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/*
* 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 "src/gpu/effects/GrTextureDomain.h"
#include "include/private/SkFloatingPoint.h"
#include "src/gpu/GrProxyProvider.h"
#include "src/gpu/GrShaderCaps.h"
#include "src/gpu/GrSurfaceProxyPriv.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/effects/GrTextureEffect.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLProgramDataManager.h"
#include "src/gpu/glsl/GrGLSLShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include <utility>
GrTextureDomain::GrTextureDomain(GrSurfaceProxy* proxy, const SkRect& domain, Mode modeX,
Mode modeY, int index)
: fModeX(modeX)
, fModeY(modeY)
, fIndex(index) {
if (!proxy) {
SkASSERT(modeX == kIgnore_Mode && modeY == kIgnore_Mode);
return;
}
const SkRect kFullRect = proxy->getBoundsRect();
// 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.
SkASSERT(domain.isSorted());
fDomain.fLeft = SkTPin(domain.fLeft, 0.0f, kFullRect.fRight);
fDomain.fRight = SkTPin(domain.fRight, fDomain.fLeft, kFullRect.fRight);
fDomain.fTop = SkTPin(domain.fTop, 0.0f, kFullRect.fBottom);
fDomain.fBottom = SkTPin(domain.fBottom, fDomain.fTop, kFullRect.fBottom);
SkASSERT(fDomain.fLeft <= fDomain.fRight);
SkASSERT(fDomain.fTop <= fDomain.fBottom);
}
GrTextureDomain::GrTextureDomain(const SkRect& domain, Mode modeX, Mode modeY, int index)
: fDomain(domain), fModeX(modeX), fModeY(modeY), fIndex(index) {
// 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.
SkASSERT(domain.isSorted());
}
//////////////////////////////////////////////////////////////////////////////
static void append_wrap(GrGLSLShaderBuilder* builder, GrTextureDomain::Mode mode,
const char* inCoord, const char* domainStart, const char* domainEnd,
bool is2D, const char* out) {
switch(mode) {
case GrTextureDomain::kIgnore_Mode:
builder->codeAppendf("%s = %s;\n", out, inCoord);
break;
case GrTextureDomain::kDecal_Mode:
// The lookup coordinate to use for decal will be clamped just like kClamp_Mode,
// it's just that the post-processing will be different, so fall through
case GrTextureDomain::kClamp_Mode:
builder->codeAppendf("%s = clamp(%s, %s, %s);", out, inCoord, domainStart, domainEnd);
break;
case GrTextureDomain::kRepeat_Mode:
builder->codeAppendf("%s = mod(%s - %s, %s - %s) + %s;", out, inCoord, domainStart,
domainEnd, domainStart, domainStart);
break;
case GrTextureDomain::kMirrorRepeat_Mode: {
const char* type = is2D ? "float2" : "float";
builder->codeAppend("{");
builder->codeAppendf("%s w = %s - %s;", type, domainEnd, domainStart);
builder->codeAppendf("%s w2 = 2 * w;", type);
builder->codeAppendf("%s m = mod(%s - %s, w2);", type, inCoord, domainStart);
builder->codeAppendf("%s = mix(m, w2 - m, step(w, m)) + %s;", out, domainStart);
builder->codeAppend("}");
break;
}
}
}
void GrTextureDomain::GLDomain::sampleProcessor(const GrTextureDomain& textureDomain,
const char* inColor,
const char* outColor,
const SkString& inCoords,
GrGLSLFragmentProcessor* parent,
GrGLSLFragmentProcessor::EmitArgs& args,
int childIndex) {
auto appendProcessorSample = [parent, &args, childIndex, inColor](const char* coord) {
return parent->invokeChild(childIndex, inColor, args, coord);
};
this->sample(args.fFragBuilder, args.fUniformHandler, textureDomain, outColor, inCoords,
appendProcessorSample);
}
void GrTextureDomain::GLDomain::sampleTexture(GrGLSLShaderBuilder* builder,
GrGLSLUniformHandler* uniformHandler,
const GrShaderCaps* shaderCaps,
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
GrGLSLFragmentProcessor::SamplerHandle sampler,
const char* inModulateColor) {
auto appendTextureSample = [&sampler, inModulateColor, builder](const char* coord) {
builder->codeAppend("half4 textureColor = ");
builder->appendTextureLookupAndBlend(inModulateColor, SkBlendMode::kModulate, sampler,
coord);
builder->codeAppend(";");
return SkString("textureColor");
};
this->sample(builder, uniformHandler, textureDomain, outColor, inCoords, appendTextureSample);
}
void GrTextureDomain::GLDomain::sample(GrGLSLShaderBuilder* builder,
GrGLSLUniformHandler* uniformHandler,
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
const std::function<AppendSample>& appendSample) {
SkASSERT(!fHasMode || (textureDomain.modeX() == fModeX && textureDomain.modeY() == fModeY));
SkDEBUGCODE(fModeX = textureDomain.modeX();)
SkDEBUGCODE(fModeY = textureDomain.modeY();)
SkDEBUGCODE(fHasMode = true;)
if ((textureDomain.modeX() != kIgnore_Mode || textureDomain.modeY() != kIgnore_Mode) &&
!fDomainUni.isValid()) {
// Must include the domain uniform since at least one axis uses it
const char* name;
SkString uniName("TexDom");
if (textureDomain.fIndex >= 0) {
uniName.appendS32(textureDomain.fIndex);
}
fDomainUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf4_GrSLType,
uniName.c_str(), &name);
fDomainName = name;
}
bool decalX = textureDomain.modeX() == kDecal_Mode;
bool decalY = textureDomain.modeY() == kDecal_Mode;
if ((decalX || decalY) && !fDecalUni.isValid()) {
const char* name;
SkString uniName("DecalParams");
if (textureDomain.fIndex >= 0) {
uniName.appendS32(textureDomain.fIndex);
}
// Half3 since this will hold texture width, height, and then a step function control param
fDecalUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf3_GrSLType,
uniName.c_str(), &name);
fDecalName = name;
}
// Add a block so that we can declare variables
GrGLSLShaderBuilder::ShaderBlock block(builder);
// Always use a local variable for the input coordinates; often callers pass in an expression
// and we want to cache it across all of its references in the code below
builder->codeAppendf("float2 origCoord = %s;", inCoords.c_str());
builder->codeAppend("float2 clampedCoord;");
SkString start;
SkString end;
bool is2D = textureDomain.modeX() == textureDomain.modeY();
if (is2D) {
// Doing the domain setup using vectors seems to avoid shader compilation issues on
// Chromecast, possibly due to reducing shader length.
start.printf("%s.xy", fDomainName.c_str());
end.printf("%s.zw", fDomainName.c_str());
append_wrap(builder, textureDomain.modeX(), "origCoord", start.c_str(), end.c_str(),
true, "clampedCoord");
} else {
// Apply x mode to the x coordinate using the left and right edges of the domain rect
// (stored as the x and z components of the domain uniform).
start.printf("%s.x", fDomainName.c_str());
end.printf("%s.z", fDomainName.c_str());
append_wrap(builder, textureDomain.modeX(), "origCoord.x", start.c_str(), end.c_str(),
false, "clampedCoord.x");
// Repeat the same logic for y.
start.printf("%s.y", fDomainName.c_str());
end.printf("%s.w", fDomainName.c_str());
append_wrap(builder, textureDomain.modeY(), "origCoord.y", start.c_str(), end.c_str(),
false, "clampedCoord.y");
}
// Sample 'appendSample' at the clamped coordinate location.
SkString color = appendSample("clampedCoord");
// Apply decal mode's transparency interpolation if needed
if (decalX || decalY) {
// The decal err is the max absoluate value between the clamped coordinate and the original
// pixel coordinate. This will then be clamped to 1.f if it's greater than the control
// parameter, which simulates kNearest and kBilerp behavior depending on if it's 0 or 1.
if (decalX && decalY) {
builder->codeAppendf("half err = max(half(abs(clampedCoord.x - origCoord.x) * %s.x), "
"half(abs(clampedCoord.y - origCoord.y) * %s.y));",
fDecalName.c_str(), fDecalName.c_str());
} else if (decalX) {
builder->codeAppendf("half err = half(abs(clampedCoord.x - origCoord.x) * %s.x);",
fDecalName.c_str());
} else {
SkASSERT(decalY);
builder->codeAppendf("half err = half(abs(clampedCoord.y - origCoord.y) * %s.y);",
fDecalName.c_str());
}
// Apply a transform to the error rate, which let's us simulate nearest or bilerp filtering
// in the same shader. When the texture is nearest filtered, fSizeName.z is set to 1/2 so
// this becomes a step function centered at .5 away from the clamped coordinate (but the
// domain for decal is inset by .5 so the edge lines up properly). When bilerp, fSizeName.z
// is set to 1 and it becomes a simple linear blend between texture and transparent.
builder->codeAppendf("if (err > %s.z) { err = 1.0; } else if (%s.z < 1) { err = 0.0; }",
fDecalName.c_str(), fDecalName.c_str());
builder->codeAppendf("%s = mix(%s, half4(0, 0, 0, 0), err);", outColor, color.c_str());
} else {
// A simple look up
builder->codeAppendf("%s = %s;", outColor, color.c_str());
}
}
void GrTextureDomain::GLDomain::setData(const GrGLSLProgramDataManager& pdman,
const GrTextureDomain& textureDomain,
const GrSurfaceProxyView& view,
GrSamplerState state) {
// We want a hard transition from texture content to trans-black in nearest mode.
bool filterDecal = state.filter() != GrSamplerState::Filter::kNearest;
this->setData(pdman, textureDomain, view.proxy(), view.origin(), filterDecal);
}
void GrTextureDomain::GLDomain::setData(const GrGLSLProgramDataManager& pdman,
const GrTextureDomain& textureDomain,
bool filterIfDecal) {
// The origin we pass here doesn't matter
this->setData(pdman, textureDomain, nullptr, kTopLeft_GrSurfaceOrigin, filterIfDecal);
}
void GrTextureDomain::GLDomain::setData(const GrGLSLProgramDataManager& pdman,
const GrTextureDomain& textureDomain,
const GrSurfaceProxy* proxy,
GrSurfaceOrigin origin,
bool filterIfDecal) {
SkASSERT(fHasMode && textureDomain.modeX() == fModeX && textureDomain.modeY() == fModeY);
if (kIgnore_Mode == textureDomain.modeX() && kIgnore_Mode == textureDomain.modeY()) {
return;
}
// If the texture is using nearest filtering, then the decal filter weight should step from
// 0 (texture) to 1 (transparent) one half pixel away from the domain. When doing any other
// form of filtering, the weight should be 1.0 so that it smoothly interpolates between the
// texture and transparent.
// Start off assuming we're in pixel units and later adjust if we have to deal with normalized
// texture coords.
float decalFilterWeights[3] = {1.f, 1.f, filterIfDecal ? 1.f : 0.5f};
bool sendDecalData = textureDomain.modeX() == kDecal_Mode ||
textureDomain.modeY() == kDecal_Mode;
float tempDomainValues[4];
const float* values;
if (proxy) {
SkScalar wInv, hInv, h;
GrTexture* tex = proxy->peekTexture();
if (proxy->backendFormat().textureType() == GrTextureType::kRectangle) {
wInv = hInv = 1.f;
h = tex->height();
// Don't do any scaling by texture size for decal filter rate, it's already in
// pixels
} else {
wInv = SK_Scalar1 / tex->width();
hInv = SK_Scalar1 / tex->height();
h = 1.f;
// Account for texture coord normalization in decal filter weights.
decalFilterWeights[0] = tex->width();
decalFilterWeights[1] = tex->height();
}
tempDomainValues[0] = SkScalarToFloat(textureDomain.domain().fLeft * wInv);
tempDomainValues[1] = SkScalarToFloat(textureDomain.domain().fTop * hInv);
tempDomainValues[2] = SkScalarToFloat(textureDomain.domain().fRight * wInv);
tempDomainValues[3] = SkScalarToFloat(textureDomain.domain().fBottom * hInv);
if (proxy->backendFormat().textureType() == GrTextureType::kRectangle) {
SkASSERT(tempDomainValues[0] >= 0.0f && tempDomainValues[0] <= proxy->width());
SkASSERT(tempDomainValues[1] >= 0.0f && tempDomainValues[1] <= proxy->height());
SkASSERT(tempDomainValues[2] >= 0.0f && tempDomainValues[2] <= proxy->width());
SkASSERT(tempDomainValues[3] >= 0.0f && tempDomainValues[3] <= proxy->height());
} else {
SkASSERT(tempDomainValues[0] >= 0.0f && tempDomainValues[0] <= 1.0f);
SkASSERT(tempDomainValues[1] >= 0.0f && tempDomainValues[1] <= 1.0f);
SkASSERT(tempDomainValues[2] >= 0.0f && tempDomainValues[2] <= 1.0f);
SkASSERT(tempDomainValues[3] >= 0.0f && tempDomainValues[3] <= 1.0f);
}
// vertical flip if necessary
if (kBottomLeft_GrSurfaceOrigin == origin) {
tempDomainValues[1] = h - tempDomainValues[1];
tempDomainValues[3] = h - tempDomainValues[3];
// The top and bottom were just flipped, so correct the ordering
// of elements so that values = (l, t, r, b).
using std::swap;
swap(tempDomainValues[1], tempDomainValues[3]);
}
values = tempDomainValues;
} else {
values = textureDomain.domain().asScalars();
}
if (!std::equal(values, values + 4, fPrevDomain)) {
pdman.set4fv(fDomainUni, 1, values);
std::copy_n(values, 4, fPrevDomain);
}
if (sendDecalData &&
!std::equal(decalFilterWeights, decalFilterWeights + 3, fPrevDeclFilterWeights)) {
pdman.set3fv(fDecalUni, 1, decalFilterWeights);
std::copy_n(decalFilterWeights, 3, fPrevDeclFilterWeights);
}
}