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Unified Diff: src/core/SkLightingShader.cpp

Issue 2043393002: Refactoring of GPU NormalMap handling out into its own class (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 6 months ago
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Index: src/core/SkLightingShader.cpp
diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
index 542d0f3e673a43b03e3c6569875f5164d4b02cbe..a476d7e5799068c2f7e63f9b7c3ce628cd3ae1a8 100644
--- a/src/core/SkLightingShader.cpp
+++ b/src/core/SkLightingShader.cpp
@@ -14,6 +14,7 @@
#include "SkPoint3.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
+#include "SkNormalSourceImpl.h"
egdaniel 2016/06/09 16:56:37 we place include in alphabetical order, so move th
dvonbeck 2016/06/09 18:51:29 Done.
////////////////////////////////////////////////////////////////////////////
@@ -67,6 +68,7 @@ public:
// Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
(void)fNormLocalMatrix.getType();
+ fNormalSource = NormalMapSource::Make(fNormalMap, fInvNormRotation, &fNormLocalMatrix);
}
bool isOpaque() const override;
@@ -119,6 +121,8 @@ private:
friend class SkLightingShader;
+ sk_sp<NormalSource> fNormalSource;
+
typedef SkShader INHERITED;
};
@@ -139,19 +143,12 @@ private:
class LightingFP : public GrFragmentProcessor {
public:
- LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix,
- const SkMatrix& normMatrix, const GrTextureParams& diffParams,
- const GrTextureParams& normParams, sk_sp<SkLights> lights,
- const SkVector& invNormRotation)
+ LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams,
+ sk_sp<SkLights> lights, const GrFragmentProcessor* normalFP)
: fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
- , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
- , fDiffuseTextureAccess(diffuse, diffParams)
- , fNormalTextureAccess(normal, normParams)
- , fInvNormRotation(invNormRotation) {
+ , fDiffuseTextureAccess(diffuse, diffParams) {
this->addCoordTransform(&fDiffDeviceTransform);
- this->addCoordTransform(&fNormDeviceTransform);
this->addTextureAccess(&fDiffuseTextureAccess);
- this->addTextureAccess(&fNormalTextureAccess);
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
@@ -165,6 +162,7 @@ public:
}
}
+ this->registerChildProcessor(normalFP);
this->initClassID<LightingFP>();
}
@@ -174,7 +172,6 @@ public:
fLightDir.fX = 10000.0f;
fLightColor.fX = 0.0f;
fAmbientColor.fX = 0.0f;
- fInvNormRotation.set(0.0f, 0.0f);
}
void emitCode(EmitArgs& args) override {
@@ -198,33 +195,16 @@ public:
kVec3f_GrSLType, kDefault_GrSLPrecision,
"AmbientColor", &ambientColorUniName);
- const char* xformUniName = nullptr;
- fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Xform", &xformUniName);
-
fragBuilder->codeAppend("vec4 diffuseColor = ");
fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0],
args.fCoords[0].c_str(),
args.fCoords[0].getType());
fragBuilder->codeAppend(";");
- fragBuilder->codeAppend("vec4 normalColor = ");
- fragBuilder->appendTextureLookup(args.fTexSamplers[1],
- args.fCoords[1].c_str(),
- args.fCoords[1].getType());
- fragBuilder->codeAppend(";");
-
- fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
-
- fragBuilder->codeAppendf(
- "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0, 1.0);",
- xformUniName, xformUniName, xformUniName, xformUniName);
-
- // TODO: inverse map the light direction vectors in the vertex shader rather than
- // transforming all the normals here!
- fragBuilder->codeAppend("normal = normalize(m*normal);");
+ SkString dstNormalName("dstNormal");
+ this->emitChild(0, nullptr, &dstNormalName, args);
+ fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str());
fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
lightDirUniName);
// diffuse light
@@ -234,6 +214,7 @@ public:
fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
}
+ // TODO does this need changing now?
egdaniel 2016/06/09 16:56:37 It shouldn't need to. The parent and child process
dvonbeck 2016/06/09 18:51:28 Done.
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
// const LightingFP& lightingFP = proc.cast<LightingFP>();
@@ -262,12 +243,6 @@ public:
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
fAmbientColor = ambientColor;
}
-
- const SkVector& invNormRotation = lightingFP.invNormRotation();
- if (invNormRotation != fInvNormRotation) {
- pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
- fInvNormRotation = invNormRotation;
- }
}
private:
@@ -279,9 +254,6 @@ public:
SkColor3f fAmbientColor;
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
-
- SkVector fInvNormRotation;
- GrGLSLProgramDataManager::UniformHandle fXformUni;
};
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
@@ -297,7 +269,6 @@ public:
const SkVector3& lightDir() const { return fLightDir; }
const SkColor3f& lightColor() const { return fLightColor; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
- const SkVector& invNormRotation() const { return fInvNormRotation; }
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; }
@@ -305,24 +276,17 @@ private:
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const LightingFP& lightingFP = proc.cast<LightingFP>();
return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
- fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
- fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
fLightDir == lightingFP.fLightDir &&
fLightColor == lightingFP.fLightColor &&
- fAmbientColor == lightingFP.fAmbientColor &&
- fInvNormRotation == lightingFP.fInvNormRotation;
+ fAmbientColor == lightingFP.fAmbientColor;
}
GrCoordTransform fDiffDeviceTransform;
- GrCoordTransform fNormDeviceTransform;
GrTextureAccess fDiffuseTextureAccess;
- GrTextureAccess fNormalTextureAccess;
SkVector3 fLightDir;
SkColor3f fLightColor;
SkColor3f fAmbientColor;
-
- SkVector fInvNormRotation;
};
////////////////////////////////////////////////////////////////////////////
@@ -350,6 +314,8 @@ static bool make_mat(const SkBitmap& bm,
return true;
}
+//const GrFragmentProcessor*
+
const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
GrContext* context,
const SkMatrix& viewM,
@@ -360,16 +326,12 @@ const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
// TODO: support different sizes
SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
fDiffuseMap.height() == fNormalMap.height());
- SkMatrix diffM, normM;
+ SkMatrix diffM;
if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
return nullptr;
}
- if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
- return nullptr;
- }
-
bool doBicubic;
GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
SkTMin(filterQuality, kMedium_SkFilterQuality),
@@ -378,13 +340,6 @@ const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
&doBicubic);
SkASSERT(!doBicubic);
- GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
- SkTMin(filterQuality, kMedium_SkFilterQuality),
- viewM,
- fNormLocalMatrix,
- &doBicubic);
- SkASSERT(!doBicubic);
-
// TODO: support other tile modes
GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
@@ -395,18 +350,13 @@ const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
return nullptr;
}
- GrTextureParams normParams(kClamp_TileMode, normFilterMode);
- SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
- fNormalMap, normParams,
- gammaTreatment));
- if (!normalTexture) {
- SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
- return nullptr;
- }
-
+ // TODO is this correct memory handling?
egdaniel 2016/06/09 16:56:37 should work. When you pass it into LightingFP and
dvonbeck 2016/06/09 18:51:28 The master upstream changed and asFragmentProcesso
+ SkAutoTUnref<const GrFragmentProcessor> normalFP(
+ fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
+ gammaTreatment)
+ );
SkAutoTUnref<const GrFragmentProcessor> inner (
- new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights,
- fInvNormRotation));
+ new LightingFP(diffuseTexture, diffM, diffParams, fLights, normalFP));
return GrFragmentProcessor::MulOutputByInputAlpha(inner);
}

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