| /* | |
| * Copyright 2017 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/gpu/ganesh/effects/GrTextureEffect.h" | |
| #include "include/core/SkSize.h" | |
| #include "include/core/SkString.h" | |
| #include "include/gpu/GpuTypes.h" | |
| #include "include/gpu/ganesh/GrTypes.h" | |
| #include "include/private/base/SkAssert.h" | |
| #include "include/private/base/SkFloatingPoint.h" | |
| #include "include/private/base/SkMath.h" | |
| #include "include/private/gpu/ganesh/GrTypesPriv.h" | |
| #include "src/base/SkRandom.h" | |
| #include "src/core/SkSLTypeShared.h" | |
| #include "src/gpu/KeyBuilder.h" | |
| #include "src/gpu/ganesh/GrSurfaceProxy.h" | |
| #include "src/gpu/ganesh/GrTestUtils.h" | |
| #include "src/gpu/ganesh/GrTexture.h" | |
| #include "src/gpu/ganesh/effects/GrMatrixEffect.h" | |
| #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h" | |
| #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h" | |
| #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" | |
| #include <algorithm> | |
| #include <cmath> | |
| #include <utility> | |
| enum SkAlphaType : int; | |
| struct GrShaderCaps; | |
| using Wrap = GrSamplerState::WrapMode; | |
| using Filter = GrSamplerState::Filter; | |
| using MipmapMode = GrSamplerState::MipmapMode; | |
| struct GrTextureEffect::Sampling { | |
| GrSamplerState fHWSampler; | |
| ShaderMode fShaderModes[2] = {ShaderMode::kNone, ShaderMode::kNone}; | |
| SkRect fShaderSubset = {0, 0, 0, 0}; | |
| SkRect fShaderClamp = {0, 0, 0, 0}; | |
| float fBorder[4] = {0, 0, 0, 0}; | |
| Sampling(Filter filter, MipmapMode mm) : fHWSampler(filter, mm) {} | |
| Sampling(const GrSurfaceProxy& proxy, | |
| GrSamplerState wrap, | |
| const SkRect&, | |
| const SkRect*, | |
| const float border[4], | |
| bool alwaysUseShaderTileMode, | |
| const GrCaps&, | |
| SkVector linearFilterInset = {0.5f, 0.5f}); | |
| inline bool hasBorderAlpha() const; | |
| }; | |
| GrTextureEffect::Sampling::Sampling(const GrSurfaceProxy& proxy, | |
| GrSamplerState sampler, | |
| const SkRect& subset, | |
| const SkRect* domain, | |
| const float border[4], | |
| bool alwaysUseShaderTileMode, | |
| const GrCaps& caps, | |
| SkVector linearFilterInset) { | |
| struct Span { | |
| float fA = 0.f, fB = 0.f; | |
| Span makeInset(float o) const { | |
| Span r = {fA + o, fB - o}; | |
| if (r.fA > r.fB) { | |
| r.fA = r.fB = (r.fA + r.fB) / 2; | |
| } | |
| return r; | |
| } | |
| bool contains(Span r) const { return fA <= r.fA && fB >= r.fB; } | |
| }; | |
| struct Result1D { | |
| ShaderMode fShaderMode = ShaderMode::kNone; | |
| Span fShaderSubset = {}; | |
| Span fShaderClamp = {}; | |
| Wrap fHWWrap = Wrap::kClamp; | |
| }; | |
| auto type = proxy.asTextureProxy()->textureType(); | |
| auto filter = sampler.filter(); | |
| auto mm = sampler.mipmapMode(); | |
| auto canDoWrapInHW = [&](int size, Wrap wrap) { | |
| if (alwaysUseShaderTileMode) { | |
| return false; | |
| } | |
| // TODO: Use HW border color when available. | |
| if (wrap == Wrap::kClampToBorder && | |
| (!caps.clampToBorderSupport() || border[0] || border[1] || border[2] || border[3])) { | |
| return false; | |
| } | |
| if (wrap != Wrap::kClamp && !caps.npotTextureTileSupport() && !SkIsPow2(size)) { | |
| return false; | |
| } | |
| if (type != GrTextureType::k2D && | |
| !(wrap == Wrap::kClamp || wrap == Wrap::kClampToBorder)) { | |
| return false; | |
| } | |
| return true; | |
| }; | |
| SkISize dim = proxy.isFullyLazy() ? SkISize{-1, -1} : proxy.backingStoreDimensions(); | |
| // TODO: Right now if we use shader based subsetting for any reason we just completely drop | |
| // aniso. Longer term allow shader subsetting, reusing the special repeat mode LOD selection | |
| // logic for mip maps, and simply don't attempt to restrict ansiso's computed samples to the | |
| // subset. That is use "subsetting" but not "clamping"/insetting in terms of the shader gen | |
| // logic. | |
| bool aniso = sampler.isAniso(); | |
| SkASSERT(!aniso || caps.anisoSupport()); | |
| if (aniso) { | |
| bool anisoSubset = !subset.contains(proxy.backingStoreBoundsRect()) && | |
| (!domain || !subset.contains(*domain)); | |
| bool needsShaderWrap = !canDoWrapInHW(dim.width(), sampler.wrapModeX()) || | |
| !canDoWrapInHW(dim.height(), sampler.wrapModeY()); | |
| if (needsShaderWrap || anisoSubset) { | |
| MipmapMode newMM = proxy.asTextureProxy()->mipmapped() == skgpu::Mipmapped::kYes | |
| ? MipmapMode::kLinear | |
| : MipmapMode::kNone; | |
| sampler = GrSamplerState(sampler.wrapModeX(), | |
| sampler.wrapModeY(), | |
| SkFilterMode::kLinear, | |
| newMM); | |
| aniso = false; | |
| } | |
| } | |
| auto resolve = [&](int size, Wrap wrap, Span subset, Span domain, float linearFilterInset) { | |
| Result1D r; | |
| bool canDoModeInHW = canDoWrapInHW(size, wrap); | |
| if (canDoModeInHW && size > 0 && subset.fA <= 0 && subset.fB >= size) { | |
| r.fShaderMode = ShaderMode::kNone; | |
| r.fHWWrap = wrap; | |
| r.fShaderSubset = r.fShaderClamp = {0, 0}; | |
| return r; | |
| } | |
| r.fShaderSubset = subset; | |
| bool domainIsSafe = false; | |
| if (filter == Filter::kNearest) { | |
| Span isubset{std::floor(subset.fA), std::ceil(subset.fB)}; | |
| if (domain.fA > isubset.fA && domain.fB < isubset.fB) { | |
| domainIsSafe = true; | |
| } | |
| // This inset prevents sampling neighboring texels that could occur when | |
| // texture coords fall exactly at texel boundaries (depending on precision | |
| // and GPU-specific snapping at the boundary). | |
| r.fShaderClamp = isubset.makeInset(0.5f + kInsetEpsilon); | |
| } else { | |
| r.fShaderClamp = subset.makeInset(linearFilterInset + kInsetEpsilon); | |
| if (r.fShaderClamp.contains(domain)) { | |
| domainIsSafe = true; | |
| } | |
| } | |
| if (!alwaysUseShaderTileMode && domainIsSafe) { | |
| // The domain of coords that will be used won't access texels outside of the subset. | |
| // So the wrap mode effectively doesn't matter. We use kClamp since it is always | |
| // supported. | |
| r.fShaderMode = ShaderMode::kNone; | |
| r.fHWWrap = Wrap::kClamp; | |
| r.fShaderSubset = r.fShaderClamp = {0, 0}; | |
| return r; | |
| } | |
| r.fShaderMode = GetShaderMode(wrap, filter, mm); | |
| r.fHWWrap = Wrap::kClamp; | |
| return r; | |
| }; | |
| Result1D x, y; | |
| if (!aniso) { | |
| Span subsetX{subset.fLeft, subset.fRight}; | |
| auto domainX = domain ? Span{domain->fLeft, domain->fRight} | |
| : Span{SK_FloatNegativeInfinity, SK_FloatInfinity}; | |
| x = resolve(dim.width(), sampler.wrapModeX(), subsetX, domainX, linearFilterInset.fX); | |
| Span subsetY{subset.fTop, subset.fBottom}; | |
| auto domainY = domain ? Span{domain->fTop, domain->fBottom} | |
| : Span{SK_FloatNegativeInfinity, SK_FloatInfinity}; | |
| y = resolve(dim.height(), sampler.wrapModeY(), subsetY, domainY, linearFilterInset.fY); | |
| } else { | |
| x.fHWWrap = sampler.wrapModeX(); | |
| y.fHWWrap = sampler.wrapModeY(); | |
| } | |
| fHWSampler = aniso ? GrSamplerState::Aniso(x.fHWWrap, | |
| y.fHWWrap, | |
| sampler.maxAniso(), | |
| proxy.asTextureProxy()->mipmapped()) | |
| : GrSamplerState{x.fHWWrap, y.fHWWrap, filter, mm}; | |
| fShaderModes[0] = x.fShaderMode; | |
| fShaderModes[1] = y.fShaderMode; | |
| fShaderSubset = {x.fShaderSubset.fA, y.fShaderSubset.fA, | |
| x.fShaderSubset.fB, y.fShaderSubset.fB}; | |
| fShaderClamp = {x.fShaderClamp.fA, y.fShaderClamp.fA, | |
| x.fShaderClamp.fB, y.fShaderClamp.fB}; | |
| std::copy_n(border, 4, fBorder); | |
| } | |
| bool GrTextureEffect::Sampling::hasBorderAlpha() const { | |
| if (fHWSampler.wrapModeX() == Wrap::kClampToBorder || | |
| fHWSampler.wrapModeY() == Wrap::kClampToBorder) { | |
| return true; | |
| } | |
| if (ShaderModeIsClampToBorder(fShaderModes[0]) || ShaderModeIsClampToBorder(fShaderModes[1])) { | |
| return fBorder[3] < 1.f; | |
| } | |
| return false; | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::Make(GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const SkMatrix& matrix, | |
| Filter filter, | |
| MipmapMode mm) { | |
| Sampling sampling = Sampling(filter, mm); | |
| std::unique_ptr<GrFragmentProcessor> te(new GrTextureEffect(std::move(view), | |
| alphaType, | |
| sampling)); | |
| return GrMatrixEffect::Make(matrix, std::move(te)); | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::Make(GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const SkMatrix& matrix, | |
| GrSamplerState sampler, | |
| const GrCaps& caps, | |
| const float border[4]) { | |
| Sampling sampling(*view.proxy(), | |
| sampler, | |
| SkRect::Make(view.proxy()->dimensions()), | |
| nullptr, | |
| border, | |
| false, | |
| caps); | |
| std::unique_ptr<GrFragmentProcessor> te(new GrTextureEffect(std::move(view), | |
| alphaType, | |
| sampling)); | |
| return GrMatrixEffect::Make(matrix, std::move(te)); | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::MakeSubset(GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const SkMatrix& matrix, | |
| GrSamplerState sampler, | |
| const SkRect& subset, | |
| const GrCaps& caps, | |
| const float border[4], | |
| bool alwaysUseShaderTileMode) { | |
| Sampling sampling(*view.proxy(), | |
| sampler, | |
| subset, | |
| nullptr, | |
| border, | |
| alwaysUseShaderTileMode, | |
| caps); | |
| std::unique_ptr<GrFragmentProcessor> te(new GrTextureEffect(std::move(view), | |
| alphaType, | |
| sampling)); | |
| return GrMatrixEffect::Make(matrix, std::move(te)); | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::MakeSubset(GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const SkMatrix& matrix, | |
| GrSamplerState sampler, | |
| const SkRect& subset, | |
| const SkRect& domain, | |
| const GrCaps& caps, | |
| const float border[4]) { | |
| Sampling sampling(*view.proxy(), sampler, subset, &domain, border, false, caps); | |
| std::unique_ptr<GrFragmentProcessor> te(new GrTextureEffect(std::move(view), | |
| alphaType, | |
| sampling)); | |
| return GrMatrixEffect::Make(matrix, std::move(te)); | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::MakeCustomLinearFilterInset( | |
| GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const SkMatrix& matrix, | |
| Wrap wx, | |
| Wrap wy, | |
| const SkRect& subset, | |
| const SkRect* domain, | |
| SkVector inset, | |
| const GrCaps& caps, | |
| const float border[4]) { | |
| GrSamplerState sampler(wx, wy, Filter::kLinear); | |
| Sampling sampling(*view.proxy(), sampler, subset, domain, border, false, caps, inset); | |
| std::unique_ptr<GrFragmentProcessor> te(new GrTextureEffect(std::move(view), | |
| alphaType, | |
| sampling)); | |
| return GrMatrixEffect::Make(matrix, std::move(te)); | |
| } | |
| SkMatrix GrTextureEffect::coordAdjustmentMatrix() const { | |
| SkMatrix m; | |
| GrTexture* texture = this->texture(); | |
| SkISize d = texture->dimensions(); | |
| if (this->matrixEffectShouldNormalize()) { | |
| if (fView.origin() == kBottomLeft_GrSurfaceOrigin) { | |
| m.setScaleTranslate(1.f / d.width(), -1.f / d.height(), 0, 1); | |
| } else { | |
| m.setScale(1.f / d.width(), 1.f / d.height()); | |
| } | |
| } else { | |
| if (fView.origin() == kBottomLeft_GrSurfaceOrigin) { | |
| m.setScaleTranslate(1.f, -1.f, 0, d.height()); | |
| } | |
| } | |
| return m; | |
| } | |
| GrTextureEffect::ShaderMode GrTextureEffect::GetShaderMode(Wrap wrap, | |
| Filter filter, | |
| MipmapMode mm) { | |
| switch (wrap) { | |
| case Wrap::kMirrorRepeat: | |
| return ShaderMode::kMirrorRepeat; | |
| case Wrap::kClamp: | |
| return ShaderMode::kClamp; | |
| case Wrap::kRepeat: | |
| switch (mm) { | |
| case MipmapMode::kNone: | |
| switch (filter) { | |
| case Filter::kNearest: return ShaderMode::kRepeat_Nearest_None; | |
| case Filter::kLinear: return ShaderMode::kRepeat_Linear_None; | |
| } | |
| SkUNREACHABLE; | |
| case MipmapMode::kNearest: | |
| case MipmapMode::kLinear: | |
| switch (filter) { | |
| case Filter::kNearest: return ShaderMode::kRepeat_Nearest_Mipmap; | |
| case Filter::kLinear: return ShaderMode::kRepeat_Linear_Mipmap; | |
| } | |
| SkUNREACHABLE; | |
| } | |
| SkUNREACHABLE; | |
| case Wrap::kClampToBorder: | |
| return filter == Filter::kNearest ? ShaderMode::kClampToBorder_Nearest | |
| : ShaderMode::kClampToBorder_Filter; | |
| } | |
| SkUNREACHABLE; | |
| } | |
| inline bool GrTextureEffect::ShaderModeIsClampToBorder(ShaderMode m) { | |
| return m == ShaderMode::kClampToBorder_Nearest || m == ShaderMode::kClampToBorder_Filter; | |
| } | |
| bool GrTextureEffect::ShaderModeRequiresUnormCoord(ShaderMode m) { | |
| switch (m) { | |
| case ShaderMode::kNone: return false; | |
| case ShaderMode::kClamp: return false; | |
| case ShaderMode::kRepeat_Nearest_None: return false; | |
| case ShaderMode::kRepeat_Linear_None: return true; | |
| case ShaderMode::kRepeat_Nearest_Mipmap: return true; | |
| case ShaderMode::kRepeat_Linear_Mipmap: return true; | |
| case ShaderMode::kMirrorRepeat: return false; | |
| case ShaderMode::kClampToBorder_Nearest: return true; | |
| case ShaderMode::kClampToBorder_Filter: return true; | |
| } | |
| SkUNREACHABLE; | |
| } | |
| void GrTextureEffect::Impl::emitCode(EmitArgs& args) { | |
| using ShaderMode = GrTextureEffect::ShaderMode; | |
| auto& te = args.fFp.cast<GrTextureEffect>(); | |
| auto* fb = args.fFragBuilder; | |
| if (te.fShaderModes[0] == ShaderMode::kNone && | |
| te.fShaderModes[1] == ShaderMode::kNone) { | |
| fb->codeAppendf("return "); | |
| fb->appendTextureLookup(fSamplerHandle, args.fSampleCoord); | |
| fb->codeAppendf(";"); | |
| } else { | |
| // Here is the basic flow of the various ShaderModes are implemented in a series of | |
| // steps. Not all the steps apply to all the modes. We try to emit only the steps | |
| // that are necessary for the given x/y shader modes. | |
| // | |
| // 0) Start with interpolated coordinates (unnormalize if doing anything | |
| // complicated). | |
| // 1) Map the coordinates into the subset range [Repeat and MirrorRepeat], or pass | |
| // through output of 0). | |
| // 2) Clamp the coordinates to a 0.5 inset of the subset rect [Clamp, Repeat, and | |
| // MirrorRepeat always or ClampToBorder only when filtering] or pass through | |
| // output of 1). The clamp rect collapses to a line or point it if the subset | |
| // rect is less than one pixel wide/tall. | |
| // 3) Look up texture with output of 2) [All] | |
| // 3) Use the difference between 1) and 2) to apply filtering at edge [Repeat or | |
| // ClampToBorder]. In the Repeat case this requires extra texture lookups on the | |
| // other side of the subset (up to 3 more reads). Or if ClampToBorder and not | |
| // filtering do a hard less than/greater than test with the subset rect. | |
| // Convert possible projective texture coordinates into non-homogeneous half2. | |
| fb->codeAppendf("float2 inCoord = %s;", args.fSampleCoord); | |
| const auto& m = te.fShaderModes; | |
| const char* borderName = nullptr; | |
| if (te.hasClampToBorderShaderMode()) { | |
| fBorderUni = args.fUniformHandler->addUniform( | |
| &te, kFragment_GrShaderFlag, SkSLType::kHalf4, "border", &borderName); | |
| } | |
| auto modeUsesSubset = [](ShaderMode m) { | |
| switch (m) { | |
| case ShaderMode::kNone: return false; | |
| case ShaderMode::kClamp: return false; | |
| case ShaderMode::kRepeat_Nearest_None: return true; | |
| case ShaderMode::kRepeat_Linear_None: return true; | |
| case ShaderMode::kRepeat_Nearest_Mipmap: return true; | |
| case ShaderMode::kRepeat_Linear_Mipmap: return true; | |
| case ShaderMode::kMirrorRepeat: return true; | |
| case ShaderMode::kClampToBorder_Nearest: return true; | |
| case ShaderMode::kClampToBorder_Filter: return true; | |
| } | |
| SkUNREACHABLE; | |
| }; | |
| auto modeUsesClamp = [](ShaderMode m) { | |
| switch (m) { | |
| case ShaderMode::kNone: return false; | |
| case ShaderMode::kClamp: return true; | |
| case ShaderMode::kRepeat_Nearest_None: return true; | |
| case ShaderMode::kRepeat_Linear_None: return true; | |
| case ShaderMode::kRepeat_Nearest_Mipmap: return true; | |
| case ShaderMode::kRepeat_Linear_Mipmap: return true; | |
| case ShaderMode::kMirrorRepeat: return true; | |
| case ShaderMode::kClampToBorder_Nearest: return false; | |
| case ShaderMode::kClampToBorder_Filter: return true; | |
| } | |
| SkUNREACHABLE; | |
| }; | |
| bool useSubset[2] = {modeUsesSubset(m[0]), modeUsesSubset(m[1])}; | |
| bool useClamp [2] = {modeUsesClamp (m[0]), modeUsesClamp (m[1])}; | |
| const char* subsetName = nullptr; | |
| if (useSubset[0] || useSubset[1]) { | |
| fSubsetUni = args.fUniformHandler->addUniform( | |
| &te, kFragment_GrShaderFlag, SkSLType::kFloat4, "subset", &subsetName); | |
| } | |
| const char* clampName = nullptr; | |
| if (useClamp[0] || useClamp[1]) { | |
| fClampUni = args.fUniformHandler->addUniform( | |
| &te, kFragment_GrShaderFlag, SkSLType::kFloat4, "clamp", &clampName); | |
| } | |
| bool unormCoordsRequiredForShaderMode = ShaderModeRequiresUnormCoord(m[0]) || | |
| ShaderModeRequiresUnormCoord(m[1]); | |
| // We should not pre-normalize the input coords with GrMatrixEffect if we're going to | |
| // operate on unnormalized coords and then normalize after the shader mode. | |
| SkASSERT(!(unormCoordsRequiredForShaderMode && te.matrixEffectShouldNormalize())); | |
| bool sampleCoordsMustBeNormalized = | |
| te.fView.asTextureProxy()->textureType() != GrTextureType::kRectangle; | |
| const char* idims = nullptr; | |
| if (unormCoordsRequiredForShaderMode && sampleCoordsMustBeNormalized) { | |
| // TODO: Detect support for textureSize() or polyfill textureSize() in SkSL and | |
| // always use? | |
| fIDimsUni = args.fUniformHandler->addUniform(&te, kFragment_GrShaderFlag, | |
| SkSLType::kFloat2, "idims", &idims); | |
| } | |
| // Generates a string to read at a coordinate, normalizing coords if necessary. | |
| auto read = [&](const char* coord) { | |
| SkString result; | |
| SkString normCoord; | |
| if (idims) { | |
| normCoord.printf("(%s) * %s", coord, idims); | |
| } else { | |
| normCoord = coord; | |
| } | |
| fb->appendTextureLookup(&result, fSamplerHandle, normCoord.c_str()); | |
| return result; | |
| }; | |
| // Implements coord wrapping for kRepeat and kMirrorRepeat | |
| auto subsetCoord = [&](ShaderMode mode, | |
| const char* coordSwizzle, | |
| const char* subsetStartSwizzle, | |
| const char* subsetStopSwizzle, | |
| const char* extraCoord, | |
| const char* coordWeight) { | |
| switch (mode) { | |
| // These modes either don't use the subset rect or don't need to map the | |
| // coords to be within the subset. | |
| case ShaderMode::kNone: | |
| case ShaderMode::kClampToBorder_Nearest: | |
| case ShaderMode::kClampToBorder_Filter: | |
| case ShaderMode::kClamp: | |
| fb->codeAppendf("subsetCoord.%s = inCoord.%s;", coordSwizzle, coordSwizzle); | |
| break; | |
| case ShaderMode::kRepeat_Nearest_None: | |
| case ShaderMode::kRepeat_Linear_None: | |
| fb->codeAppendf( | |
| "subsetCoord.%s = mod(inCoord.%s - %s.%s, %s.%s - %s.%s) + %s.%s;", | |
| coordSwizzle, coordSwizzle, subsetName, subsetStartSwizzle, subsetName, | |
| subsetStopSwizzle, subsetName, subsetStartSwizzle, subsetName, | |
| subsetStartSwizzle); | |
| break; | |
| case ShaderMode::kRepeat_Nearest_Mipmap: | |
| case ShaderMode::kRepeat_Linear_Mipmap: | |
| // The approach here is to generate two sets of texture coords that | |
| // are both "moving" at the same speed (if not direction) as | |
| // inCoords. We accomplish that by using two out of phase mirror | |
| // repeat coords. We will always sample using both coords but the | |
| // read from the upward sloping one is selected using a weight | |
| // that transitions from one set to the other near the reflection | |
| // point. Like the coords, the weight is a saw-tooth function, | |
| // phase-shifted, vertically translated, and then clamped to 0..1. | |
| // TODO: Skip this and use textureGrad() when available. | |
| SkASSERT(extraCoord); | |
| SkASSERT(coordWeight); | |
| fb->codeAppend("{"); | |
| fb->codeAppendf("float w = %s.%s - %s.%s;", subsetName, subsetStopSwizzle, | |
| subsetName, subsetStartSwizzle); | |
| fb->codeAppendf("float w2 = 2 * w;"); | |
| fb->codeAppendf("float d = inCoord.%s - %s.%s;", coordSwizzle, subsetName, | |
| subsetStartSwizzle); | |
| fb->codeAppend("float m = mod(d, w2);"); | |
| fb->codeAppend("float o = mix(m, w2 - m, step(w, m));"); | |
| fb->codeAppendf("subsetCoord.%s = o + %s.%s;", coordSwizzle, subsetName, | |
| subsetStartSwizzle); | |
| fb->codeAppendf("%s = w - o + %s.%s;", extraCoord, subsetName, | |
| subsetStartSwizzle); | |
| // coordWeight is used as the third param of mix() to blend between a | |
| // sample taken using subsetCoord and a sample at extraCoord. | |
| fb->codeAppend("float hw = w/2;"); | |
| fb->codeAppend("float n = mod(d - hw, w2);"); | |
| fb->codeAppendf("%s = saturate(half(mix(n, w2 - n, step(w, n)) - hw + 0.5));", | |
| coordWeight); | |
| fb->codeAppend("}"); | |
| break; | |
| case ShaderMode::kMirrorRepeat: | |
| fb->codeAppend("{"); | |
| fb->codeAppendf("float w = %s.%s - %s.%s;", subsetName, subsetStopSwizzle, | |
| subsetName, subsetStartSwizzle); | |
| fb->codeAppendf("float w2 = 2 * w;"); | |
| fb->codeAppendf("float m = mod(inCoord.%s - %s.%s, w2);", coordSwizzle, | |
| subsetName, subsetStartSwizzle); | |
| fb->codeAppendf("subsetCoord.%s = mix(m, w2 - m, step(w, m)) + %s.%s;", | |
| coordSwizzle, subsetName, subsetStartSwizzle); | |
| fb->codeAppend("}"); | |
| break; | |
| } | |
| }; | |
| auto clampCoord = [&](bool clamp, | |
| const char* coordSwizzle, | |
| const char* clampStartSwizzle, | |
| const char* clampStopSwizzle) { | |
| if (clamp) { | |
| fb->codeAppendf("clampedCoord%s = clamp(subsetCoord%s, %s%s, %s%s);", | |
| coordSwizzle, coordSwizzle, | |
| clampName, clampStartSwizzle, | |
| clampName, clampStopSwizzle); | |
| } else { | |
| fb->codeAppendf("clampedCoord%s = subsetCoord%s;", coordSwizzle, coordSwizzle); | |
| } | |
| }; | |
| // Insert vars for extra coords and blending weights for repeat + mip map. | |
| const char* extraRepeatCoordX = nullptr; | |
| const char* repeatCoordWeightX = nullptr; | |
| const char* extraRepeatCoordY = nullptr; | |
| const char* repeatCoordWeightY = nullptr; | |
| bool mipmapRepeatX = m[0] == ShaderMode::kRepeat_Nearest_Mipmap || | |
| m[0] == ShaderMode::kRepeat_Linear_Mipmap; | |
| bool mipmapRepeatY = m[1] == ShaderMode::kRepeat_Nearest_Mipmap || | |
| m[1] == ShaderMode::kRepeat_Linear_Mipmap; | |
| if (mipmapRepeatX || mipmapRepeatY) { | |
| fb->codeAppend("float2 extraRepeatCoord;"); | |
| } | |
| if (mipmapRepeatX) { | |
| fb->codeAppend("half repeatCoordWeightX;"); | |
| extraRepeatCoordX = "extraRepeatCoord.x"; | |
| repeatCoordWeightX = "repeatCoordWeightX"; | |
| } | |
| if (mipmapRepeatY) { | |
| fb->codeAppend("half repeatCoordWeightY;"); | |
| extraRepeatCoordY = "extraRepeatCoord.y"; | |
| repeatCoordWeightY = "repeatCoordWeightY"; | |
| } | |
| // Apply subset rect and clamp rect to coords. | |
| fb->codeAppend("float2 subsetCoord;"); | |
| subsetCoord(te.fShaderModes[0], "x", "x", "z", extraRepeatCoordX, repeatCoordWeightX); | |
| subsetCoord(te.fShaderModes[1], "y", "y", "w", extraRepeatCoordY, repeatCoordWeightY); | |
| fb->codeAppend("float2 clampedCoord;"); | |
| if (useClamp[0] == useClamp[1]) { | |
| clampCoord(useClamp[0], "", ".xy", ".zw"); | |
| } else { | |
| clampCoord(useClamp[0], ".x", ".x", ".z"); | |
| clampCoord(useClamp[1], ".y", ".y", ".w"); | |
| } | |
| // Additional clamping for the extra coords for kRepeat with mip maps. | |
| if (mipmapRepeatX && mipmapRepeatY) { | |
| fb->codeAppendf("extraRepeatCoord = clamp(extraRepeatCoord, %s.xy, %s.zw);", | |
| clampName, clampName); | |
| } else if (mipmapRepeatX) { | |
| fb->codeAppendf("extraRepeatCoord.x = clamp(extraRepeatCoord.x, %s.x, %s.z);", | |
| clampName, clampName); | |
| } else if (mipmapRepeatY) { | |
| fb->codeAppendf("extraRepeatCoord.y = clamp(extraRepeatCoord.y, %s.y, %s.w);", | |
| clampName, clampName); | |
| } | |
| // Do the 2 or 4 texture reads for kRepeatMipMap and then apply the weight(s) | |
| // to blend between them. If neither direction is repeat or not using mip maps do a single | |
| // read at clampedCoord. | |
| if (mipmapRepeatX && mipmapRepeatY) { | |
| fb->codeAppendf( | |
| "half4 textureColor =" | |
| " mix(mix(%s, %s, repeatCoordWeightX)," | |
| " mix(%s, %s, repeatCoordWeightX)," | |
| " repeatCoordWeightY);", | |
| read("clampedCoord").c_str(), | |
| read("float2(extraRepeatCoord.x, clampedCoord.y)").c_str(), | |
| read("float2(clampedCoord.x, extraRepeatCoord.y)").c_str(), | |
| read("float2(extraRepeatCoord.x, extraRepeatCoord.y)").c_str()); | |
| } else if (mipmapRepeatX) { | |
| fb->codeAppendf("half4 textureColor = mix(%s, %s, repeatCoordWeightX);", | |
| read("clampedCoord").c_str(), | |
| read("float2(extraRepeatCoord.x, clampedCoord.y)").c_str()); | |
| } else if (mipmapRepeatY) { | |
| fb->codeAppendf("half4 textureColor = mix(%s, %s, repeatCoordWeightY);", | |
| read("clampedCoord").c_str(), | |
| read("float2(clampedCoord.x, extraRepeatCoord.y)").c_str()); | |
| } else { | |
| fb->codeAppendf("half4 textureColor = %s;", read("clampedCoord").c_str()); | |
| } | |
| // Strings for extra texture reads used only in kRepeatLinear | |
| SkString repeatLinearReadX; | |
| SkString repeatLinearReadY; | |
| // Calculate the amount the coord moved for clamping. This will be used | |
| // to implement shader-based filtering for kClampToBorder and kRepeat. | |
| bool repeatLinearFilterX = m[0] == ShaderMode::kRepeat_Linear_None || | |
| m[0] == ShaderMode::kRepeat_Linear_Mipmap; | |
| bool repeatLinearFilterY = m[1] == ShaderMode::kRepeat_Linear_None || | |
| m[1] == ShaderMode::kRepeat_Linear_Mipmap; | |
| if (repeatLinearFilterX || m[0] == ShaderMode::kClampToBorder_Filter) { | |
| fb->codeAppend("half errX = half(subsetCoord.x - clampedCoord.x);"); | |
| if (repeatLinearFilterX) { | |
| fb->codeAppendf("float repeatCoordX = errX > 0 ? %s.x : %s.z;", | |
| clampName, clampName); | |
| repeatLinearReadX = read("float2(repeatCoordX, clampedCoord.y)"); | |
| } | |
| } | |
| if (repeatLinearFilterY || m[1] == ShaderMode::kClampToBorder_Filter) { | |
| fb->codeAppend("half errY = half(subsetCoord.y - clampedCoord.y);"); | |
| if (repeatLinearFilterY) { | |
| fb->codeAppendf("float repeatCoordY = errY > 0 ? %s.y : %s.w;", | |
| clampName, clampName); | |
| repeatLinearReadY = read("float2(clampedCoord.x, repeatCoordY)"); | |
| } | |
| } | |
| // Add logic for kRepeat + linear filter. Do 1 or 3 more texture reads depending | |
| // on whether both modes are kRepeat and whether we're near a single subset edge | |
| // or a corner. Then blend the multiple reads using the err values calculated | |
| // above. | |
| const char* ifStr = "if"; | |
| if (repeatLinearFilterX && repeatLinearFilterY) { | |
| auto repeatLinearReadXY = read("float2(repeatCoordX, repeatCoordY)"); | |
| fb->codeAppendf( | |
| "if (errX != 0 && errY != 0) {" | |
| " errX = abs(errX);" | |
| " textureColor = mix(mix(textureColor, %s, errX)," | |
| " mix(%s, %s, errX)," | |
| " abs(errY));" | |
| "}", | |
| repeatLinearReadX.c_str(), repeatLinearReadY.c_str(), | |
| repeatLinearReadXY.c_str()); | |
| ifStr = "else if"; | |
| } | |
| if (repeatLinearFilterX) { | |
| fb->codeAppendf( | |
| "%s (errX != 0) {" | |
| " textureColor = mix(textureColor, %s, abs(errX));" | |
| "}", | |
| ifStr, repeatLinearReadX.c_str()); | |
| } | |
| if (repeatLinearFilterY) { | |
| fb->codeAppendf( | |
| "%s (errY != 0) {" | |
| " textureColor = mix(textureColor, %s, abs(errY));" | |
| "}", | |
| ifStr, repeatLinearReadY.c_str()); | |
| } | |
| // Do soft edge shader filtering against border color for kClampToBorderFilter using | |
| // the err values calculated above. | |
| if (m[0] == ShaderMode::kClampToBorder_Filter) { | |
| fb->codeAppendf("textureColor = mix(textureColor, %s, min(abs(errX), 1));", borderName); | |
| } | |
| if (m[1] == ShaderMode::kClampToBorder_Filter) { | |
| fb->codeAppendf("textureColor = mix(textureColor, %s, min(abs(errY), 1));", borderName); | |
| } | |
| // Do hard-edge shader transition to border color for kClampToBorderNearest at the | |
| // subset boundaries. Snap the input coordinates to nearest neighbor (with an | |
| // epsilon) before comparing to the subset rect to avoid GPU interpolation errors | |
| if (m[0] == ShaderMode::kClampToBorder_Nearest) { | |
| fb->codeAppendf( | |
| "float snappedX = floor(inCoord.x + 0.001) + 0.5;" | |
| "if (snappedX < %s.x || snappedX > %s.z) {" | |
| " textureColor = %s;" | |
| "}", | |
| subsetName, subsetName, borderName); | |
| } | |
| if (m[1] == ShaderMode::kClampToBorder_Nearest) { | |
| fb->codeAppendf( | |
| "float snappedY = floor(inCoord.y + 0.001) + 0.5;" | |
| "if (snappedY < %s.y || snappedY > %s.w) {" | |
| " textureColor = %s;" | |
| "}", | |
| subsetName, subsetName, borderName); | |
| } | |
| fb->codeAppendf("return textureColor;"); | |
| } | |
| } | |
| void GrTextureEffect::Impl::onSetData(const GrGLSLProgramDataManager& pdm, | |
| const GrFragmentProcessor& fp) { | |
| const auto& te = fp.cast<GrTextureEffect>(); | |
| const float w = te.texture()->width(); | |
| const float h = te.texture()->height(); | |
| const auto& s = te.fSubset; | |
| const auto& c = te.fClamp; | |
| auto type = te.texture()->textureType(); | |
| float idims[2] = {1.f/w, 1.f/h}; | |
| if (fIDimsUni.isValid()) { | |
| pdm.set2fv(fIDimsUni, 1, idims); | |
| SkASSERT(type != GrTextureType::kRectangle); | |
| } | |
| auto pushRect = [&](float rect[4], UniformHandle uni) { | |
| if (te.view().origin() == kBottomLeft_GrSurfaceOrigin) { | |
| rect[1] = h - rect[1]; | |
| rect[3] = h - rect[3]; | |
| std::swap(rect[1], rect[3]); | |
| } | |
| if (!fIDimsUni.isValid() && type != GrTextureType::kRectangle) { | |
| rect[0] *= idims[0]; | |
| rect[2] *= idims[0]; | |
| rect[1] *= idims[1]; | |
| rect[3] *= idims[1]; | |
| } | |
| pdm.set4fv(uni, 1, rect); | |
| }; | |
| if (fSubsetUni.isValid()) { | |
| float subset[] = {s.fLeft, s.fTop, s.fRight, s.fBottom}; | |
| pushRect(subset, fSubsetUni); | |
| } | |
| if (fClampUni.isValid()) { | |
| float subset[] = {c.fLeft, c.fTop, c.fRight, c.fBottom}; | |
| pushRect(subset, fClampUni); | |
| } | |
| if (fBorderUni.isValid()) { | |
| pdm.set4fv(fBorderUni, 1, te.fBorder); | |
| } | |
| } | |
| std::unique_ptr<GrFragmentProcessor::ProgramImpl> GrTextureEffect::onMakeProgramImpl() const { | |
| return std::make_unique<Impl>(); | |
| } | |
| void GrTextureEffect::onAddToKey(const GrShaderCaps&, skgpu::KeyBuilder* b) const { | |
| auto m0 = static_cast<uint32_t>(fShaderModes[0]); | |
| b->addBits(8, m0, "shaderMode0"); | |
| auto m1 = static_cast<uint32_t>(fShaderModes[1]); | |
| b->addBits(8, m1, "shaderMode1"); | |
| } | |
| bool GrTextureEffect::onIsEqual(const GrFragmentProcessor& other) const { | |
| auto& that = other.cast<GrTextureEffect>(); | |
| if (fView != that.fView) { | |
| return false; | |
| } | |
| if (fSamplerState != that.fSamplerState) { | |
| return false; | |
| } | |
| if (fShaderModes[0] != that.fShaderModes[0] || fShaderModes[1] != that.fShaderModes[1]) { | |
| return false; | |
| } | |
| if (fSubset != that.fSubset) { | |
| return false; | |
| } | |
| if (this->hasClampToBorderShaderMode() && !std::equal(fBorder, fBorder + 4, that.fBorder)) { | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool GrTextureEffect::matrixEffectShouldNormalize() const { | |
| return fView.asTextureProxy()->textureType() != GrTextureType::kRectangle && | |
| !ShaderModeRequiresUnormCoord(fShaderModes[0]) && | |
| !ShaderModeRequiresUnormCoord(fShaderModes[1]); | |
| } | |
| GrTextureEffect::GrTextureEffect(GrSurfaceProxyView view, | |
| SkAlphaType alphaType, | |
| const Sampling& sampling) | |
| : GrFragmentProcessor(kGrTextureEffect_ClassID, | |
| ModulateForSamplerOptFlags(alphaType, sampling.hasBorderAlpha())) | |
| , fView(std::move(view)) | |
| , fSamplerState(sampling.fHWSampler) | |
| , fSubset(sampling.fShaderSubset) | |
| , fClamp(sampling.fShaderClamp) | |
| , fShaderModes{sampling.fShaderModes[0], sampling.fShaderModes[1]} { | |
| // We always compare the range even when it isn't used so assert we have canonical don't care | |
| // values. | |
| SkASSERT(fShaderModes[0] != ShaderMode::kNone || (fSubset.fLeft == 0 && fSubset.fRight == 0)); | |
| SkASSERT(fShaderModes[1] != ShaderMode::kNone || (fSubset.fTop == 0 && fSubset.fBottom == 0)); | |
| this->setUsesSampleCoordsDirectly(); | |
| std::copy_n(sampling.fBorder, 4, fBorder); | |
| } | |
| GrTextureEffect::GrTextureEffect(const GrTextureEffect& src) | |
| : INHERITED(kGrTextureEffect_ClassID, src.optimizationFlags()) | |
| , fView(src.fView) | |
| , fSamplerState(src.fSamplerState) | |
| , fSubset(src.fSubset) | |
| , fClamp(src.fClamp) | |
| , fShaderModes{src.fShaderModes[0], src.fShaderModes[1]} { | |
| std::copy_n(src.fBorder, 4, fBorder); | |
| this->setUsesSampleCoordsDirectly(); | |
| } | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::clone() const { | |
| return std::unique_ptr<GrFragmentProcessor>(new GrTextureEffect(*this)); | |
| } | |
| GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrTextureEffect) | |
| #if defined(GPU_TEST_UTILS) | |
| std::unique_ptr<GrFragmentProcessor> GrTextureEffect::TestCreate(GrProcessorTestData* testData) { | |
| auto [view, ct, at] = testData->randomView(); | |
| Wrap wrapModes[2]; | |
| GrTest::TestWrapModes(testData->fRandom, wrapModes); | |
| Filter filter = testData->fRandom->nextBool() ? Filter::kLinear : Filter::kNearest; | |
| MipmapMode mm = MipmapMode::kNone; | |
| if (view.asTextureProxy()->mipmapped() == skgpu::Mipmapped::kYes) { | |
| mm = testData->fRandom->nextBool() ? MipmapMode::kLinear : MipmapMode::kNone; | |
| } | |
| GrSamplerState params(wrapModes, filter, mm); | |
| const SkMatrix& matrix = GrTest::TestMatrix(testData->fRandom); | |
| return GrTextureEffect::Make(std::move(view), at, matrix, params, *testData->caps()); | |
| } | |
| #endif |