| // Graphite-specific fragment shader code |
| |
| const int $kTileModeClamp = 0; |
| const int $kTileModeRepeat = 1; |
| const int $kTileModeMirror = 2; |
| const int $kTileModeDecal = 3; |
| |
| const int $kReadSwizzleNormalRGBA = 0; |
| const int $kReadSwizzleRGB1 = 1; |
| const int $kReadSwizzleRRRR = 2; |
| const int $kReadSwizzleRRR1 = 3; |
| const int $kReadSwizzleBGRA = 4; |
| |
| const int $kFilterModeNearest = 0; |
| const int $kFilterModeLinear = 1; |
| |
| const int $kTFTypeSRGB = 1; |
| const int $kTFTypePQ = 2; |
| const int $kTFTypeHLG = 3; |
| const int $kTFTypeHLGinv = 4; |
| |
| const int $kColorSpaceXformFlagUnpremul = 0x1; |
| const int $kColorSpaceXformFlagLinearize = 0x2; |
| const int $kColorSpaceXformFlagGamutTransform = 0x4; |
| const int $kColorSpaceXformFlagEncode = 0x8; |
| const int $kColorSpaceXformFlagPremul = 0x10; |
| |
| $pure half4 sk_error() { |
| return half4(1.0, 0.0, 1.0, 1.0); |
| } |
| |
| $pure half4 sk_passthrough(half4 color) { |
| return color; |
| } |
| |
| $pure half4 sk_solid_shader(float4 colorParam) { |
| return half4(colorParam); |
| } |
| |
| $pure half4 $apply_swizzle(int swizzleType, half4 color) { |
| half4 resultantColor = color; |
| switch (swizzleType) { |
| case $kReadSwizzleNormalRGBA: |
| break; |
| case $kReadSwizzleRGB1: |
| resultantColor = color.rgb1; |
| break; |
| case $kReadSwizzleRRRR: |
| resultantColor = color.rrrr; |
| break; |
| case $kReadSwizzleRRR1: |
| resultantColor = color.rrr1; |
| break; |
| case $kReadSwizzleBGRA: |
| resultantColor = color.bgra; |
| break; |
| } |
| return resultantColor; |
| } |
| |
| $pure half $apply_xfer_fn(int kind, half x, half cs[7]) { |
| half G = cs[0], A = cs[1], B = cs[2], C = cs[3], D = cs[4], E = cs[5], F = cs[6]; |
| half s = sign(x); |
| x = abs(x); |
| switch (kind) { |
| case $kTFTypeSRGB: |
| x = (x < D) ? (C * x) + F |
| : pow(A * x + B, G) + E; |
| break; |
| case $kTFTypePQ: |
| x = pow(max(A + B * pow(x, C), 0) / (D + E * pow(x, C)), F); |
| break; |
| case $kTFTypeHLG: |
| x = (x * A <= 1) ? pow(x * A, B) |
| : exp((x - E) * C) + D; |
| x *= (F + 1); |
| break; |
| case $kTFTypeHLGinv: |
| x /= (F + 1); |
| x = (x <= 1) ? A * pow(x, B) |
| : C * log(x - D) + E; |
| break; |
| } |
| return s * x; |
| } |
| |
| // TODO(b/239548614) need to plumb Graphite equivalent of fColorSpaceMathNeedsFloat. |
| // This would change 'color' from half4 to float4 |
| $pure half4 sk_color_space_transform(half4 color, |
| int flags, |
| int srcKind, |
| half srcCoeffs[7], |
| half3x3 gamutTransform, |
| int dstKind, |
| half dstCoeffs[7]) { |
| if (bool(flags & $kColorSpaceXformFlagUnpremul)) { |
| color = unpremul(color); |
| } |
| |
| if (bool(flags & $kColorSpaceXformFlagLinearize)) { |
| color.r = $apply_xfer_fn(srcKind, color.r, srcCoeffs); |
| color.g = $apply_xfer_fn(srcKind, color.g, srcCoeffs); |
| color.b = $apply_xfer_fn(srcKind, color.b, srcCoeffs); |
| } |
| if (bool(flags & $kColorSpaceXformFlagGamutTransform)) { |
| color.rgb = gamutTransform * color.rgb; |
| } |
| if (bool(flags & $kColorSpaceXformFlagEncode)) { |
| color.r = $apply_xfer_fn(dstKind, color.r, dstCoeffs); |
| color.g = $apply_xfer_fn(dstKind, color.g, dstCoeffs); |
| color.b = $apply_xfer_fn(dstKind, color.b, dstCoeffs); |
| } |
| |
| if (bool(flags & $kColorSpaceXformFlagPremul)) { |
| color.rgb *= color.a; |
| } |
| return color; |
| } |
| |
| $pure float $tile(int tileMode, float f, float low, float high) { |
| switch (tileMode) { |
| case $kTileModeClamp: |
| return clamp(f, low, high); |
| |
| case $kTileModeRepeat: { |
| float length = high - low; |
| return (mod(f - low, length) + low); |
| } |
| case $kTileModeMirror: { |
| float length = high - low; |
| float length2 = 2 * length; |
| float tmp = mod(f - low, length2); |
| return (mix(tmp, length2 - tmp, step(length, tmp)) + low); |
| } |
| default: // $kTileModeDecal |
| // Decal is handled later. |
| return f; |
| } |
| } |
| |
| $pure half4 $sample_image(float2 pos, |
| float2 imgSize, |
| float4 subset, |
| int tileModeX, |
| int tileModeY, |
| int filterMode, |
| int readSwizzle, |
| sampler2D s) { |
| // Do hard-edge shader transitions to the border color for nearest-neighbor decal tiling at the |
| // subset boundaries. Snap the input coordinates to nearest neighbor before comparing to the |
| // subset rect, to avoid GPU interpolation errors. See https://crbug.com/skia/10403. |
| if (tileModeX == $kTileModeDecal && filterMode == $kFilterModeNearest) { |
| float snappedX = floor(pos.x) + 0.5; |
| if (snappedX < subset.x || snappedX > subset.z) { |
| return half4(0); |
| } |
| } |
| if (tileModeY == $kTileModeDecal && filterMode == $kFilterModeNearest) { |
| float snappedY = floor(pos.y) + 0.5; |
| if (snappedY < subset.y || snappedY > subset.w) { |
| return half4(0); |
| } |
| } |
| |
| pos.x = $tile(tileModeX, pos.x, subset.x, subset.z); |
| pos.y = $tile(tileModeY, pos.y, subset.y, subset.w); |
| |
| // Clamp to an inset subset to prevent sampling neighboring texels when coords fall exactly at |
| // texel boundaries. |
| float4 insetClamp; |
| if (filterMode == $kFilterModeNearest) { |
| insetClamp = float4(floor(subset.xy) + 0.5, ceil(subset.zw) - 0.5); |
| } else { |
| insetClamp = float4(subset.xy + 0.5, subset.zw - 0.5); |
| } |
| float2 clampedPos = clamp(pos, insetClamp.xy, insetClamp.zw); |
| half4 color = sample(s, clampedPos / imgSize); |
| color = $apply_swizzle(readSwizzle, color); |
| |
| if (filterMode == $kFilterModeLinear) { |
| // Remember the amount the coord moved for clamping. This is used to implement shader-based |
| // filtering for repeat and decal tiling. |
| half2 error = half2(pos - clampedPos); |
| half2 absError = abs(error); |
| |
| // Do 1 or 3 more texture reads depending on whether both x and y tiling modes are repeat |
| // and whether we're near a single subset edge or a corner. Then blend the multiple reads |
| // using the error values calculated above. |
| bool sampleExtraX = tileModeX == $kTileModeRepeat; |
| bool sampleExtraY = tileModeY == $kTileModeRepeat; |
| if (sampleExtraX || sampleExtraY) { |
| float extraCoordX; |
| float extraCoordY; |
| half4 extraColorX; |
| half4 extraColorY; |
| if (sampleExtraX) { |
| extraCoordX = error.x > 0 ? insetClamp.x : insetClamp.z; |
| extraColorX = sample(s, float2(extraCoordX, clampedPos.y) / imgSize); |
| extraColorX = $apply_swizzle(readSwizzle, extraColorX); |
| } |
| if (sampleExtraY) { |
| extraCoordY = error.y > 0 ? insetClamp.y : insetClamp.w; |
| extraColorY = sample(s, float2(clampedPos.x, extraCoordY) / imgSize); |
| extraColorY = $apply_swizzle(readSwizzle, extraColorY); |
| } |
| if (sampleExtraX && sampleExtraY) { |
| half4 extraColorXY = sample(s, float2(extraCoordX, extraCoordY) / imgSize); |
| extraColorXY = $apply_swizzle(readSwizzle, extraColorXY); |
| color = mix(mix(color, extraColorX, absError.x), |
| mix(extraColorY, extraColorXY, absError.x), |
| absError.y); |
| } else if (sampleExtraX) { |
| color = mix(color, extraColorX, absError.x); |
| } else if (sampleExtraY) { |
| color = mix(color, extraColorY, absError.y); |
| } |
| } |
| |
| // Do soft edge shader filtering for decal tiling and linear filtering using the error |
| // values calculated above. |
| if (tileModeX == $kTileModeDecal) { |
| color *= max(1 - absError.x, 0); |
| } |
| if (tileModeY == $kTileModeDecal) { |
| color *= max(1 - absError.y, 0); |
| } |
| } |
| |
| return color; |
| } |
| |
| $pure half4 $cubic_filter_image(float2 pos, |
| float2 imgSize, |
| float4 subset, |
| int tileModeX, |
| int tileModeY, |
| float4x4 coeffs, |
| int readSwizzle, |
| sampler2D s) { |
| // Determine pos's fractional offset f between texel centers. |
| float2 f = fract(pos - 0.5); |
| // Sample 16 points at 1-pixel intervals from [p - 1.5 ... p + 1.5]. |
| pos -= 1.5; |
| // Snap to texel centers to prevent sampling neighboring texels. |
| pos = floor(pos) + 0.5; |
| |
| float4 wx = coeffs * float4(1.0, f.x, f.x * f.x, f.x * f.x * f.x); |
| float4 wy = coeffs * float4(1.0, f.y, f.y * f.y, f.y * f.y * f.y); |
| float4 color = float4(0); |
| for (int y = 0; y < 4; ++y) { |
| float4 rowColor = float4(0); |
| for (int x = 0; x < 4; ++x) { |
| rowColor += wx[x] * $sample_image(pos + float2(x, y), imgSize, subset, |
| tileModeX, tileModeY, $kFilterModeNearest, |
| readSwizzle, s); |
| } |
| color += wy[y] * rowColor; |
| } |
| return half4(color); |
| } |
| |
| $pure half4 sk_image_shader(float2 coords, |
| float2 imgSize, |
| float4 subset, |
| int tileModeX, |
| int tileModeY, |
| int filterMode, |
| int useCubic, |
| float4x4 cubicCoeffs, |
| int readSwizzle, |
| int csXformFlags, |
| int csXformSrcKind, |
| half csXformSrcCoeffs[7], |
| half3x3 csXformGamutTransform, |
| int csXformDstKind, |
| half csXformDstCoeffs[7], |
| sampler2D s) { |
| half4 sampleColor = (useCubic != 0) |
| ? $cubic_filter_image(coords, imgSize, subset, tileModeX, tileModeY, cubicCoeffs, |
| readSwizzle, s) |
| : $sample_image(coords, imgSize, subset, tileModeX, tileModeY, filterMode, readSwizzle, s); |
| return sk_color_space_transform(sampleColor, csXformFlags, csXformSrcKind, csXformSrcCoeffs, |
| csXformGamutTransform, csXformDstKind, csXformDstCoeffs); |
| } |
| |
| $pure float2 $tile_grad(int tileMode, float2 t) { |
| switch (tileMode) { |
| case $kTileModeClamp: |
| t.x = clamp(t.x, 0, 1); |
| break; |
| |
| case $kTileModeRepeat: |
| t.x = fract(t.x); |
| break; |
| |
| case $kTileModeMirror: { |
| float t_1 = t.x - 1; |
| t.x = t_1 - 2 * floor(t_1 * 0.5) - 1; |
| if (sk_Caps.mustDoOpBetweenFloorAndAbs) { |
| // At this point the expected value of tiled_t should between -1 and 1, so this |
| // clamp has no effect other than to break up the floor and abs calls and make sure |
| // the compiler doesn't merge them back together. |
| t.x = clamp(t.x, -1, 1); |
| } |
| t.x = abs(t.x); |
| break; |
| } |
| |
| case $kTileModeDecal: |
| if (t.x < 0 || t.x > 1) { |
| return float2(0, -1); |
| } |
| break; |
| } |
| |
| return t; |
| } |
| |
| $pure half4 $colorize_grad_4(float4 colorsParam[4], float offsetsParam[4], float2 t) { |
| if (t.y < 0) { |
| return half4(0); |
| |
| } else if (t.x <= offsetsParam[0]) { |
| return half4(colorsParam[0]); |
| } else if (t.x < offsetsParam[1]) { |
| return half4(mix(colorsParam[0], colorsParam[1], (t.x - offsetsParam[0]) / |
| (offsetsParam[1] - offsetsParam[0]))); |
| } else if (t.x < offsetsParam[2]) { |
| return half4(mix(colorsParam[1], colorsParam[2], (t.x - offsetsParam[1]) / |
| (offsetsParam[2] - offsetsParam[1]))); |
| } else if (t.x < offsetsParam[3]) { |
| return half4(mix(colorsParam[2], colorsParam[3], (t.x - offsetsParam[2]) / |
| (offsetsParam[3] - offsetsParam[2]))); |
| } else { |
| return half4(colorsParam[3]); |
| } |
| } |
| |
| $pure half4 $colorize_grad_8(float4 colorsParam[8], float offsetsParam[8], float2 t) { |
| if (t.y < 0) { |
| return half4(0); |
| |
| // Unrolled binary search through intervals |
| // ( .. 0), (0 .. 1), (1 .. 2), (2 .. 3), (3 .. 4), (4 .. 5), (5 .. 6), (6 .. 7), (7 .. ). |
| } else if (t.x < offsetsParam[4]) { |
| if (t.x < offsetsParam[2]) { |
| if (t.x <= offsetsParam[0]) { |
| return half4(colorsParam[0]); |
| } else if (t.x < offsetsParam[1]) { |
| return half4(mix(colorsParam[0], colorsParam[1], |
| (t.x - offsetsParam[0]) / |
| (offsetsParam[1] - offsetsParam[0]))); |
| } else { |
| return half4(mix(colorsParam[1], colorsParam[2], |
| (t.x - offsetsParam[1]) / |
| (offsetsParam[2] - offsetsParam[1]))); |
| } |
| } else { |
| if (t.x < offsetsParam[3]) { |
| return half4(mix(colorsParam[2], colorsParam[3], |
| (t.x - offsetsParam[2]) / |
| (offsetsParam[3] - offsetsParam[2]))); |
| } else { |
| return half4(mix(colorsParam[3], colorsParam[4], |
| (t.x - offsetsParam[3]) / |
| (offsetsParam[4] - offsetsParam[3]))); |
| } |
| } |
| } else { |
| if (t.x < offsetsParam[6]) { |
| if (t.x < offsetsParam[5]) { |
| return half4(mix(colorsParam[4], colorsParam[5], |
| (t.x - offsetsParam[4]) / |
| (offsetsParam[5] - offsetsParam[4]))); |
| } else { |
| return half4(mix(colorsParam[5], colorsParam[6], |
| (t.x - offsetsParam[5]) / |
| (offsetsParam[6] - offsetsParam[5]))); |
| } |
| } else { |
| if (t.x < offsetsParam[7]) { |
| return half4(mix(colorsParam[6], colorsParam[7], |
| (t.x - offsetsParam[6]) / |
| (offsetsParam[7] - offsetsParam[6]))); |
| } else { |
| return half4(colorsParam[7]); |
| } |
| } |
| } |
| } |
| |
| $pure float2 $linear_grad_layout(float2 point0Param, float2 point1Param, float2 pos) { |
| pos -= point0Param; |
| float2 delta = point1Param - point0Param; |
| float t = dot(pos, delta) / dot(delta, delta); |
| return float2(t, 1); |
| } |
| |
| $pure float2 $radial_grad_layout(float2 centerParam, float radiusParam, float2 pos) { |
| float t = distance(pos, centerParam) / radiusParam; |
| return float2(t, 1); |
| } |
| |
| $pure float2 $sweep_grad_layout(float2 centerParam, float biasParam, float scaleParam, float2 pos) { |
| pos -= centerParam; |
| |
| // Some devices incorrectly implement atan2(y,x) as atan(y/x). In actuality it is |
| // atan2(y,x) = 2 * atan(y / (sqrt(x^2 + y^2) + x)). To work around this we pass in |
| // (sqrt(x^2 + y^2) + x) as the second parameter to atan2 in these cases. We let the device |
| // handle the undefined behavior if the second parameter is 0, instead of doing the divide |
| // ourselves and calling atan with the quotient. |
| float angle = sk_Caps.atan2ImplementedAsAtanYOverX ? 2 * atan(-pos.y, length(pos) - pos.x) |
| : atan(-pos.y, -pos.x); |
| |
| // 0.1591549430918 is 1/(2*pi), used since atan returns values [-pi, pi] |
| float t = (angle * 0.1591549430918 + 0.5 + biasParam) * scaleParam; |
| return float2(t, 1); |
| } |
| |
| $pure float3x3 $map_to_unit_x(float2 p0, float2 p1) { |
| // Returns a matrix that maps [p0, p1] to [(0, 0), (1, 0)]. Results are undefined if p0 = p1. |
| // From skia/src/core/SkMatrix.cpp, SkMatrix::setPolyToPoly. |
| return float3x3( |
| 0, -1, 0, |
| 1, 0, 0, |
| 0, 0, 1 |
| ) * inverse(float3x3( |
| p1.y - p0.y, p0.x - p1.x, 0, |
| p1.x - p0.x, p1.y - p0.y, 0, |
| p0.x, p0.y, 1 |
| )); |
| } |
| |
| $pure float2 $conical_grad_layout(float2 point0Param, |
| float2 point1Param, |
| float radius0Param, |
| float radius1Param, |
| float2 pos) { |
| const float SK_ScalarNearlyZero = 1.0 / (1 << 12); |
| float dCenter = distance(point0Param, point1Param); |
| float dRadius = radius1Param - radius0Param; |
| |
| // Degenerate case: a radial gradient (p0 = p1). |
| bool radial = dCenter < SK_ScalarNearlyZero; |
| |
| // Degenerate case: a strip with bandwidth 2r (r0 = r1). |
| bool strip = abs(dRadius) < SK_ScalarNearlyZero; |
| |
| if (radial) { |
| if (strip) { |
| // The start and end inputs are the same in both position and radius. |
| // We don't expect to see this input, but just in case we avoid dividing by zero. |
| return float2(0, -1); |
| } |
| |
| float scale = 1 / dRadius; |
| float scaleSign = sign(dRadius); |
| float bias = radius0Param / dRadius; |
| |
| float2 pt = (pos - point0Param) * scale; |
| float t = length(pt) * scaleSign - bias; |
| return float2(t, 1); |
| |
| } else if (strip) { |
| float3x3 transform = $map_to_unit_x(point0Param, point1Param); |
| float r = radius0Param / dCenter; |
| float r_2 = r * r; |
| |
| float2 pt = (transform * pos.xy1).xy; |
| float t = r_2 - pt.y * pt.y; |
| if (t < 0) { |
| return float2(0, -1); |
| } |
| t = pt.x + sqrt(t); |
| return float2(t, 1); |
| |
| } else { |
| // See https://skia.org/docs/dev/design/conical/ for details on how this algorithm works. |
| // Calculate f and swap inputs if necessary (steps 1 and 2). |
| float f = radius0Param / (radius0Param - radius1Param); |
| |
| bool isSwapped = abs(f - 1) < SK_ScalarNearlyZero; |
| if (isSwapped) { |
| float2 tmpPt = point0Param; |
| point0Param = point1Param; |
| point1Param = tmpPt; |
| f = 0; |
| } |
| |
| // Apply mapping from [Cf, C1] to unit x, and apply the precalculations from steps 3 and 4, |
| // all in the same transformation. |
| float2 Cf = point0Param * (1 - f) + point1Param * f; |
| float3x3 transform = $map_to_unit_x(Cf, point1Param); |
| |
| float scaleX = abs(1 - f); |
| float scaleY = scaleX; |
| float r1 = abs(radius1Param - radius0Param) / dCenter; |
| bool isFocalOnCircle = abs(r1 - 1) < SK_ScalarNearlyZero; |
| if (isFocalOnCircle) { |
| scaleX *= 0.5; |
| scaleY *= 0.5; |
| } else { |
| scaleX *= r1 / (r1 * r1 - 1); |
| scaleY /= sqrt(abs(r1 * r1 - 1)); |
| } |
| transform = float3x3( |
| scaleX, 0, 0, |
| 0, scaleY, 0, |
| 0, 0, 1 |
| ) * transform; |
| |
| float2 pt = (transform * pos.xy1).xy; |
| |
| // Continue with step 5 onward. |
| float invR1 = 1 / r1; |
| float dRadiusSign = sign(1 - f); |
| bool isWellBehaved = !isFocalOnCircle && r1 > 1; |
| |
| float x_t = -1; |
| if (isFocalOnCircle) { |
| x_t = dot(pt, pt) / pt.x; |
| } else if (isWellBehaved) { |
| x_t = length(pt) - pt.x * invR1; |
| } else { |
| float temp = pt.x * pt.x - pt.y * pt.y; |
| if (temp >= 0) { |
| if (isSwapped || dRadiusSign < 0) { |
| x_t = -sqrt(temp) - pt.x * invR1; |
| } else { |
| x_t = sqrt(temp) - pt.x * invR1; |
| } |
| } |
| } |
| |
| if (!isWellBehaved && x_t < 0) { |
| return float2(0, -1); |
| } |
| |
| float t = f + dRadiusSign * x_t; |
| if (isSwapped) { |
| t = 1 - t; |
| } |
| return float2(t, 1); |
| } |
| } |
| |
| $pure half4 sk_linear_grad_4_shader(float2 coords, |
| float4 colorsParam[4], |
| float offsetsParam[4], |
| float2 point0Param, |
| float2 point1Param, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $linear_grad_layout(point0Param, point1Param, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_4(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_linear_grad_8_shader(float2 coords, |
| float4 colorsParam[8], |
| float offsetsParam[8], |
| float2 point0Param, |
| float2 point1Param, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $linear_grad_layout(point0Param, point1Param, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_8(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_radial_grad_4_shader(float2 coords, |
| float4 colorsParam[4], |
| float offsetsParam[4], |
| float2 centerParam, |
| float radiusParam, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $radial_grad_layout(centerParam, radiusParam, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_4(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_radial_grad_8_shader(float2 coords, |
| float4 colorsParam[8], |
| float offsetsParam[8], |
| float2 centerParam, |
| float radiusParam, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $radial_grad_layout(centerParam, radiusParam, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_8(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_sweep_grad_4_shader(float2 coords, |
| float4 colorsParam[4], |
| float offsetsParam[4], |
| float2 centerParam, |
| float biasParam, |
| float scaleParam, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $sweep_grad_layout(centerParam, biasParam, scaleParam, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_4(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_sweep_grad_8_shader(float2 coords, |
| float4 colorsParam[8], |
| float offsetsParam[8], |
| float2 centerParam, |
| float biasParam, |
| float scaleParam, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $sweep_grad_layout(centerParam, biasParam, scaleParam, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_8(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_conical_grad_4_shader(float2 coords, |
| float4 colorsParam[4], |
| float offsetsParam[4], |
| float2 point0Param, |
| float2 point1Param, |
| float radius0Param, |
| float radius1Param, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $conical_grad_layout(point0Param, point1Param, radius0Param, radius1Param, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_4(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_conical_grad_8_shader(float2 coords, |
| float4 colorsParam[8], |
| float offsetsParam[8], |
| float2 point0Param, |
| float2 point1Param, |
| float radius0Param, |
| float radius1Param, |
| int tileMode, |
| int colorSpace, |
| int doUnpremul) { |
| float2 t = $conical_grad_layout(point0Param, point1Param, radius0Param, radius1Param, coords); |
| t = $tile_grad(tileMode, t); |
| half4 color = $colorize_grad_8(colorsParam, offsetsParam, t); |
| return $interpolated_to_rgb_unpremul(color, colorSpace, doUnpremul); |
| } |
| |
| $pure half4 sk_matrix_colorfilter(half4 colorIn, float4x4 m, float4 v, int inHSLA) { |
| if (bool(inHSLA)) { |
| colorIn = $rgb_to_hsl(colorIn.rgb, colorIn.a); // includes unpremul |
| } else { |
| colorIn = unpremul(colorIn); |
| } |
| |
| half4 colorOut = half4((m * colorIn) + v); |
| |
| if (bool(inHSLA)) { |
| colorOut = $hsl_to_rgb(colorOut.rgb, colorOut.a); // includes clamp and premul |
| } else { |
| colorOut = saturate(colorOut); |
| colorOut.rgb *= colorOut.a; |
| } |
| |
| return colorOut; |
| } |
| |
| // This method computes the 4 x-coodinates ([0..1]) that should be used to look |
| // up in the Perlin noise shader's noise table. |
| $pure half4 noise_helper(half2 noiseVec, |
| half2 stitchData, |
| int stitching, |
| sampler2D permutationSampler) { |
| const half kBlockSize = 256.0; |
| |
| half4 floorVal; |
| floorVal.xy = floor(noiseVec); |
| floorVal.zw = floorVal.xy + half2(1); |
| |
| // Adjust frequencies if we're stitching tiles |
| if (bool(stitching)) { |
| if (floorVal.x >= stitchData.x) { floorVal.x -= stitchData.x; }; |
| if (floorVal.y >= stitchData.y) { floorVal.y -= stitchData.y; }; |
| if (floorVal.z >= stitchData.x) { floorVal.z -= stitchData.x; }; |
| if (floorVal.w >= stitchData.y) { floorVal.w -= stitchData.y; }; |
| } |
| |
| half sampleX = sample(permutationSampler, half2(floorVal.x/kBlockSize, 0.5)).r; |
| half sampleY = sample(permutationSampler, half2(floorVal.z/kBlockSize, 0.5)).r; |
| |
| half2 latticeIdx = half2(sampleX, sampleY); |
| |
| const half kInv255 = 0.003921569; // 1.0 / 255.0 |
| |
| // Aggressively round to the nearest exact (N / 255) floating point values. |
| // This prevents rounding errors on some platforms (e.g., Tegras) |
| latticeIdx = floor(latticeIdx * half2(255.0) + half2(0.5)) * half2(kInv255); |
| |
| // Get (x,y) coordinates with the permuted x |
| half4 noiseXCoords = kBlockSize*latticeIdx.xyxy + floorVal.yyww; |
| |
| noiseXCoords /= half4(kBlockSize); |
| return noiseXCoords; |
| } |
| |
| // TODO: Move this to sksl_shared.sksl and try to share with Ganesh |
| $pure half4 noise_function(half2 noiseVec, |
| half4 noiseXCoords, |
| sampler2D noiseSampler) { |
| |
| half2 fractVal = fract(noiseVec); |
| |
| // smooth curve : t^2*(3 - 2*t) |
| half2 noiseSmooth = fractVal*fractVal*(half2(3) - 2*fractVal); |
| |
| // This is used to convert the two 16bit integers packed into rgba 8 bit input into |
| // a [-1,1] vector |
| const half kInv256 = 0.00390625; // 1.0 / 256.0 |
| |
| half4 result; |
| |
| for (int channel = 0; channel < 4; channel++) { |
| |
| // There are 4 lines in the noise texture, put y coords at center of each. |
| half chanCoord = (half(channel) + 0.5) / 4.0; |
| |
| half4 sampleA = sample(noiseSampler, half2(noiseXCoords.x, chanCoord)); |
| half4 sampleB = sample(noiseSampler, half2(noiseXCoords.y, chanCoord)); |
| half4 sampleC = sample(noiseSampler, half2(noiseXCoords.w, chanCoord)); |
| half4 sampleD = sample(noiseSampler, half2(noiseXCoords.z, chanCoord)); |
| |
| half2 uv; |
| half2 tmpFractVal = fractVal; |
| |
| // Compute u, at offset (0,0) |
| uv.x = dot((sampleA.ga + sampleA.rb*kInv256)*2 - half2(1), tmpFractVal); |
| |
| // Compute v, at offset (-1,0) |
| tmpFractVal.x -= 1.0; |
| uv.y = dot((sampleB.ga + sampleB.rb*kInv256)*2 - half2(1), tmpFractVal); |
| |
| // Compute 'a' as a linear interpolation of 'u' and 'v' |
| half2 ab; |
| ab.x = mix(uv.x, uv.y, noiseSmooth.x); |
| |
| // Compute v, at offset (-1,-1) |
| tmpFractVal.y -= 1.0; |
| uv.y = dot((sampleC.ga + sampleC.rb*kInv256)*2 - half2(1), tmpFractVal); |
| |
| // Compute u, at offset (0,-1) |
| tmpFractVal.x += 1.0; |
| uv.x = dot((sampleD.ga + sampleD.rb*kInv256)*2 - half2(1), tmpFractVal); |
| |
| // Compute 'b' as a linear interpolation of 'u' and 'v' |
| ab.y = mix(uv.x, uv.y, noiseSmooth.x); |
| |
| // Compute the noise as a linear interpolation of 'a' and 'b' |
| result[channel] = mix(ab.x, ab.y, noiseSmooth.y); |
| } |
| |
| return result; |
| } |
| |
| // permutationSampler is [kBlockSize x 1] A8 |
| // noiseSampler is [kBlockSize x 4] RGBA8 premul |
| $pure half4 perlin_noise_shader(float2 coords, |
| float2 baseFrequency, |
| float2 stitchDataIn, |
| int noiseType, |
| int numOctaves, |
| int stitching, |
| sampler2D permutationSampler, |
| sampler2D noiseSampler) { |
| const int kFractalNoise_Type = 0; |
| const int kTurbulence_Type = 1; |
| |
| // There are rounding errors if the floor operation is not performed here |
| half2 noiseVec = half2(floor(coords.xy) * baseFrequency); |
| |
| // Clear the color accumulator |
| half4 color = half4(0); |
| |
| half2 stitchData = half2(stitchDataIn); |
| |
| half ratio = 1.0; |
| |
| // Loop over all octaves |
| for (int octave = 0; octave < numOctaves; ++octave) { |
| half4 noiseXCoords = noise_helper(noiseVec, stitchData, stitching, permutationSampler); |
| |
| half4 tmp = noise_function(noiseVec, noiseXCoords, noiseSampler); |
| |
| if (noiseType != kFractalNoise_Type) { |
| // For kTurbulence_Type the result is: abs(noise[-1,1]) |
| tmp = abs(tmp); |
| } |
| |
| tmp *= ratio; |
| color += tmp; |
| |
| noiseVec *= half2(2.0); |
| ratio *= 0.5; |
| stitchData *= half2(2.0); |
| } |
| |
| if (noiseType == kFractalNoise_Type) { |
| // For kFractalNoise_Type the result is: noise[-1,1] * 0.5 + 0.5 |
| color = color * half4(0.5) + half4(0.5); |
| } |
| |
| // Clamp values |
| color = saturate(color); |
| |
| // Pre-multiply the result |
| return half4(color.rgb * color.aaa, color.a); |
| } |
| |
| $pure half4 sk_blend(int blendMode, half4 src, half4 dst) { |
| const int kClear = 0; |
| const int kSrc = 1; |
| const int kDst = 2; |
| const int kSrcOver = 3; |
| const int kDstOver = 4; |
| const int kSrcIn = 5; |
| const int kDstIn = 6; |
| const int kSrcOut = 7; |
| const int kDstOut = 8; |
| const int kSrcATop = 9; |
| const int kDstATop = 10; |
| const int kXor = 11; |
| const int kPlus = 12; |
| const int kModulate = 13; |
| const int kScreen = 14; |
| const int kOverlay = 15; |
| const int kDarken = 16; |
| const int kLighten = 17; |
| const int kColorDodge = 18; |
| const int kColorBurn = 19; |
| const int kHardLight = 20; |
| const int kSoftLight = 21; |
| const int kDifference = 22; |
| const int kExclusion = 23; |
| const int kMultiply = 24; |
| const int kHue = 25; |
| const int kSaturation = 26; |
| const int kColor = 27; |
| const int kLuminosity = 28; |
| |
| switch (blendMode) { |
| case kClear: { return blend_clear(src, dst); } |
| case kSrc: { return blend_src(src, dst); } |
| case kDst: { return blend_dst(src, dst); } |
| case kSrcOver: { return blend_porter_duff(half4(1, 0, 0, -1), src, dst); } |
| case kDstOver: { return blend_porter_duff(half4(0, 1, -1, 0), src, dst); } |
| case kSrcIn: { return blend_porter_duff(half4(0, 0, 1, 0), src, dst); } |
| case kDstIn: { return blend_porter_duff(half4(0, 0, 0, 1), src, dst); } |
| case kSrcOut: { return blend_porter_duff(half4(0, 0, -1, 0), src, dst); } |
| case kDstOut: { return blend_porter_duff(half4(0, 0, 0, -1), src, dst); } |
| case kSrcATop: { return blend_porter_duff(half4(0, 0, 1, -1), src, dst); } |
| case kDstATop: { return blend_porter_duff(half4(0, 0, -1, 1), src, dst); } |
| case kXor: { return blend_porter_duff(half4(0, 0, -1, -1), src, dst); } |
| case kPlus: { return blend_porter_duff(half4(1, 1, 0, 0), src, dst); } |
| case kModulate: { return blend_modulate(src, dst); } |
| case kScreen: { return blend_screen(src, dst); } |
| case kOverlay: { return blend_overlay(/*flip=*/0, src, dst); } |
| case kDarken: { return blend_darken(/*mode=*/1, src, dst); } |
| case kLighten: { return blend_darken(/*mode=*/-1, src, dst); } |
| case kColorDodge: { return blend_color_dodge(src, dst); } |
| case kColorBurn: { return blend_color_burn(src, dst); } |
| case kHardLight: { return blend_overlay(/*flip=*/1, src, dst); } |
| case kSoftLight: { return blend_soft_light(src, dst); } |
| case kDifference: { return blend_difference(src, dst); } |
| case kExclusion: { return blend_exclusion(src, dst); } |
| case kMultiply: { return blend_multiply(src, dst); } |
| case kHue: { return blend_hslc(/*flipSat=*/half2(0, 1), src, dst); } |
| case kSaturation: { return blend_hslc(/*flipSat=*/half2(1), src, dst); } |
| case kColor: { return blend_hslc(/*flipSat=*/half2(0), src, dst); } |
| case kLuminosity: { return blend_hslc(/*flipSat=*/half2(1, 0), src, dst); } |
| default: return half4(0); // Avoids 'blend can exit without returning a value' error |
| } |
| } |
| |
| $pure half4 sk_blend_shader(int blendMode, half4 dst, half4 src) { |
| return sk_blend(blendMode, src, dst); |
| } |
| |
| $pure half4 porter_duff_blend_shader(half4 blendOp, half4 dst, half4 src) { |
| return blend_porter_duff(blendOp, src, dst); |
| } |
| |
| $pure half4 sk_blend_colorfilter(half4 dstColor, int blendMode, float4 srcColor) { |
| return sk_blend(blendMode, half4(srcColor), dstColor); |
| } |
| |
| $pure half4 sk_table_colorfilter(half4 inColor, sampler2D s) { |
| half4 coords = unpremul(inColor) * 255.0/256.0 + 0.5/256.0; |
| half4 color = half4(sample(s, half2(coords.r, 3.0/8.0)).r, |
| sample(s, half2(coords.g, 5.0/8.0)).r, |
| sample(s, half2(coords.b, 7.0/8.0)).r, |
| 1); |
| return color * sample(s, half2(coords.a, 1.0/8.0)).r; |
| } |
| |
| $pure half4 sk_gaussian_colorfilter(half4 inColor) { |
| half factor = 1 - inColor.a; |
| factor = exp(-factor * factor * 4) - 0.018; |
| return half4(factor); |
| } |
| |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| // Support functions for analytic round rectangles |
| |
| // Calculates 1/|∇| in device space by applying the chain rule to a local gradient vector and the |
| // 2x2 Jacobian describing the transform from local-to-device space. For non-perspective, this is |
| // equivalent to the "normal matrix", or the inverse transpose. For perspective, J should be |
| // W(u,v) [m00' - m20'u m01' - m21'u] derived from the first two columns of the 3x3 inverse. |
| // [m10' - m20'v m11' - m21'v] |
| $pure float inverse_grad_len(float2 localGrad, float2x2 jacobian) { |
| // NOTE: By chain rule, the local gradient is on the left side of the Jacobian matrix |
| float2 devGrad = localGrad * jacobian; |
| // NOTE: This uses the L2 norm, which is more accurate than the L1 norm used by fwidth(). |
| // TODO: Switch to L1 since it is a 2x perf improvement according to Xcode with little visual |
| // impact, but start with L2 to measure the change separately from the algorithmic update. |
| // return 1.0 / (abs(devGrad.x) + abs(devGrad.y)); |
| return inversesqrt(dot(devGrad, devGrad)); |
| } |
| |
| // Returns distance from both sides of a stroked circle or ellipse. Elliptical coverage is |
| // only accurate if strokeRadius = 0. A positive value represents the interior of the stroke. |
| $pure float2 elliptical_distance(float2 uv, float2 radii, float strokeRadius, float2x2 jacobian) { |
| // We do need to evaluate up to two circle equations: one with |
| // R = cornerRadius(r)+strokeRadius(s), and another with R = r-s. |
| // This can be consolidated into a common evaluation against a circle of radius sqrt(r^2+s^2): |
| // (x/(r+/-s))^2 + (y/(r+/-s))^2 = 1 |
| // x^2 + y^2 = (r+/-s)^2 |
| // x^2 + y^2 = r^2 + s^2 +/- 2rs |
| // (x/sqrt(r^2+s^2))^2 + (y/sqrt(r^2+s^2)) = 1 +/- 2rs/(r^2+s^2) |
| // The 2rs/(r^2+s^2) is the "width" that adjusts the implicit function to the outer or inner |
| // edge of the stroke. For fills and hairlines, s = 0, which means these operations remain valid |
| // for elliptical corners where radii holds the different X and Y corner radii. |
| float2 invR2 = 1.0 / (radii * radii + strokeRadius*strokeRadius); |
| float2 normUV = invR2 * uv; |
| float invGradLength = inverse_grad_len(normUV, jacobian); |
| |
| // Since normUV already includes 1/r^2 in the denominator, dot with just 'uv' instead. |
| float f = 0.5 * invGradLength * (dot(uv, normUV) - 1.0); |
| |
| // This is 0 for fills/hairlines, which are the only types that allow |
| // elliptical corners (strokeRadius == 0). For regular strokes just use X. |
| float width = radii.x * strokeRadius * invR2.x * invGradLength; |
| return float2(width - f, width + f); |
| } |
| |
| // Accumulates the minimum (and negative maximum) of the outer and inner corner distances in 'dist' |
| // for a possibly elliptical corner with 'radii' and relative pixel location specified by |
| // 'cornerEdgeDist'. The corner's basis relative to the jacobian is defined in 'xyFlip'. |
| void corner_distance(inout float2 dist, |
| float2x2 jacobian, |
| float2 strokeParams, |
| float2 cornerEdgeDist, |
| float2 xyFlip, |
| float2 radii) { |
| float2 uv = radii - cornerEdgeDist; |
| // NOTE: For mitered corners uv > 0 only if it's stroked, and in that case the |
| // subsequent conditions skip calculating anything. |
| if (uv.x > 0.0 && uv.y > 0.0) { |
| if ((radii.x > 0.0 && radii.y > 0.0) || |
| (strokeParams.x > 0.0 && strokeParams.y < 0.0 /* round-join */)) { |
| // A rounded corner so incorporate outer elliptical distance if we're within the |
| // quarter circle. |
| float2 d = elliptical_distance(uv * xyFlip, radii, strokeParams.x, jacobian); |
| if (radii.x - strokeParams.x <= 0.0) { |
| d.y = 1.0; // disregard inner curve since it's collapsed into an inner miter. |
| } else { |
| d.y *= -1.0; // Negate so that "min" accumulates the maximum value instead |
| } |
| dist = min(dist, d); |
| } else if (strokeParams.y == 0.0 /* bevel-join */) { |
| // Bevels are--by construction--interior mitered, so inner distance is based |
| // purely on the edge distance calculations, but the outer distance is to a 45-degree |
| // line and not the vertical/horizontal lines of the other edges. |
| float bevelDist = (strokeParams.x - uv.x - uv.y) * inverse_grad_len(xyFlip, jacobian); |
| dist.x = min(dist.x, bevelDist); |
| } // Else it's a miter so both inner and outer distances are unmodified |
| } // Else we're not affected by the corner so leave distances unmodified |
| } |
| |
| // Accumulates the minimum (and negative maximum) of the outer and inner corner distances into 'd', |
| // for all four corners of a [round] rectangle. 'edgeDists' should be ordered LTRB with positive |
| // distance representing the interior of the edge. 'xRadii' and 'yRadii' should hold the per-corner |
| // elliptical radii, ordered TL, TR, BR, BL. |
| void corner_distances(inout float2 d, |
| float2x2 J, |
| float2 stroke, // {radii, joinStyle}, see StrokeStyle struct definition |
| float4 edgeDists, |
| float4 xRadii, |
| float4 yRadii) { |
| corner_distance(d, J, stroke, edgeDists.xy, float2(-1.0, -1.0), float2(xRadii[0], yRadii[0])); |
| corner_distance(d, J, stroke, edgeDists.zy, float2( 1.0, -1.0), float2(xRadii[1], yRadii[1])); |
| corner_distance(d, J, stroke, edgeDists.zw, float2( 1.0, 1.0), float2(xRadii[2], yRadii[2])); |
| corner_distance(d, J, stroke, edgeDists.xw, float2(-1.0, 1.0), float2(xRadii[3], yRadii[3])); |
| } |