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1 /* | 1 /* |
2 * Copyright 2006 The Android Open Source Project | 2 * Copyright 2006 The Android Open Source Project |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkGradientShaderPriv.h" | 8 #include "SkGradientShaderPriv.h" |
9 #include "SkLinearGradient.h" | 9 #include "SkLinearGradient.h" |
10 #include "SkRadialGradient.h" | 10 #include "SkRadialGradient.h" |
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903 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 903 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
904 | 904 |
905 /////////////////////////////////////////////////////////////////////////////// | 905 /////////////////////////////////////////////////////////////////////////////// |
906 | 906 |
907 #if SK_SUPPORT_GPU | 907 #if SK_SUPPORT_GPU |
908 | 908 |
909 #include "effects/GrTextureStripAtlas.h" | 909 #include "effects/GrTextureStripAtlas.h" |
910 #include "GrInvariantOutput.h" | 910 #include "GrInvariantOutput.h" |
911 #include "gl/GrGLContext.h" | 911 #include "gl/GrGLContext.h" |
912 #include "glsl/GrGLSLFragmentShaderBuilder.h" | 912 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
913 #include "glsl/GrGLSLProgramBuilder.h" | |
914 #include "glsl/GrGLSLProgramDataManager.h" | 913 #include "glsl/GrGLSLProgramDataManager.h" |
| 914 #include "glsl/GrGLSLUniformHandler.h" |
915 #include "SkGr.h" | 915 #include "SkGr.h" |
916 | 916 |
917 GrGLGradientEffect::GrGLGradientEffect() | 917 GrGLGradientEffect::GrGLGradientEffect() |
918 : fCachedYCoord(SK_ScalarMax) { | 918 : fCachedYCoord(SK_ScalarMax) { |
919 } | 919 } |
920 | 920 |
921 GrGLGradientEffect::~GrGLGradientEffect() { } | 921 GrGLGradientEffect::~GrGLGradientEffect() { } |
922 | 922 |
923 void GrGLGradientEffect::emitUniforms(GrGLSLFPBuilder* builder, const GrGradient
Effect& ge) { | 923 void GrGLGradientEffect::emitUniforms(GrGLSLUniformHandler* uniformHandler, |
| 924 const GrGradientEffect& ge) { |
924 | 925 |
925 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()) { // 2 Col
or case | 926 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()) { // 2 Col
or case |
926 fColorStartUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Vis
ibility, | 927 fColorStartUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragm
ent_Visibility, |
927 kVec4f_GrSLType, kDefault_GrSLPreci
sion, | 928 kVec4f_GrSLType, kDefault_Gr
SLPrecision, |
928 "GradientStartColor"); | 929 "GradientStartColor"); |
929 fColorEndUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visib
ility, | 930 fColorEndUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragmen
t_Visibility, |
930 kVec4f_GrSLType, kDefault_GrSLPrecisi
on, | 931 kVec4f_GrSLType, kDefault_GrSL
Precision, |
931 "GradientEndColor"); | 932 "GradientEndColor"); |
932 | 933 |
933 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) {
// 3 Color Case | 934 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) {
// 3 Color Case |
934 fColorStartUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Vis
ibility, | 935 fColorStartUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragm
ent_Visibility, |
935 kVec4f_GrSLType, kDefault_GrSLPrec
ision, | 936 kVec4f_GrSLType, kDefault_G
rSLPrecision, |
936 "GradientStartColor"); | 937 "GradientStartColor"); |
937 fColorMidUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visib
ility, | 938 fColorMidUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragmen
t_Visibility, |
938 kVec4f_GrSLType, kDefault_GrSLPrecisi
on, | 939 kVec4f_GrSLType, kDefault_GrSL
Precision, |
939 "GradientMidColor"); | 940 "GradientMidColor"); |
940 fColorEndUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visib
ility, | 941 fColorEndUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragmen
t_Visibility, |
941 kVec4f_GrSLType, kDefault_GrSLPrecisi
on, | 942 kVec4f_GrSLType, kDefault_GrSL
Precision, |
942 "GradientEndColor"); | 943 "GradientEndColor"); |
943 | 944 |
944 } else { // if not a fast case | 945 } else { // if not a fast case |
945 fFSYUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility
, | 946 fFSYUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Vis
ibility, |
946 kFloat_GrSLType, kDefault_GrSLPrecision, | 947 kFloat_GrSLType, kDefault_GrSLPreci
sion, |
947 "GradientYCoordFS"); | 948 "GradientYCoordFS"); |
948 } | 949 } |
949 } | 950 } |
950 | 951 |
951 static inline void set_color_uni(const GrGLSLProgramDataManager& pdman, | 952 static inline void set_color_uni(const GrGLSLProgramDataManager& pdman, |
952 const GrGLSLProgramDataManager::UniformHandle u
ni, | 953 const GrGLSLProgramDataManager::UniformHandle u
ni, |
953 const SkColor* color) { | 954 const SkColor* color) { |
954 pdman.set4f(uni, | 955 pdman.set4f(uni, |
955 SkColorGetR(*color) / 255.f, | 956 SkColorGetR(*color) / 255.f, |
956 SkColorGetG(*color) / 255.f, | 957 SkColorGetG(*color) / 255.f, |
957 SkColorGetB(*color) / 255.f, | 958 SkColorGetB(*color) / 255.f, |
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1019 key |= kThreeColorKey; | 1020 key |= kThreeColorKey; |
1020 } | 1021 } |
1021 | 1022 |
1022 if (GrGradientEffect::kBeforeInterp_PremulType == e.getPremulType()) { | 1023 if (GrGradientEffect::kBeforeInterp_PremulType == e.getPremulType()) { |
1023 key |= kPremulBeforeInterpKey; | 1024 key |= kPremulBeforeInterpKey; |
1024 } | 1025 } |
1025 | 1026 |
1026 return key; | 1027 return key; |
1027 } | 1028 } |
1028 | 1029 |
1029 void GrGLGradientEffect::emitColor(GrGLSLFPBuilder* builder, | 1030 void GrGLGradientEffect::emitColor(GrGLSLFragmentBuilder* fragBuilder, |
1030 GrGLSLFragmentBuilder* fragBuilder, | 1031 GrGLSLUniformHandler* uniformHandler, |
1031 const GrGLSLCaps* glslCaps, | 1032 const GrGLSLCaps* glslCaps, |
1032 const GrGradientEffect& ge, | 1033 const GrGradientEffect& ge, |
1033 const char* gradientTValue, | 1034 const char* gradientTValue, |
1034 const char* outputColor, | 1035 const char* outputColor, |
1035 const char* inputColor, | 1036 const char* inputColor, |
1036 const TextureSamplerArray& samplers) { | 1037 const TextureSamplerArray& samplers) { |
1037 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ | 1038 if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){ |
1038 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", | 1039 fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0,
1.0));\n", |
1039 builder->getUniformVariable(fColorStartUni).c_s
tr(), | 1040 uniformHandler->getUniformVariable(fColorStartU
ni).c_str(), |
1040 builder->getUniformVariable(fColorEndUni).c_str
(), | 1041 uniformHandler->getUniformVariable(fColorEndUni
).c_str(), |
1041 gradientTValue); | 1042 gradientTValue); |
1042 // Note that we could skip this step if both colors are known to be opaq
ue. Two | 1043 // Note that we could skip this step if both colors are known to be opaq
ue. Two |
1043 // considerations: | 1044 // considerations: |
1044 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt | 1045 // The gradient SkShader reporting opaque is more restrictive than neces
sary in the two pt |
1045 // case. Make sure the key reflects this optimization (and note that it
can use the same | 1046 // case. Make sure the key reflects this optimization (and note that it
can use the same |
1046 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case | 1047 // shader as thekBeforeIterp case). This same optimization applies to th
e 3 color case |
1047 // below. | 1048 // below. |
1048 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { | 1049 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
1049 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); | 1050 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
1050 } | 1051 } |
1051 | 1052 |
1052 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, | 1053 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
1053 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); | 1054 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); |
1054 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { | 1055 } else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { |
1055 fragBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", | 1056 fragBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n", |
1056 gradientTValue); | 1057 gradientTValue); |
1057 fragBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0)
* %s;\n", | 1058 fragBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0)
* %s;\n", |
1058 builder->getUniformVariable(fColorStartUni).c_s
tr()); | 1059 uniformHandler->getUniformVariable(fColorStartU
ni).c_str()); |
1059 if (!glslCaps->canUseMinAndAbsTogether()) { | 1060 if (!glslCaps->canUseMinAndAbsTogether()) { |
1060 // The Tegra3 compiler will sometimes never return if we have | 1061 // The Tegra3 compiler will sometimes never return if we have |
1061 // min(abs(oneMinus2t), 1.0), or do the abs first in a separate expr
ession. | 1062 // min(abs(oneMinus2t), 1.0), or do the abs first in a separate expr
ession. |
1062 fragBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); | 1063 fragBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n"); |
1063 fragBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n")
; | 1064 fragBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n")
; |
1064 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", | 1065 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n", |
1065 builder->getUniformVariable(fColorMidUni).c
_str()); | 1066 uniformHandler->getUniformVariable(fColorMi
dUni).c_str()); |
1066 } else { | 1067 } else { |
1067 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t),
1.0)) * %s;\n", | 1068 fragBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t),
1.0)) * %s;\n", |
1068 builder->getUniformVariable(fColorMidUni).c
_str()); | 1069 uniformHandler->getUniformVariable(fColorMi
dUni).c_str()); |
1069 } | 1070 } |
1070 fragBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) *
%s;\n", | 1071 fragBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) *
%s;\n", |
1071 builder->getUniformVariable(fColorEndUni).c_str
()); | 1072 uniformHandler->getUniformVariable(fColorEndUni
).c_str()); |
1072 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { | 1073 if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) { |
1073 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); | 1074 fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n"); |
1074 } | 1075 } |
1075 | 1076 |
1076 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, | 1077 fragBuilder->codeAppendf("\t%s = %s;\n", outputColor, |
1077 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); | 1078 (GrGLSLExpr4(inputColor) * GrGLSLExpr4("colorTe
mp")).c_str()); |
1078 } else { | 1079 } else { |
1079 fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", | 1080 fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
1080 gradientTValue, | 1081 gradientTValue, |
1081 builder->getUniformVariable(fFSYUni).c_str()); | 1082 uniformHandler->getUniformVariable(fFSYUni).c_s
tr()); |
1082 fragBuilder->codeAppendf("\t%s = ", outputColor); | 1083 fragBuilder->codeAppendf("\t%s = ", outputColor); |
1083 fragBuilder->appendTextureLookupAndModulate(inputColor, | 1084 fragBuilder->appendTextureLookupAndModulate(inputColor, |
1084 samplers[0], | 1085 samplers[0], |
1085 "coord"); | 1086 "coord"); |
1086 fragBuilder->codeAppend(";\n"); | 1087 fragBuilder->codeAppend(";\n"); |
1087 } | 1088 } |
1088 } | 1089 } |
1089 | 1090 |
1090 ///////////////////////////////////////////////////////////////////// | 1091 ///////////////////////////////////////////////////////////////////// |
1091 | 1092 |
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1209 (*stops)[i] = stop; | 1210 (*stops)[i] = stop; |
1210 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; | 1211 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; |
1211 } | 1212 } |
1212 } | 1213 } |
1213 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); | 1214 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); |
1214 | 1215 |
1215 return outColors; | 1216 return outColors; |
1216 } | 1217 } |
1217 | 1218 |
1218 #endif | 1219 #endif |
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