Index: src/core/SkComposeShader.cpp |
diff --git a/src/core/SkComposeShader.cpp b/src/core/SkComposeShader.cpp |
index c16d7ffc578f352f948d432934c68c41851c6623..a188e7908c549d5af1c7faa54030187bf52d10d2 100644 |
--- a/src/core/SkComposeShader.cpp |
+++ b/src/core/SkComposeShader.cpp |
@@ -194,6 +194,171 @@ void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor re |
} |
} |
+#if SK_SUPPORT_GPU |
+ |
+#include "SkGr.h" |
+#include "GrProcessor.h" |
+#include "gl/GrGLBlend.h" |
+#include "gl/builders/GrGLProgramBuilder.h" |
+ |
+///////////////////////////////////////////////////////////////////// |
+ |
+class GrComposeEffect : public GrFragmentProcessor { |
+public: |
+ |
+ static GrFragmentProcessor* Create(GrFragmentProcessor* fpA, GrFragmentProcessor* fpB, |
+ SkXfermode::Mode mode) { |
+ return SkNEW_ARGS(GrComposeEffect, (fpA, fpB, mode)); |
+ } |
+ const char* name() const override {return fName.c_str(); } |
+ void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override; |
+ |
+ SkXfermode::Mode getMode() const { return fMode; } |
+ int getShaderAChildIndex() const { return fShaderAChildIndex; } |
+ int getShaderBChildIndex() const { return fShaderBChildIndex; } |
+ |
+protected: |
+ bool onIsEqual(const GrFragmentProcessor&) const override; |
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override; |
+ |
+private: |
+ GrComposeEffect(GrFragmentProcessor* fpA, GrFragmentProcessor* fpB, SkXfermode::Mode mode) |
+ : fMode(mode) { |
+ this->initClassID<GrComposeEffect>(); |
+ fShaderAChildIndex = this->registerChildProcessor(fpA); |
+ fShaderBChildIndex = this->registerChildProcessor(fpB); |
+ fName.printf("ComposeShader (Mode: %s)", SkXfermode::ModeName(fMode)); |
bsalomon
2015/08/27 20:12:24
Maybe we should init this in name()? I believe it
wangyix
2015/08/31 14:10:05
I'm not sure what you mean by this. On another no
bsalomon
2015/08/31 14:48:35
Let's go with that. I just don't want the construc
wangyix
2015/08/31 18:22:09
Done.
|
+ } |
+ |
+ GrGLFragmentProcessor* onCreateGLInstance() const override; |
+ |
+ SkString fName; |
+ int fShaderAChildIndex; |
+ int fShaderBChildIndex; |
+ SkXfermode::Mode fMode; |
+ |
+ typedef GrFragmentProcessor INHERITED; |
+}; |
+ |
+///////////////////////////////////////////////////////////////////// |
+ |
+class GrGLComposeEffect : public GrGLFragmentProcessor { |
+public: |
+ GrGLComposeEffect(const GrProcessor& processor) { |
+ const GrComposeEffect& cs = processor.cast<GrComposeEffect>(); |
+ fShaderAChildIndex = cs.getShaderAChildIndex(); |
+ fShaderBChildIndex = cs.getShaderBChildIndex(); |
+ fMode = cs.getMode(); |
+ } |
+ |
+ void emitCode(EmitArgs&) override; |
+ |
+private: |
+ int fShaderAChildIndex; |
+ int fShaderBChildIndex; |
+ SkXfermode::Mode fMode; |
+ |
+ typedef GrGLFragmentProcessor INHERITED; |
+}; |
+ |
+bool GrComposeEffect::onIsEqual(const GrFragmentProcessor& other) const { |
+ const GrComposeEffect& cs = other.cast<GrComposeEffect>(); |
+ return fMode == cs.fMode; |
+} |
+ |
+void GrComposeEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { |
+ inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); |
+} |
+ |
+void GrComposeEffect::onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const { |
+ b->add32(fMode); |
+} |
+ |
+GrGLFragmentProcessor* GrComposeEffect::onCreateGLInstance() const{ |
+ return SkNEW_ARGS(GrGLComposeEffect, (*this)); |
+} |
+ |
+///////////////////////////////////////////////////////////////////// |
+ |
+void GrGLComposeEffect::emitCode(EmitArgs& args) { |
+ |
+ GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); |
+ |
+ // Store alpha of input color and un-premultiply the input color by its alpha. We will |
+ // re-multiply by this alpha after blending the output colors of the two child procs. |
+ // This is because we don't want the paint's alpha to affect either child proc's output |
+ // before the blend; we want to apply the paint's alpha AFTER the blend. This mirrors the |
+ // software implementation of SkComposeShader. |
+ SkString inputAlpha("inputAlpha"); |
+ fsBuilder->codeAppendf("float %s = %s.a;\n", inputAlpha.c_str(), args.fInputColor); |
+ fsBuilder->codeAppendf("%s /= %s.a;\n", args.fInputColor, args.fInputColor); |
+ |
+ // emit the code of the two child shaders |
+ SkString mangledOutputColorA; |
+ this->emitChild(fShaderAChildIndex, args.fInputColor, &mangledOutputColorA, args); |
+ SkString mangledOutputColorB; |
+ this->emitChild(fShaderBChildIndex, args.fInputColor, &mangledOutputColorB, args); |
+ |
+ // emit blend code |
+ fsBuilder->codeAppend("{\n"); |
+ fsBuilder->codeAppendf("// Compose Xfer Mode: %s\n", SkXfermode::ModeName(fMode)); |
+ GrGLBlend::AppendPorterDuffBlend(fsBuilder, mangledOutputColorB.c_str(), |
+ mangledOutputColorA.c_str(), args.fOutputColor, fMode); |
+ fsBuilder->codeAppend("}\n"); |
+ |
+ // re-multiply the output color by the input color's alpha |
+ fsBuilder->codeAppendf("%s *= %s;\n", args.fOutputColor, inputAlpha.c_str()); |
+} |
+ |
+///////////////////////////////////////////////////////////////////// |
+ |
+bool SkComposeShader::asFragmentProcessor(GrContext* context, const SkPaint& paint, |
+ const SkMatrix& viewM, const SkMatrix* localMatrix, |
+ GrColor* paintColor, |
+ GrProcessorDataManager* procDataManager, |
+ GrFragmentProcessor** fp) const { |
+ // NULL fMode implies src-over |
+ SkXfermode::Mode mode = SkXfermode::Mode::kSrcOver_Mode; |
+ if (fMode) { |
+ // Fragment processor will only support coefficient modes that aren't kClear_Mode. |
+ // This is because GrGLBlend::AppendPorterDuffBlend(), which emits the blend code in the |
+ // shader, only supports those xfer modes. |
+ SkXfermode::Coeff srcCoeff, dstCoeff; |
+ if (!fMode->asMode(&mode) || !SkXfermode::ModeAsCoeff(mode, &srcCoeff, &dstCoeff) |
+ || mode == SkXfermode::Mode::kClear_Mode) { |
wangyix
2015/08/31 14:10:05
What should the behavior be for kClear_Mode under
egdaniel
2015/08/31 14:43:05
Did AppendPorterDuffBlend() ever get fixed to supp
bsalomon
2015/08/31 14:48:35
Hm... I think making kSrc, kDst, kClear FPs is may
wangyix
2015/08/31 15:59:24
If the clear optimization happens in GrComposeEffe
|
+ return false; |
+ } |
+ } |
+ GrFragmentProcessor* fpA = NULL; |
+ if (!fShaderA->asFragmentProcessor(context, paint, viewM, localMatrix, paintColor, |
+ procDataManager, &fpA) || !fpA) { |
+ return false; |
+ } |
+ GrFragmentProcessor* fpB = NULL; |
+ if (!fShaderB->asFragmentProcessor(context, paint, viewM, localMatrix, paintColor, |
+ procDataManager, &fpB) || !fpB) { |
+ fpA->unref(); |
+ return false; |
+ } |
+ |
+ *fp = GrComposeEffect::Create(fpA, fpB, mode); |
+ fpA->unref(); |
+ fpB->unref(); |
+ |
+ return true; |
+} |
+ |
+ |
+ |
+#else |
bsalomon
2015/08/28 16:15:30
Let's just put the function decl in the header beh
wangyix
2015/08/31 18:22:09
Done.
|
+bool SkComposeShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&, |
+ const SkMatrix*, GrColor*, GrProcessorDataManager*, |
+ GrFragmentProcessor**) const { |
+ SkDEBUGFAIL("Should not call in GPU-less build"); |
+ return false; |
+} |
+#endif |
+ |
#ifndef SK_IGNORE_TO_STRING |
void SkComposeShader::toString(SkString* str) const { |
str->append("SkComposeShader: ("); |