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

Issue 2050773002: Refactoring of CPU NormalMap handling out into its own class (Closed) Base URL: https://skia.googlesource.com/skia@dvonbeck-normals-gpu-cl
Patch Set: Got rid of variable-length arrays Created 4 years, 6 months ago
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1 /* 1 /*
2 * Copyright 2015 Google Inc. 2 * Copyright 2015 Google Inc.
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 "SkBitmapProcShader.h" 8 #include "SkBitmapProcShader.h"
9 #include "SkBitmapProcState.h" 9 #include "SkBitmapProcState.h"
10 #include "SkColor.h" 10 #include "SkColor.h"
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81 const SkMatrix* localMatrix, 81 const SkMatrix* localMatrix,
82 SkFilterQuality, 82 SkFilterQuality,
83 SkSourceGammaTreatment) const override; 83 SkSourceGammaTreatment) const override;
84 #endif 84 #endif
85 85
86 class LightingShaderContext : public SkShader::Context { 86 class LightingShaderContext : public SkShader::Context {
87 public: 87 public:
88 // The context takes ownership of the states. It will call their destruc tors 88 // The context takes ownership of the states. It will call their destruc tors
89 // but will NOT free the memory. 89 // but will NOT free the memory.
90 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, 90 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
91 SkBitmapProcState* diffuseState, SkBitmapProcState * normalState); 91 SkBitmapProcState* diffuseState,
92 SkLightingShader::NormalSource::Provider*);
92 ~LightingShaderContext() override; 93 ~LightingShaderContext() override;
93 94
94 void shadeSpan(int x, int y, SkPMColor[], int count) override; 95 void shadeSpan(int x, int y, SkPMColor[], int count) override;
95 96
96 uint32_t getFlags() const override { return fFlags; } 97 uint32_t getFlags() const override { return fFlags; }
97 98
98 private: 99 private:
99 SkBitmapProcState* fDiffuseState; 100 SkBitmapProcState* fDiffuseState;
100 SkBitmapProcState* fNormalState; 101 SkLightingShader::NormalSource::Provider* fNormalProvider;
101 uint32_t fFlags; 102 uint32_t fFlags;
102 103
103 typedef SkShader::Context INHERITED; 104 typedef SkShader::Context INHERITED;
104 }; 105 };
105 106
106 SK_TO_STRING_OVERRIDE() 107 SK_TO_STRING_OVERRIDE()
107 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) 108 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
108 109
109 protected: 110 protected:
110 void flatten(SkWriteBuffer&) const override; 111 void flatten(SkWriteBuffer&) const override;
111 size_t onContextSize(const ContextRec&) const override; 112 size_t onContextSize(const ContextRec&) const override;
112 Context* onCreateContext(const ContextRec&, void*) const override; 113 Context* onCreateContext(const ContextRec&, void*) const override;
113 bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInver se) const;
114 114
115 private: 115 private:
116 SkBitmap fDiffuseMap; 116 SkBitmap fDiffuseMap;
117 SkBitmap fNormalMap; 117 SkBitmap fNormalMap;
118 118
119 sk_sp<SkLights> fLights; 119 sk_sp<SkLights> fLights;
120 120
121 SkMatrix fNormLocalMatrix; 121 SkMatrix fNormLocalMatrix;
122 SkVector fInvNormRotation; 122 SkVector fInvNormRotation;
123 123
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360 360
361 #endif 361 #endif
362 362
363 //////////////////////////////////////////////////////////////////////////// 363 ////////////////////////////////////////////////////////////////////////////
364 364
365 bool SkLightingShaderImpl::isOpaque() const { 365 bool SkLightingShaderImpl::isOpaque() const {
366 return fDiffuseMap.isOpaque(); 366 return fDiffuseMap.isOpaque();
367 } 367 }
368 368
369 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( 369 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
370 const SkLighting ShaderImpl& shader, 370 const SkLightingShaderImpl& shader, const ContextRec& rec, SkBitmapProcS tate* diffuseState,
371 const ContextRec & rec, 371 SkLightingShader::NormalSource::Provider* normalProvider)
372 SkBitmapProcStat e* diffuseState,
373 SkBitmapProcStat e* normalState)
374 : INHERITED(shader, rec) 372 : INHERITED(shader, rec)
375 , fDiffuseState(diffuseState) 373 , fDiffuseState(diffuseState)
376 , fNormalState(normalState) { 374 , fNormalProvider(normalProvider) {
377 const SkPixmap& pixmap = fDiffuseState->fPixmap; 375 const SkPixmap& pixmap = fDiffuseState->fPixmap;
378 bool isOpaque = pixmap.isOpaque(); 376 bool isOpaque = pixmap.isOpaque();
379 377
380 // update fFlags 378 // update fFlags
381 uint32_t flags = 0; 379 uint32_t flags = 0;
382 if (isOpaque && (255 == this->getPaintAlpha())) { 380 if (isOpaque && (255 == this->getPaintAlpha())) {
383 flags |= kOpaqueAlpha_Flag; 381 flags |= kOpaqueAlpha_Flag;
384 } 382 }
385 383
386 fFlags = flags; 384 fFlags = flags;
387 } 385 }
388 386
389 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { 387 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
390 // The bitmap proc states have been created outside of the context on memory that will be freed 388 // The bitmap proc states have been created outside of the context on memory that will be freed
391 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller. 389 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
392 fDiffuseState->~SkBitmapProcState(); 390 fDiffuseState->~SkBitmapProcState();
393 fNormalState->~SkBitmapProcState(); 391 fNormalProvider->~Provider();
394 } 392 }
395 393
396 static inline SkPMColor convert(SkColor3f color, U8CPU a) { 394 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
397 if (color.fX <= 0.0f) { 395 if (color.fX <= 0.0f) {
398 color.fX = 0.0f; 396 color.fX = 0.0f;
399 } else if (color.fX >= 255.0f) { 397 } else if (color.fX >= 255.0f) {
400 color.fX = 255.0f; 398 color.fX = 255.0f;
401 } 399 }
402 400
403 if (color.fY <= 0.0f) { 401 if (color.fY <= 0.0f) {
404 color.fY = 0.0f; 402 color.fY = 0.0f;
405 } else if (color.fY >= 255.0f) { 403 } else if (color.fY >= 255.0f) {
406 color.fY = 255.0f; 404 color.fY = 255.0f;
407 } 405 }
408 406
409 if (color.fZ <= 0.0f) { 407 if (color.fZ <= 0.0f) {
410 color.fZ = 0.0f; 408 color.fZ = 0.0f;
411 } else if (color.fZ >= 255.0f) { 409 } else if (color.fZ >= 255.0f) {
412 color.fZ = 255.0f; 410 color.fZ = 255.0f;
413 } 411 }
414 412
415 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; 413 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
416 } 414 }
417 415
418 // larger is better (fewer times we have to loop), but we shouldn't 416 // larger is better (fewer times we have to loop), but we shouldn't
419 // take up too much stack-space (each one here costs 16 bytes) 417 // take up too much stack-space (each one here costs 16 bytes)
418 // TODO: these defines are redundant with the ones in SkLightingShader_NormalSou rce.cpp, will
419 // consolidate in a future CL when the source of diffuse colores is factored out
420 #define TMP_COUNT 16 420 #define TMP_COUNT 16
421 #define BUFFER_MAX (TMP_COUNT * sizeof(uint32_t))
421 422
422 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, 423 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
423 SkPMColor result[], int count) { 424 SkPMColor result[], int count) {
424 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); 425 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader);
425 426
426 uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT]; 427 uint32_t tmpColor[TMP_COUNT];
427 SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT]; 428 SkPMColor tmpColor2[2*TMP_COUNT];
428 429
429 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); 430 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
430 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ; 431 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ;
431 432
432 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); 433 int diffMax = fDiffuseState->maxCountForBufferSize(BUFFER_MAX);
433 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( ); 434 int normMax = fNormalProvider->maxCountForFillScanLine(TMP_COUNT);
434 435 size_t max = SkTMin(diffMax, normMax);
435 int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP _COUNT);
436 int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP _COUNT);
437 int max = SkTMin(diffMax, normMax);
438 436
439 SkASSERT(fDiffuseState->fPixmap.addr()); 437 SkASSERT(fDiffuseState->fPixmap.addr());
440 SkASSERT(fNormalState->fPixmap.addr());
441 438
442 SkPoint3 norm, xformedNorm; 439 SkASSERT(max <= BUFFER_MAX);
440 SkPoint3 normals[BUFFER_MAX];
443 441
444 do { 442 do {
445 int n = count; 443 size_t n = count;
egdaniel 2016/06/16 13:48:10 why the change to size_t here? Quick scan seems to
dvonbeck 2016/06/16 22:05:40 I was avoiding a compiler error "comparison betwee
446 if (n > max) { 444 if (n > max) {
447 n = max; 445 n = max;
448 } 446 }
449 447
450 diffMProc(*fDiffuseState, tmpColor, n, x, y); 448 diffMProc(*fDiffuseState, tmpColor, n, x, y);
451 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); 449 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
452 450
453 normalMProc(*fNormalState, tmpNormal, n, x, y); 451 fNormalProvider->fillScanLine(x, y, normals, n);
454 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
455 452
456 for (int i = 0; i < n; ++i) { 453 for (size_t i = 0; i < n; ++i) {
457 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
458 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
459 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
460 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
461 norm.normalize();
462
463 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
464 lightShader.fInvNormRotation.fY * norm.fY;
465 xformedNorm.fY = -lightShader.fInvNormRotation.fY * norm.fX +
466 lightShader.fInvNormRotation.fX * norm.fY;
467 xformedNorm.fZ = norm.fZ;
468 454
469 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); 455 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
470 456
471 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); 457 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
472 // This is all done in linear unpremul color space (each component 0 ..255.0f though) 458 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
473 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { 459 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
474 const SkLights::Light& light = lightShader.fLights->light(l); 460 const SkLights::Light& light = lightShader.fLights->light(l);
475 461
476 if (SkLights::Light::kAmbient_LightType == light.type()) { 462 if (SkLights::Light::kAmbient_LightType == light.type()) {
477 accum += light.color().makeScale(255.0f); 463 accum += light.color().makeScale(255.0f);
478 } else { 464 } else {
479 SkScalar NdotL = xformedNorm.dot(light.dir()); 465 SkScalar NdotL = normals[i].dot(light.dir());
480 if (NdotL < 0.0f) { 466 if (NdotL < 0.0f) {
481 NdotL = 0.0f; 467 NdotL = 0.0f;
482 } 468 }
483 469
484 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L; 470 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L;
485 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L; 471 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L;
486 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L; 472 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L;
487 } 473 }
488 } 474 }
489 475
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592 buf.writeScalarArray(&light.color().fX, 3); 578 buf.writeScalarArray(&light.color().fX, 3);
593 if (!isAmbient) { 579 if (!isAmbient) {
594 buf.writeScalarArray(&light.dir().fX, 3); 580 buf.writeScalarArray(&light.dir().fX, 3);
595 } 581 }
596 } 582 }
597 buf.writePoint(fInvNormRotation); 583 buf.writePoint(fInvNormRotation);
598 584
599 buf.writeFlattenable(fNormalSource.get()); 585 buf.writeFlattenable(fNormalSource.get());
600 } 586 }
601 587
602 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
603 SkMatrix* normTotalInverse) c onst {
604 SkMatrix total;
605 total.setConcat(*rec.fMatrix, fNormLocalMatrix);
606
607 const SkMatrix* m = &total;
608 if (rec.fLocalMatrix) {
609 total.setConcat(*m, *rec.fLocalMatrix);
610 m = &total;
611 }
612 return m->invert(normTotalInverse);
613 }
614
615 size_t SkLightingShaderImpl::onContextSize(const ContextRec&) const { 588 size_t SkLightingShaderImpl::onContextSize(const ContextRec&) const {
616 return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext); 589 return sizeof(LightingShaderContext) +
590 sizeof(SkBitmapProcState) +
591 fNormalSource->providerSize();
617 } 592 }
618 593
619 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, 594 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
620 void* storage) const { 595 void* storage) const {
621 596
622 SkMatrix diffTotalInv; 597 SkMatrix diffTotalInv;
623 // computeTotalInverse was called in SkShader::createContext so we know it w ill succeed 598 // computeTotalInverse was called in SkShader::createContext so we know it w ill succeed
624 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv)); 599 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
625 600
626 SkMatrix normTotalInv;
627 if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
628 return nullptr;
629 }
630
631 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); 601 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
632 SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcStat e(fDiffuseMap, 602 SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcStat e(fDiffuseMap,
633 SkShader::kClamp_TileMode, SkShade r::kClamp_TileMode, 603 SkShader::kClamp_TileMode, SkShade r::kClamp_TileMode,
634 SkMipMap::De duceTreatment(rec)); 604 SkMipMap::De duceTreatment(rec));
635 SkASSERT(diffuseState); 605 SkASSERT(diffuseState);
636 if (!diffuseState->setup(diffTotalInv, *rec.fPaint)) { 606 if (!diffuseState->setup(diffTotalInv, *rec.fPaint)) {
637 diffuseState->~SkBitmapProcState(); 607 diffuseState->~SkBitmapProcState();
638 return nullptr; 608 return nullptr;
639 } 609 }
610 void* normalProviderStorage = (char*)storage +
611 sizeof(LightingShaderContext) +
612 sizeof(SkBitmapProcState);
613
614 SkLightingShader::NormalSource::Provider* normalProvider =
615 fNormalSource->asProvider(rec, normalProviderStorage);
616 if (!normalProvider) {
617 diffuseState->~SkBitmapProcState();
618 return nullptr;
619 }
640 620
641 void* normalStateStorage = (char*)storage + 621 return new (storage) LightingShaderContext(*this, rec, diffuseState, normalP rovider);
642 sizeof(LightingShaderContext) +
643 sizeof(SkBitmapProcState);
644 SkBitmapProcState* normalState = new (normalStateStorage) SkBitmapProcState( fNormalMap,
645 SkShader::kClamp_TileMode, SkShader: :kClamp_TileMode,
646 SkMipMap::De duceTreatment(rec));
647 SkASSERT(normalState);
648 if (!normalState->setup(normTotalInv, *rec.fPaint)) {
649 diffuseState->~SkBitmapProcState();
650 normalState->~SkBitmapProcState();
651 return nullptr;
652 }
653
654 return new (storage) LightingShaderContext(*this, rec, diffuseState, normalS tate);
655 } 622 }
656 623
657 /////////////////////////////////////////////////////////////////////////////// 624 ///////////////////////////////////////////////////////////////////////////////
658 625
659 sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, const SkBitmap& normal, 626 sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, const SkBitmap& normal,
660 sk_sp<SkLights> lights, 627 sk_sp<SkLights> lights,
661 const SkVector& invNormRotation, 628 const SkVector& invNormRotation,
662 const SkMatrix* diffLocalM, const SkMatri x* normLocalM) { 629 const SkMatrix* diffLocalM, const SkMatri x* normLocalM) {
663 if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse) || 630 if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse) ||
664 normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal) || 631 normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal) ||
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675 invNormRotation, diffLocalM, normLocalM, std::move(normalSource)); 642 invNormRotation, diffLocalM, normLocalM, std::move(normalSource));
676 } 643 }
677 644
678 /////////////////////////////////////////////////////////////////////////////// 645 ///////////////////////////////////////////////////////////////////////////////
679 646
680 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 647 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
681 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 648 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
682 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 649 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
683 650
684 /////////////////////////////////////////////////////////////////////////////// 651 ///////////////////////////////////////////////////////////////////////////////
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