aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/effects/GrTextureDomainEffect.cpp
blob: 96372d926f6bd7eb7771e4b654ac948f3506584f (plain)
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
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
/*
 * 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 GrDrawEffect&);

    virtual void emitCode(GrGLShaderBuilder*,
                          const GrDrawEffect&,
                          EffectKey,
                          const char* outputColor,
                          const char* inputColor,
                          const TextureSamplerArray&) SK_OVERRIDE;

    virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;

    static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);

private:
    GrGLUniformManager::UniformHandle fNameUni;
    GrGLEffectMatrix                  fEffectMatrix;
    GrGLfloat                         fPrevDomain[4];

    typedef GrGLEffect INHERITED;
};

GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& factory,
                                                 const GrDrawEffect& drawEffect)
    : INHERITED(factory)
    , fNameUni(GrGLUniformManager::kInvalidUniformHandle)
    , fEffectMatrix(drawEffect.castEffect<GrTextureDomainEffect>().coordsType()) {
    fPrevDomain[0] = SK_FloatNaN;
}

void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder,
                                       const GrDrawEffect& drawEffect,
                                       EffectKey key,
                                       const char* outputColor,
                                       const char* inputColor,
                                       const TextureSamplerArray& samplers) {
    const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainEffect>();

    const char* coords;
    fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
    const char* domain;
    fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
                                    kVec4f_GrSLType, "TexDom", &domain);
    if (GrTextureDomainEffect::kClamp_WrapMode == texDom.wrapMode()) {

        builder->fsCodeAppendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n",
                                coords, domain, domain);

        builder->fsCodeAppendf("\t%s = ", outputColor);
        builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
                                                inputColor,
                                                samplers[0],
                                                "clampCoord");
        builder->fsCodeAppend(";\n");
    } else {
        GrAssert(GrTextureDomainEffect::kDecal_WrapMode == texDom.wrapMode());

        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->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
                                                    inputColor,
                                                    samplers[0],
                                                    coords);
            builder->fsCodeAppend(";\n");

            builder->fsCodeAppendf("\tfloat x = abs(2.0*(%s.x - %s.x)/(%s.z - %s.x) - 1.0);\n",
                                   coords, domain, domain, domain);
            builder->fsCodeAppendf("\tfloat y = abs(2.0*(%s.y - %s.y)/(%s.w - %s.y) - 1.0);\n",
                                   coords, domain, domain, domain);
            builder->fsCodeAppend("\tfloat blend = step(1.0, max(x, y));\n");
            builder->fsCodeAppendf("\t%s = mix(inside, outside, blend);\n", outputColor);
        } else {
            builder->fsCodeAppend("\tbvec4 outside;\n");
            builder->fsCodeAppendf("\toutside.xy = lessThan(%s, %s.xy);\n", coords, domain);
            builder->fsCodeAppendf("\toutside.zw = greaterThan(%s, %s.zw);\n", coords, domain);
            builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outputColor);
            builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
                                                    inputColor,
                                                    samplers[0],
                                                    coords);
            builder->fsCodeAppend(";\n");
        }
    }
}

void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman,
                                      const GrDrawEffect& drawEffect) {
    const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainEffect>();
    const SkRect& domain = texDom.domain();

    float values[4] = {
        SkScalarToFloat(domain.left()),
        SkScalarToFloat(domain.top()),
        SkScalarToFloat(domain.right()),
        SkScalarToFloat(domain.bottom())
    };
    // vertical flip if necessary
    if (kBottomLeft_GrSurfaceOrigin == texDom.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);
        memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat));
    }
    fEffectMatrix.setData(uman,
                          texDom.getMatrix(),
                          drawEffect,
                          texDom.texture(0));
}

GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrDrawEffect& drawEffect,
                                                      const GrGLCaps&) {
    const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainEffect>();
    EffectKey key = texDom.wrapMode();
    key <<= GrGLEffectMatrix::kKeyBits;
    EffectKey matrixKey = GrGLEffectMatrix::GenKey(texDom.getMatrix(),
                                                   drawEffect,
                                                   texDom.coordsType(),
                                                   texDom.texture(0));
    return key | matrixKey;
}


///////////////////////////////////////////////////////////////////////////////

GrEffectRef* GrTextureDomainEffect::Create(GrTexture* texture,
                                           const SkMatrix& matrix,
                                           const SkRect& domain,
                                           WrapMode wrapMode,
                                           bool bilerp,
                                           CoordsType coordsType) {
    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,
                                                                  coordsType)));
        return CreateEffectRef(effect);

    }
}

GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture,
                                             const SkMatrix& matrix,
                                             const SkRect& domain,
                                             WrapMode wrapMode,
                                             bool bilerp,
                                             CoordsType coordsType)
    : GrSingleTextureEffect(texture, matrix, bilerp, coordsType)
    , fWrapMode(wrapMode)
    , fTextureDomain(domain) {
}

GrTextureDomainEffect::~GrTextureDomainEffect() {

}

const GrBackendEffectFactory& GrTextureDomainEffect::getFactory() const {
    return GrTBackendEffectFactory<GrTextureDomainEffect>::getInstance();
}

bool GrTextureDomainEffect::onIsEqual(const GrEffect& sBase) const {
    const GrTextureDomainEffect& s = CastEffect<GrTextureDomainEffect>(sBase);
    return this->hasSameTextureParamsMatrixAndCoordsType(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(SkMWCRandom* 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);
    WrapMode wrapMode = random->nextBool() ? kClamp_WrapMode : kDecal_WrapMode;
    const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random);
    bool bilerp = random->nextBool();
    CoordsType coords = random->nextBool() ? kLocal_CoordsType : kPosition_CoordsType;
    return GrTextureDomainEffect::Create(textures[texIdx],
                                         matrix,
                                         domain,
                                         wrapMode,
                                         bilerp,
                                         coords);
}