) {
SkASSERT(mode != GrTextureDomain::kRepeat_Mode ||
filterMode == GrTextureParams::kNone_FilterMode);
this->initClassID<GrTextureDomainEffect>();
}
GrTextureDomainEffect::~GrTextureDomainEffect() {}
void GrTextureDomainEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const {
GrGLTextureDomainEffect::GenKey(*this, caps, b);
}
GrGLSLFragmentProcessor* GrTextureDomainEffect::onCreateGLSLInstance() const {
return new GrGLTextureDomainEffect(*this);
}
bool GrTextureDomainEffect::onIsEqual(const GrFragmentProcessor& sBase) const {
const GrTextureDomainEffect& s = sBase.cast<GrTextureDomainEffect>();
return this->fTextureDomain == s.fTextureDomain;
}
void GrTextureDomainEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const {
if (GrTextureDomain::kDecal_Mode == fTextureDomain.mode()) { // TODO: helper
if (GrPixelConfigIsAlphaOnly(this->texture(0)->config())) {
inout->mulByUnknownSingleComponent();
} else {
inout->mulByUnknownFourComponents();
}
} else {
this->updateInvariantOutputForModulation(inout);
}
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrTextureDomainEffect);
const GrFragmentProcessor* GrTextureDomainEffect::TestCreate(GrProcessorTestData* d) {
int texIdx = d->fRandom->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx :
GrProcessorUnitTest::kAlphaTextureIdx;
SkRect domain;
domain.fLeft = d->fRandom->nextUScalar1();
domain.fRight = d->fRandom->nextRangeScalar(domain.fLeft, SK_Scalar1);
domain.fTop = d->fRandom->nextUScalar1();
domain.fBottom = d->fRandom->nextRangeScalar(domain.fTop, SK_Scalar1);
GrTextureDomain::Mode mode =
(GrTextureDomain::Mode) d->fRandom->nextULessThan(GrTextureDomain::kModeCount);
const SkMatrix& matrix = GrTest::TestMatrix(d->fRandom);
bool bilerp = mode != GrTextureDomain::kRepeat_Mode ? d->fRandom->nextBool() : false;
GrCoordSet coords = d->fRandom->nextBool() ? kLocal_GrCoordSet : kDevice_GrCoordSet;
return GrTextureDomainEffect::Create(
d->fTextures[texIdx],
matrix,
domain,
mode,
bilerp ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode,
coords);
}
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