| /* | |
| * Copyright 2017 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef GrTextureEffect_DEFINED | |
| #define GrTextureEffect_DEFINED | |
| #include "include/core/SkImageInfo.h" | |
| #include "include/core/SkMatrix.h" | |
| #include "src/gpu/GrFragmentProcessor.h" | |
| #include "src/gpu/GrSurfaceProxyView.h" | |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" | |
| class GrTextureEffect : public GrFragmentProcessor { | |
| public: | |
| static constexpr float kDefaultBorder[4] = {0}; | |
| /** Make from a filter. The sampler will be configured with clamp mode. */ | |
| static std::unique_ptr<GrFragmentProcessor> Make( | |
| GrSurfaceProxyView, | |
| SkAlphaType, | |
| const SkMatrix& = SkMatrix::I(), | |
| GrSamplerState::Filter = GrSamplerState::Filter::kNearest, | |
| GrSamplerState::MipmapMode mipmapMode = GrSamplerState::MipmapMode::kNone); | |
| /** | |
| * Make from a full GrSamplerState. Caps are required to determine support for kClampToBorder. | |
| * This will be emulated in the shader if there is no hardware support. | |
| */ | |
| static std::unique_ptr<GrFragmentProcessor> Make(GrSurfaceProxyView, SkAlphaType, | |
| const SkMatrix&, GrSamplerState, | |
| const GrCaps& caps, | |
| const float border[4] = kDefaultBorder); | |
| /** | |
| * Makes a texture effect that samples a subset of a texture. The wrap modes of the | |
| * GrSampleState are applied to the subset in the shader rather than using HW samplers. | |
| * The 'subset' parameter specifies the texels in the base level. The shader code will | |
| * avoid allowing linear filtering to read outside the texel window. However, if MIP | |
| * filtering is used and a shader invocation reads from a level other than the base | |
| * then it may read texel values that were computed from in part from base level texels | |
| * outside the window. More specifically, we treat the MIP map case exactly like the | |
| * linear case in terms of how the final texture coords are computed. If | |
| * alwaysUseShaderTileMode is true then MakeSubset won't attempt to use HW wrap modes if the | |
| * subset contains the entire texture. | |
| */ | |
| static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView, | |
| SkAlphaType, | |
| const SkMatrix&, | |
| GrSamplerState, | |
| const SkRect& subset, | |
| const GrCaps& caps, | |
| const float border[4] = kDefaultBorder, | |
| bool alwaysUseShaderTileMode = false); | |
| /** | |
| * The same as above but also takes a 'domain' that specifies any known limit on the post- | |
| * matrix texture coords that will be used to sample the texture. Specifying this requires | |
| * knowledge of how this effect will be nested into a paint, the local coords used with the | |
| * draw, etc. It is only used to attempt to optimize away the shader subset calculations. | |
| */ | |
| static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView, | |
| SkAlphaType, | |
| const SkMatrix&, | |
| GrSamplerState, | |
| const SkRect& subset, | |
| const SkRect& domain, | |
| const GrCaps& caps, | |
| const float border[4] = kDefaultBorder); | |
| /** | |
| * Like MakeSubset() but always uses kLinear filtering. MakeSubset() uses the subset rect | |
| * dimensions to determine the period of the wrap mode (for repeat and mirror). Once it computes | |
| * the wrapped texture coordinate inside subset rect it further clamps it to a 0.5 inset rect of | |
| * subset. When subset is an integer rectangle this clamping avoids the hw linear filtering from | |
| * reading texels just outside the subset rect. This factory allows a custom inset clamping | |
| * distance rather than 0.5, allowing those neighboring texels to influence the linear filtering | |
| * sample result. If there is a known restriction on the post-matrix texture coords it can be | |
| * specified using domain. | |
| */ | |
| static std::unique_ptr<GrFragmentProcessor> MakeCustomLinearFilterInset( | |
| GrSurfaceProxyView, | |
| SkAlphaType, | |
| const SkMatrix&, | |
| GrSamplerState::WrapMode wx, | |
| GrSamplerState::WrapMode wy, | |
| const SkRect& subset, | |
| const SkRect* domain, | |
| SkVector inset, | |
| const GrCaps& caps, | |
| const float border[4] = kDefaultBorder); | |
| std::unique_ptr<GrFragmentProcessor> clone() const override; | |
| const char* name() const override { return "TextureEffect"; } | |
| GrSamplerState samplerState() const { return fSamplerState; } | |
| GrTexture* texture() const { return fView.asTextureProxy()->peekTexture(); } | |
| const GrSurfaceProxyView& view() const { return fView; } | |
| // Gets a matrix that is concat'ed by wrapping GrMatrixEffect that handles y-flip and coord | |
| // normalization if required. This matrix is not always known when we make the GrTextureEffect | |
| // because of fully-lazy proxies. Hence, this method exists to allow this concat to happen | |
| // after proxy instantiation with coordination from GrMatrixEffect. | |
| SkMatrix coordAdjustmentMatrix() const; | |
| class Impl : public ProgramImpl { | |
| public: | |
| void emitCode(EmitArgs&) override; | |
| void setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle) { | |
| fSamplerHandle = handle; | |
| } | |
| private: | |
| void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; | |
| UniformHandle fSubsetUni; | |
| UniformHandle fClampUni; | |
| UniformHandle fIDimsUni; | |
| UniformHandle fBorderUni; | |
| GrGLSLShaderBuilder::SamplerHandle fSamplerHandle; | |
| }; | |
| private: | |
| struct Sampling; | |
| /** | |
| * Possible implementation of wrap mode in shader code. Some modes are specialized by | |
| * filter. | |
| */ | |
| enum class ShaderMode : uint16_t { | |
| kNone, // Using HW mode | |
| kClamp, // Shader based clamp, no filter specialization | |
| kRepeat_Nearest_None, // Simple repeat for nearest sampling, no mipmapping | |
| kRepeat_Linear_None, // Filter the subset boundary for kRepeat mode, no mip mapping | |
| kRepeat_Linear_Mipmap, // Logic for linear filtering and LOD selection with kRepeat mode. | |
| kRepeat_Nearest_Mipmap, // Logic for nearest filtering and LOD selection with kRepeat mode. | |
| kMirrorRepeat, // Mirror repeat (doesn't depend on filter)) | |
| kClampToBorder_Nearest, // Logic for hard transition to border color when not filtering. | |
| kClampToBorder_Filter, // Logic for fading to border color when filtering. | |
| }; | |
| static ShaderMode GetShaderMode(GrSamplerState::WrapMode, | |
| GrSamplerState::Filter, | |
| GrSamplerState::MipmapMode); | |
| static bool ShaderModeIsClampToBorder(ShaderMode); | |
| // To keep things a little simpler, when we have filtering logic in the shader we | |
| // operate on unnormalized texture coordinates. We will add a uniform that stores | |
| // {1/w, 1/h} in a float2 and normalizes after the mode is handled if the texture | |
| // is not rectangle. | |
| static bool ShaderModeRequiresUnormCoord(ShaderMode); | |
| GrSurfaceProxyView fView; | |
| GrSamplerState fSamplerState; | |
| float fBorder[4]; | |
| SkRect fSubset; | |
| SkRect fClamp; | |
| ShaderMode fShaderModes[2]; | |
| inline GrTextureEffect(GrSurfaceProxyView, SkAlphaType, const Sampling&); | |
| explicit GrTextureEffect(const GrTextureEffect& src); | |
| std::unique_ptr<ProgramImpl> onMakeProgramImpl() const override; | |
| void onAddToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; | |
| bool onIsEqual(const GrFragmentProcessor&) const override; | |
| bool matrixEffectShouldNormalize() const; | |
| bool hasClampToBorderShaderMode() const { | |
| return ShaderModeIsClampToBorder(fShaderModes[0]) || | |
| ShaderModeIsClampToBorder(fShaderModes[1]); | |
| } | |
| GR_DECLARE_FRAGMENT_PROCESSOR_TEST | |
| using INHERITED = GrFragmentProcessor; | |
| }; | |
| #endif |