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Side by Side Diff: src/effects/SkLightingShader.cpp

Issue 1261433009: Refugee from Dead Machine 11: Add SkCanvas::drawLitAtlas call Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: update Created 4 years, 7 months ago
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1
2 /*
3 * Copyright 2015 Google Inc.
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9 #include "SkBitmapProcState.h"
10 #include "SkColor.h"
11 #include "SkEmptyShader.h"
12 #include "SkErrorInternals.h"
13 #include "SkLightingShader.h"
14 #include "SkMathPriv.h"
15 #include "SkReadBuffer.h"
16 #include "SkWriteBuffer.h"
17
18 ////////////////////////////////////////////////////////////////////////////
19
20 /*
21 SkLightingShader TODOs:
22 support other than clamp mode
23 allow 'diffuse' & 'normal' to be of different dimensions?
24 support different light types
25 support multiple lights
26 enforce normal map is 4 channel
27 use SkImages instead if SkBitmaps
28
29 To Test:
30 non-opaque diffuse textures
31 A8 diffuse textures
32 down & upsampled draws
33 */
34
35
36
37 /** \class SkLightingShaderImpl
38 This subclass of shader applies lighting.
39 */
40 class SK_API SkLightingShaderImpl : public SkShader {
41 public:
42
43 /** Create a new lighting shader that use the provided normal map, light
44 and ambient color to light the diffuse bitmap.
45 @param diffuse the diffuse bitmap
46 @param normal the normal map
47 @param light the light applied to the normal map
48 @param ambient the linear (unpremul) ambient light color
49 */
50 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
51 const SkLightingShader::Light& light,
52 const SkColor3f& ambient, const SkMatrix* localMatrix)
53 : INHERITED(localMatrix)
54 , fDiffuseMap(diffuse)
55 , fNormalMap(normal)
56 , fLight(light)
57 , fAmbientColor(ambient) {
58 if (!fLight.fDirection.normalize()) {
59 fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
60 }
61 }
62
63 bool isOpaque() const override;
64
65 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v iewM,
66 const SkMatrix* localMatrix, GrColor* color,
67 GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
68
69 size_t contextSize() const override;
70
71 class LightingShaderContext : public SkShader::Context {
72 public:
73 // The context takes ownership of the states. It will call their destruc tors
74 // but will NOT free the memory.
75 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
76 SkBitmapProcState* diffuseState, SkBitmapProcState * normalState);
77 ~LightingShaderContext() override;
78
79 void shadeSpan(int x, int y, SkPMColor[], int count) override;
80
81 uint32_t getFlags() const override { return fFlags; }
82
83 private:
84 SkBitmapProcState* fDiffuseState;
85 SkBitmapProcState* fNormalState;
86 uint32_t fFlags;
87
88 typedef SkShader::Context INHERITED;
89 };
90
91 SK_TO_STRING_OVERRIDE()
92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
93
94 protected:
95 void flatten(SkWriteBuffer&) const override;
96 Context* onCreateContext(const ContextRec&, void*) const override;
97
98 private:
99 SkBitmap fDiffuseMap;
100 SkBitmap fNormalMap;
101 SkLightingShader::Light fLight;
102 SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
103
104 friend class SkLightingShader;
105
106 typedef SkShader INHERITED;
107 };
108
109 ////////////////////////////////////////////////////////////////////////////
110
111 #if SK_SUPPORT_GPU
112
113 #include "GrCoordTransform.h"
114 #include "GrFragmentProcessor.h"
115 #include "GrTextureAccess.h"
116 #include "gl/GrGLProcessor.h"
117 #include "gl/builders/GrGLProgramBuilder.h"
118 #include "SkGr.h"
119
120 class LightingFP : public GrFragmentProcessor {
121 public:
122 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
123 const SkVector3& lightDir, const SkColor3f& lightColor,
124 const SkColor3f& ambientColor)
125 : fDeviceTransform(kDevice_GrCoordSet, matrix)
126 , fDiffuseTextureAccess(diffuse)
127 , fNormalTextureAccess(normal)
128 , fLightDir(lightDir)
129 , fLightColor(lightColor)
130 , fAmbientColor(ambientColor) {
131 this->addCoordTransform(&fDeviceTransform);
132 this->addTextureAccess(&fDiffuseTextureAccess);
133 this->addTextureAccess(&fNormalTextureAccess);
134
135 this->initClassID<LightingFP>();
136 }
137
138 class LightingGLFP : public GrGLFragmentProcessor {
139 public:
140 LightingGLFP() {
141 fLightDir.fX = 10000.0f;
142 fLightColor.fX = 0.0f;
143 fAmbientColor.fX = 0.0f;
144 }
145
146 void emitCode(EmitArgs& args) override {
147
148 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder() ;
149
150 // add uniforms
151 const char* lightDirUniName = NULL;
152 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme nt_Visibility,
153 kVec3f_GrSLType, kDefault_G rSLPrecision,
154 "LightDir", &lightDirUniNam e);
155
156 const char* lightColorUniName = NULL;
157 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag ment_Visibility,
158 kVec3f_GrSLType, kDefault _GrSLPrecision,
159 "LightColor", &lightColor UniName);
160
161 const char* ambientColorUniName = NULL;
162 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr agment_Visibility,
163 kVec3f_GrSLType, kDefau lt_GrSLPrecision,
164 "AmbientColor", &ambien tColorUniName);
165
166 fpb->codeAppend("vec4 diffuseColor = ");
167 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers [0],
168 args.fCoords[0].c_str(),
169 args.fCoords[0].getType());
170 fpb->codeAppend(";");
171
172 fpb->codeAppend("vec4 normalColor = ");
173 fpb->appendTextureLookup(args.fSamplers[1],
174 args.fCoords[0].c_str(),
175 args.fCoords[0].getType());
176 fpb->codeAppend(";");
177
178 fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5) );");
179 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
180 fpb->codeAppend("float NdotL = dot(normal, lightDir);");
181 // diffuse light
182 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName);
183 // ambient light
184 fpb->codeAppendf("result += %s;", ambientColorUniName);
185 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor);
186 }
187
188 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro c) override {
189 const LightingFP& lightingFP = proc.cast<LightingFP>();
190
191 const SkVector3& lightDir = lightingFP.lightDir();
192 if (lightDir != fLightDir) {
193 pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
194 fLightDir = lightDir;
195 }
196
197 const SkColor3f& lightColor = lightingFP.lightColor();
198 if (lightColor != fLightColor) {
199 pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
200 fLightColor = lightColor;
201 }
202
203 const SkColor3f& ambientColor = lightingFP.ambientColor();
204 if (ambientColor != fAmbientColor) {
205 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
206 fAmbientColor = ambientColor;
207 }
208 }
209
210 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
211 GrProcessorKeyBuilder* b) {
212 // const LightingFP& lightingFP = proc.cast<LightingFP>();
213 // only one shader generated currently
214 b->add32(0x0);
215 }
216
217 private:
218 SkVector3 fLightDir;
219 GrGLProgramDataManager::UniformHandle fLightDirUni;
220
221 SkColor3f fLightColor;
222 GrGLProgramDataManager::UniformHandle fLightColorUni;
223
224 SkColor3f fAmbientColor;
225 GrGLProgramDataManager::UniformHandle fAmbientColorUni;
226 };
227
228 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh tingGLFP); }
229
230 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c onst override {
231 LightingGLFP::GenKey(*this, caps, b);
232 }
233
234 const char* name() const override { return "LightingFP"; }
235
236 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
237 inout->mulByUnknownFourComponents();
238 }
239
240 const SkVector3& lightDir() const { return fLightDir; }
241 const SkColor3f& lightColor() const { return fLightColor; }
242 const SkColor3f& ambientColor() const { return fAmbientColor; }
243
244 private:
245 bool onIsEqual(const GrFragmentProcessor& proc) const override {
246 const LightingFP& lightingFP = proc.cast<LightingFP>();
247 return fDeviceTransform == lightingFP.fDeviceTransform &&
248 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
249 fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
250 fLightDir == lightingFP.fLightDir &&
251 fLightColor == lightingFP.fLightColor &&
252 fAmbientColor == lightingFP.fAmbientColor;
253 }
254
255 GrCoordTransform fDeviceTransform;
256 GrTextureAccess fDiffuseTextureAccess;
257 GrTextureAccess fNormalTextureAccess;
258 SkVector3 fLightDir;
259 SkColor3f fLightColor;
260 SkColor3f fAmbientColor;
261 };
262
263 ////////////////////////////////////////////////////////////////////////////
264
265 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
266 const SkMatrix& viewM, const SkMa trix* localMatrix,
267 GrColor* color, GrProcessorDataMa nager*,
268 GrFragmentProcessor** fp) const {
269 // we assume diffuse and normal maps have same width and height
270 // TODO: support different sizes
271 SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
272 fDiffuseMap.height() == fNormalMap.height());
273 SkMatrix matrix;
274 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
275
276 SkMatrix lmInverse;
277 if (!this->getLocalMatrix().invert(&lmInverse)) {
278 return false;
279 }
280 if (localMatrix) {
281 SkMatrix inv;
282 if (!localMatrix->invert(&inv)) {
283 return false;
284 }
285 lmInverse.postConcat(inv);
286 }
287 matrix.preConcat(lmInverse);
288
289 // Must set wrap and filter on the sampler before requesting a texture. In t wo places below
290 // we check the matrix scale factors to determine how to interpret the filte r quality setting.
291 // This completely ignores the complexity of the drawVertices case where exp licit local coords
292 // are provided by the caller.
293 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode;
294 switch (paint.getFilterQuality()) {
295 case kNone_SkFilterQuality:
296 textureFilterMode = GrTextureParams::kNone_FilterMode;
297 break;
298 case kLow_SkFilterQuality:
299 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
300 break;
301 case kMedium_SkFilterQuality:{
302 SkMatrix matrix;
303 matrix.setConcat(viewM, this->getLocalMatrix());
304 if (matrix.getMinScale() < SK_Scalar1) {
305 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
306 } else {
307 // Don't trigger MIP level generation unnecessarily.
308 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
309 }
310 break;
311 }
312 case kHigh_SkFilterQuality:
313 default:
314 SkErrorInternals::SetError(kInvalidPaint_SkError,
315 "Sorry, I don't understand the filtering "
316 "mode you asked for. Falling back to "
317 "MIPMaps.");
318 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
319 break;
320
321 }
322
323 // TODO: support other tile modes
324 GrTextureParams params(kClamp_TileMode, textureFilterMode);
325 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap, &params));
326 if (!diffuseTexture) {
327 SkErrorInternals::SetError(kInternalError_SkError,
328 "Couldn't convert bitmap to texture.");
329 return false;
330 }
331
332 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor malMap, &params));
333 if (!normalTexture) {
334 SkErrorInternals::SetError(kInternalError_SkError,
335 "Couldn't convert bitmap to texture.");
336 return false;
337 }
338
339 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
340 fLight.fDirection, fLight.fColor, fAmbientColo r));
341 *color = GrColorPackA4(paint.getAlpha());
342 return true;
343 }
344 #else
345
346 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
347 const SkMatrix& viewM, const SkMa trix* localMatrix,
348 GrColor* color, GrProcessorDataMa nager*,
349 GrFragmentProcessor** fp) const {
350 SkDEBUGFAIL("Should not call in GPU-less build");
351 return false;
352 }
353
354 #endif
355
356 ////////////////////////////////////////////////////////////////////////////
357
358 bool SkLightingShaderImpl::isOpaque() const {
359 return fDiffuseMap.isOpaque();
360 }
361
362 size_t SkLightingShaderImpl::contextSize() const {
363 return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
364 }
365
366 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLight ingShaderImpl& shader,
367 const Context Rec& rec,
368 SkBitmapProcS tate* diffuseState,
369 SkBitmapProcS tate* normalState)
370 : INHERITED(shader, rec)
371 , fDiffuseState(diffuseState)
372 , fNormalState(normalState)
373 {
374 const SkPixmap& pixmap = fDiffuseState->fPixmap;
375 bool isOpaque = pixmap.isOpaque();
376
377 // update fFlags
378 uint32_t flags = 0;
379 if (isOpaque && (255 == this->getPaintAlpha())) {
380 flags |= kOpaqueAlpha_Flag;
381 }
382
383 fFlags = flags;
384 }
385
386 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
387 // The bitmap proc states have been created outside of the context on memory that will be freed
388 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
389 fDiffuseState->~SkBitmapProcState();
390 fNormalState->~SkBitmapProcState();
391 }
392
393 static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambie nt) {
394 SkScalar color = light * diff * NdotL + 255 * ambient;
395 if (color <= 0.0f) {
396 return 0;
397 } else if (color >= 255.0f) {
398 return 255;
399 } else {
400 return (int) color;
401 }
402 }
403
404 // larger is better (fewer times we have to loop), but we shouldn't
405 // take up too much stack-space (each could here costs 16 bytes)
406 #define TMP_COUNT 16
407
408 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
409 SkPMColor result[], int count) {
410 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader);
411
412 SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT];
413 SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT];
414
415 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
416 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ;
417
418 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
419 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( );
420
421 SkASSERT(fDiffuseState->fPixmap.addr());
422 SkASSERT(fNormalState->fPixmap.addr());
423
424 SkPoint3 norm;
425 SkScalar NdotL;
426 int r, g, b;
427
428 do {
429 int n = count;
430 if (n > TMP_COUNT) {
431 n = TMP_COUNT;
432 }
433
434 diffMProc(*fDiffuseState, tmpColor, n, x, y);
435 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
436
437 normalMProc(*fNormalState, tmpNormal, n, x, y);
438 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
439
440 for (int i = 0; i < n; ++i) {
441 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
442 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
443 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
444 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
445 norm.normalize();
446
447 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
448 NdotL = norm.dot(lightShader.fLight.fDirection);
449
450 // This is all done in linear unpremul color space
451 r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), Ndot L,
452 lightShader.fAmbientColor.fX);
453 g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), Ndot L,
454 lightShader.fAmbientColor.fY);
455 b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), Ndot L,
456 lightShader.fAmbientColor.fZ);
457
458 result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
459 }
460
461 result += n;
462 x += n;
463 count -= n;
464 } while (count > 0);
465 }
466
467 ////////////////////////////////////////////////////////////////////////////
468
469 #ifndef SK_IGNORE_TO_STRING
470 void SkLightingShaderImpl::toString(SkString* str) const {
471 str->appendf("LightingShader: ()");
472 }
473 #endif
474
475 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
476 SkMatrix localMatrix;
477 buf.readMatrix(&localMatrix);
478
479 SkBitmap diffuse;
480 if (!buf.readBitmap(&diffuse)) {
481 return NULL;
482 }
483 diffuse.setImmutable();
484
485 SkBitmap normal;
486 if (!buf.readBitmap(&normal)) {
487 return NULL;
488 }
489 normal.setImmutable();
490
491 SkLightingShader::Light light;
492 if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
493 return NULL;
494 }
495 if (!buf.readScalarArray(&light.fColor.fX, 3)) {
496 return NULL;
497 }
498
499 SkColor3f ambient;
500 if (!buf.readScalarArray(&ambient.fX, 3)) {
501 return NULL;
502 }
503
504 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &l ocalMatrix));
505 }
506
507 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
508 buf.writeMatrix(this->getLocalMatrix());
509
510 buf.writeBitmap(fDiffuseMap);
511 buf.writeBitmap(fNormalMap);
512 buf.writeScalarArray(&fLight.fDirection.fX, 3);
513 buf.writeScalarArray(&fLight.fColor.fX, 3);
514 buf.writeScalarArray(&fAmbientColor.fX, 3);
515 }
516
517 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
518 void* storage) const {
519
520 SkMatrix totalInverse;
521 // Do this first, so we know the matrix can be inverted.
522 if (!this->computeTotalInverse(rec, &totalInverse)) {
523 return NULL;
524 }
525
526 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
527 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit mapProcState);
528 SkASSERT(diffuseState);
529
530 diffuseState->fTileModeX = SkShader::kClamp_TileMode;
531 diffuseState->fTileModeY = SkShader::kClamp_TileMode;
532 diffuseState->fOrigBitmap = fDiffuseMap;
533 if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
534 diffuseState->~SkBitmapProcState();
535 return NULL;
536 }
537
538 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
539 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma pProcState);
540 SkASSERT(normalState);
541
542 normalState->fTileModeX = SkShader::kClamp_TileMode;
543 normalState->fTileModeY = SkShader::kClamp_TileMode;
544 normalState->fOrigBitmap = fNormalMap;
545 if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
546 diffuseState->~SkBitmapProcState();
547 normalState->~SkBitmapProcState();
548 return NULL;
549 }
550
551 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
552 diffuseState, n ormalState));
553 }
554
555 ///////////////////////////////////////////////////////////////////////////////
556
557 static bool bitmap_is_too_big(const SkBitmap& bm) {
558 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
559 // communicates between its matrix-proc and its sampler-proc. Until we can
560 // widen that, we have to reject bitmaps that are larger.
561 //
562 static const int kMaxSize = 65535;
563
564 return bm.width() > kMaxSize || bm.height() > kMaxSize;
565 }
566
567 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm al,
568 const SkLightingShader::Light& light,
569 const SkColor3f& ambient,
570 const SkMatrix* localMatrix) {
571 if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
572 normal.isNull() || bitmap_is_too_big(normal) ||
573 diffuse.width() != normal.width() ||
574 diffuse.height() != normal.height()) {
575 return nullptr;
576 }
577
578 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, lo calMatrix));
579 }
580
581 ///////////////////////////////////////////////////////////////////////////////
582
583 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
584 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
585 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
586
587 ///////////////////////////////////////////////////////////////////////////////
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