1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
|
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrTextureDomainEffect_DEFINED
#define GrTextureDomainEffect_DEFINED
#include "GrSingleTextureEffect.h"
#include "gl/GrGLFragmentProcessor.h"
class GrGLProgramBuilder;
class GrGLShaderBuilder;
class GrInvariantOutput;
struct SkRect;
/**
* Limits a texture's lookup coordinates to a domain. Samples outside the domain are either clamped
* the edge of the domain or result in a vec4 of zeros (decal mode). The domain is clipped to
* normalized texture coords ([0,1]x[0,1] square). Bilinear filtering can cause texels outside the
* domain to affect the read value unless the caller considers this when calculating the domain.
*/
class GrTextureDomain {
public:
enum Mode {
// Ignore the texture domain rectangle.
kIgnore_Mode,
// Clamp texture coords to the domain rectangle.
kClamp_Mode,
// Treat the area outside the domain rectangle as fully transparent.
kDecal_Mode,
// Wrap texture coordinates. NOTE: filtering may not work as expected because Bilerp will
// read texels outside of the domain. We could perform additional texture reads and filter
// in the shader, but are not currently doing this for performance reasons
kRepeat_Mode,
kLastMode = kRepeat_Mode
};
static const int kModeCount = kLastMode + 1;
static const GrTextureDomain& IgnoredDomain() {
static const SkRect gDummyRect = {0, 0, 0, 0};
static const GrTextureDomain gDomain(gDummyRect, kIgnore_Mode);
return gDomain;
}
/**
* @param index Pass a value >= 0 if using multiple texture domains in the same effect.
* It is used to keep inserted variables from causing name collisions.
*/
GrTextureDomain(const SkRect& domain, Mode, int index = -1);
const SkRect& domain() const { return fDomain; }
Mode mode() const { return fMode; }
/* Computes a domain that bounds all the texels in texelRect. Note that with bilerp enabled
texels neighboring the domain may be read. */
static const SkRect MakeTexelDomain(const GrTexture* texture, const SkIRect& texelRect) {
SkScalar wInv = SK_Scalar1 / texture->width();
SkScalar hInv = SK_Scalar1 / texture->height();
SkRect result = {
texelRect.fLeft * wInv,
texelRect.fTop * hInv,
texelRect.fRight * wInv,
texelRect.fBottom * hInv
};
return result;
}
static const SkRect MakeTexelDomainForMode(const GrTexture* texture, const SkIRect& texelRect, Mode mode) {
// For Clamp mode, inset by half a texel.
SkScalar wInv = SK_Scalar1 / texture->width();
SkScalar hInv = SK_Scalar1 / texture->height();
SkScalar inset = (mode == kClamp_Mode && !texelRect.isEmpty()) ? SK_ScalarHalf : 0;
return SkRect::MakeLTRB(
(texelRect.fLeft + inset) * wInv,
(texelRect.fTop + inset) * hInv,
(texelRect.fRight - inset) * wInv,
(texelRect.fBottom - inset) * hInv
);
}
bool operator== (const GrTextureDomain& that) const {
return fMode == that.fMode && (kIgnore_Mode == fMode || fDomain == that.fDomain);
}
/**
* A GrGLProcessor subclass that corresponds to a GrProcessor subclass that uses GrTextureDomain
* should include this helper. It generates the texture domain GLSL, produces the part of the
* effect key that reflects the texture domain code, and performs the uniform uploads necessary
* for texture domains.
*/
class GLDomain {
public:
GLDomain() {
fPrevDomain[0] = SK_FloatNaN;
SkDEBUGCODE(fMode = (Mode) -1;)
}
/**
* Call this from GrGLProcessor::emitCode() to sample the texture W.R.T. the domain and
* mode.
*
* @param outcolor name of vec4 variable to hold the sampled color.
* @param inCoords name of vec2 variable containing the coords to be used with the domain.
* It is assumed that this is a variable and not an expression.
* @param inModulateColor if non-NULL the sampled color will be modulated with this
* expression before being written to outColor.
*/
void sampleTexture(GrGLShaderBuilder* builder,
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
const GrGLProcessor::TextureSampler sampler,
const char* inModulateColor = NULL);
/**
* Call this from GrGLProcessor::setData() to upload uniforms necessary for the texture
* domain. The rectangle is automatically adjusted to account for the texture's origin.
*/
void setData(const GrGLProgramDataManager& pdman, const GrTextureDomain& textureDomain,
GrSurfaceOrigin textureOrigin);
enum {
kDomainKeyBits = 2, // See DomainKey().
};
/**
* GrGLProcessor::GenKey() must call this and include the returned value in it's computed
* key. The returned will be limited to the lower kDomainKeyBits bits.
*/
static uint32_t DomainKey(const GrTextureDomain& domain) {
GR_STATIC_ASSERT(kModeCount <= 4);
return domain.mode();
}
private:
SkDEBUGCODE(Mode fMode;)
GrGLProgramDataManager::UniformHandle fDomainUni;
SkString fDomainName;
GrGLfloat fPrevDomain[4];
};
protected:
Mode fMode;
SkRect fDomain;
int fIndex;
typedef GrSingleTextureEffect INHERITED;
};
/**
* A basic texture effect that uses GrTextureDomain.
*/
class GrTextureDomainEffect : public GrSingleTextureEffect {
public:
static GrFragmentProcessor* Create(GrProcessorDataManager*,
GrTexture*,
const SkMatrix&,
const SkRect& domain,
GrTextureDomain::Mode,
GrTextureParams::FilterMode filterMode,
GrCoordSet = kLocal_GrCoordSet);
virtual ~GrTextureDomainEffect();
const char* name() const override { return "TextureDomain"; }
const GrTextureDomain& textureDomain() const { return fTextureDomain; }
protected:
GrTextureDomain fTextureDomain;
private:
GrTextureDomainEffect(GrProcessorDataManager*,
GrTexture*,
const SkMatrix&,
const SkRect& domain,
GrTextureDomain::Mode,
GrTextureParams::FilterMode,
GrCoordSet);
GrGLFragmentProcessor* onCreateGLInstance() const override;
void onGetGLProcessorKey(const GrGLSLCaps&, GrProcessorKeyBuilder*) const override;
bool onIsEqual(const GrFragmentProcessor&) const override;
void onComputeInvariantOutput(GrInvariantOutput* inout) const override;
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
typedef GrSingleTextureEffect INHERITED;
};
#endif
|