| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 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 "SkError.h" | 10 #include "SkError.h" |
| 10 #include "SkErrorInternals.h" | 11 #include "SkErrorInternals.h" |
| 11 #include "SkLightingShader.h" | 12 #include "SkLightingShader.h" |
| 13 #include "SkNormalSource.h" |
| 12 #include "SkReadBuffer.h" | 14 #include "SkReadBuffer.h" |
| 13 #include "SkWriteBuffer.h" | 15 #include "SkWriteBuffer.h" |
| 14 | 16 |
| 15 // Genretating vtable | 17 // Genretating vtable |
| 16 SkLightingShader::NormalSource::~NormalSource() {} | 18 SkNormalSource::~SkNormalSource() {} |
| 17 | 19 |
| 18 /////////////////////////////////////////////////////////////////////////////// | 20 /////////////////////////////////////////////////////////////////////////////// |
| 19 | 21 |
| 20 class NormalMapSourceImpl : public SkLightingShader::NormalSource { | 22 class NormalMapSourceImpl : public SkNormalSource { |
| 21 public: | 23 public: |
| 22 NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation, | 24 NormalMapSourceImpl(sk_sp<SkShader> bitmapShader, const SkVector &invNormRot
ation) |
| 23 const SkMatrix *normLocalM) | 25 : fBitmapShader(std::move(bitmapShader)) |
| 24 : fNormalMap(normal) | 26 , fInvNormRotation(invNormRotation) {} |
| 25 , fInvNormRotation(invNormRotation) { | |
| 26 | |
| 27 if (normLocalM) { | |
| 28 fNormLocalMatrix = *normLocalM; | |
| 29 } else { | |
| 30 fNormLocalMatrix.reset(); | |
| 31 } | |
| 32 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf
e. | |
| 33 (void)fNormLocalMatrix.getType(); | |
| 34 } | |
| 35 | 27 |
| 36 #if SK_SUPPORT_GPU | 28 #if SK_SUPPORT_GPU |
| 37 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, | 29 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, |
| 38 const SkMatrix& viewM, | 30 const SkMatrix& viewM, |
| 39 const SkMatrix* localMatrix, | 31 const SkMatrix* localMatrix, |
| 40 SkFilterQuality, | 32 SkFilterQuality, |
| 41 SkSourceGammaTreatment) const
override; | 33 SkSourceGammaTreatment) const
override; |
| 42 #endif | 34 #endif |
| 43 | 35 |
| 36 SkNormalSource::Provider* asProvider(const SkShader::ContextRec& rec, |
| 37 void* storage) const ov
erride; |
| 38 |
| 39 size_t providerSize(const SkShader::ContextRec& rec) const override; |
| 44 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl) | 40 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl) |
| 45 | 41 |
| 46 protected: | 42 protected: |
| 47 void flatten(SkWriteBuffer& buf) const override; | 43 void flatten(SkWriteBuffer& buf) const override; |
| 48 | 44 |
| 45 bool computeNormTotalInverse(const SkShader::ContextRec& rec, SkMatrix* norm
TotalInverse) const; |
| 46 |
| 49 private: | 47 private: |
| 50 SkBitmap fNormalMap; | 48 class Provider : public SkNormalSource::Provider { |
| 51 SkMatrix fNormLocalMatrix; | 49 public: |
| 50 Provider(const NormalMapSourceImpl& source, SkShader::Context* fBitmapCo
ntext); |
| 51 |
| 52 virtual ~Provider(); |
| 53 |
| 54 void fillScanLine(int x, int y, SkPoint3 output[], int count) const over
ride; |
| 55 private: |
| 56 const NormalMapSourceImpl& fSource; |
| 57 SkShader::Context* fBitmapContext; |
| 58 |
| 59 typedef SkNormalSource::Provider INHERITED; |
| 60 }; |
| 61 |
| 62 sk_sp<SkShader> fBitmapShader; |
| 52 SkVector fInvNormRotation; | 63 SkVector fInvNormRotation; |
| 53 | 64 |
| 54 friend class SkLightingShader::NormalSource; | 65 friend class SkNormalSource; |
| 55 | 66 |
| 56 typedef SkLightingShader::NormalSource INHERITED; | 67 typedef SkNormalSource INHERITED; |
| 57 }; | 68 }; |
| 58 | 69 |
| 59 //////////////////////////////////////////////////////////////////////////// | 70 //////////////////////////////////////////////////////////////////////////// |
| 60 | 71 |
| 61 #if SK_SUPPORT_GPU | 72 #if SK_SUPPORT_GPU |
| 62 | 73 |
| 63 #include "GrCoordTransform.h" | 74 #include "GrCoordTransform.h" |
| 64 #include "GrInvariantOutput.h" | 75 #include "GrInvariantOutput.h" |
| 65 #include "GrTextureParams.h" | 76 #include "GrTextureParams.h" |
| 66 #include "glsl/GrGLSLFragmentProcessor.h" | 77 #include "glsl/GrGLSLFragmentProcessor.h" |
| 67 #include "glsl/GrGLSLFragmentShaderBuilder.h" | 78 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| 68 #include "SkGr.h" | 79 #include "SkGr.h" |
| 69 | 80 |
| 70 class NormalMapFP : public GrFragmentProcessor { | 81 class NormalMapFP : public GrFragmentProcessor { |
| 71 public: | 82 public: |
| 72 NormalMapFP(GrTexture* normal, const SkMatrix& normMatrix, const GrTexturePa
rams& normParams, | 83 NormalMapFP(sk_sp<GrFragmentProcessor> bitmapFP, const SkVector& invNormRota
tion) |
| 73 const SkVector& invNormRotation) | 84 : fInvNormRotation(invNormRotation) { |
| 74 : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams
.filterMode()) | 85 this->registerChildProcessor(bitmapFP); |
| 75 , fNormalTextureAccess(normal, normParams) | |
| 76 , fInvNormRotation(invNormRotation) { | |
| 77 this->addCoordTransform(&fNormDeviceTransform); | |
| 78 this->addTextureAccess(&fNormalTextureAccess); | |
| 79 | 86 |
| 80 this->initClassID<NormalMapFP>(); | 87 this->initClassID<NormalMapFP>(); |
| 81 } | 88 } |
| 82 | 89 |
| 83 class GLSLNormalMapFP : public GrGLSLFragmentProcessor { | 90 class GLSLNormalMapFP : public GrGLSLFragmentProcessor { |
| 84 public: | 91 public: |
| 85 GLSLNormalMapFP() { | 92 GLSLNormalMapFP() { |
| 86 fInvNormRotation.set(0.0f, 0.0f); | 93 fInvNormRotation.set(0.0f, 0.0f); |
| 87 } | 94 } |
| 88 | 95 |
| 89 void emitCode(EmitArgs& args) override { | 96 void emitCode(EmitArgs& args) override { |
| 90 | 97 |
| 91 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 98 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 92 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 99 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 93 | 100 |
| 94 // add uniform | 101 // add uniform |
| 95 const char* xformUniName = nullptr; | 102 const char* xformUniName = nullptr; |
| 96 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 103 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 97 kVec2f_GrSLType, kDefault_GrS
LPrecision, | 104 kVec2f_GrSLType, kDefault_GrS
LPrecision, |
| 98 "Xform", &xformUniName); | 105 "Xform", &xformUniName); |
| 99 | 106 |
| 100 fragBuilder->codeAppend("vec4 normalColor = "); | 107 SkString dstNormalColorName("dstNormalColor"); |
| 101 fragBuilder->appendTextureLookup(args.fTexSamplers[0], | 108 this->emitChild(0, nullptr, &dstNormalColorName, args); |
| 102 args.fCoords[0].c_str(), | 109 fragBuilder->codeAppendf("vec3 normal = %s.rgb - vec3(0.5);", |
| 103 args.fCoords[0].getType()); | 110 dstNormalColorName.c_str()); |
| 104 fragBuilder->codeAppend(";"); | |
| 105 | |
| 106 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"
); | |
| 107 | 111 |
| 108 // TODO: inverse map the light direction vectors in the vertex shade
r rather than | 112 // TODO: inverse map the light direction vectors in the vertex shade
r rather than |
| 109 // transforming all the normals here! | 113 // transforming all the normals here! |
| 110 fragBuilder->codeAppendf( | 114 fragBuilder->codeAppendf( |
| 111 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0,
1.0);", | 115 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0,
1.0);", |
| 112 xformUniName, xformUniName, xformUniName, xformUniName); | 116 xformUniName, xformUniName, xformUniName, xformUniName); |
| 113 | 117 |
| 114 fragBuilder->codeAppend("normal = normalize(m*normal);"); | 118 fragBuilder->codeAppend("normal = normalize(m*normal);"); |
| 115 fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor)
; | 119 fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor)
; |
| 116 } | 120 } |
| (...skipping 29 matching lines...) Expand all Loading... |
| 146 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); | 150 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); |
| 147 } | 151 } |
| 148 | 152 |
| 149 const SkVector& invNormRotation() const { return fInvNormRotation; } | 153 const SkVector& invNormRotation() const { return fInvNormRotation; } |
| 150 | 154 |
| 151 private: | 155 private: |
| 152 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLNormalMapFP; } | 156 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLNormalMapFP; } |
| 153 | 157 |
| 154 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 158 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 155 const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); | 159 const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); |
| 156 return fNormDeviceTransform == normalMapFP.fNormDeviceTransform && | 160 return fInvNormRotation == normalMapFP.fInvNormRotation; |
| 157 fNormalTextureAccess == normalMapFP.fNormalTextureAccess && | |
| 158 fInvNormRotation == normalMapFP.fInvNormRotation; | |
| 159 } | 161 } |
| 160 | 162 |
| 161 GrCoordTransform fNormDeviceTransform; | 163 SkVector fInvNormRotation; |
| 162 GrTextureAccess fNormalTextureAccess; | |
| 163 SkVector fInvNormRotation; | |
| 164 }; | 164 }; |
| 165 | 165 |
| 166 // TODO same code at SkLightingShader.cpp. Refactor to common source! | |
| 167 static bool make_mat(const SkBitmap& bm, | |
| 168 const SkMatrix& localMatrix1, | |
| 169 const SkMatrix* localMatrix2, | |
| 170 SkMatrix* result) { | |
| 171 | |
| 172 result->setIDiv(bm.width(), bm.height()); | |
| 173 | |
| 174 SkMatrix lmInverse; | |
| 175 if (!localMatrix1.invert(&lmInverse)) { | |
| 176 return false; | |
| 177 } | |
| 178 if (localMatrix2) { | |
| 179 SkMatrix inv; | |
| 180 if (!localMatrix2->invert(&inv)) { | |
| 181 return false; | |
| 182 } | |
| 183 lmInverse.postConcat(inv); | |
| 184 } | |
| 185 result->preConcat(lmInverse); | |
| 186 | |
| 187 return true; | |
| 188 } | |
| 189 | |
| 190 sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor( | 166 sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor( |
| 191 GrContext *context, | 167 GrContext *context, |
| 192 const SkMatrix &viewM, | 168 const SkMatrix &viewM, |
| 193 const SkMatrix *localMatrix
, | 169 const SkMatrix *localMatrix
, |
| 194 SkFilterQuality filterQuali
ty, | 170 SkFilterQuality filterQuali
ty, |
| 195 SkSourceGammaTreatment gamm
aTreatment) const { | 171 SkSourceGammaTreatment gamm
aTreatment) const { |
| 196 | 172 |
| 197 // TODO Here, the old code was checking that diffuse map and normal map are
same size, that | 173 sk_sp<GrFragmentProcessor> bitmapFP = fBitmapShader->asFragmentProcessor(con
text, viewM, |
| 198 // will be addressed when diffuse maps are factored out of SkLightingSh
ader in a future CL | 174 localMatrix, filterQuality, gammaTreatment); |
| 199 | 175 |
| 200 SkMatrix normM; | 176 return sk_make_sp<NormalMapFP>(std::move(bitmapFP), fInvNormRotation); |
| 201 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { | |
| 202 return nullptr; | |
| 203 } | |
| 204 | |
| 205 bool doBicubic; | |
| 206 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode
( | |
| 207 SkTMin(filterQuality, kMedium_SkFilterQuality), | |
| 208 viewM, | |
| 209 fNormLocalMatrix, | |
| 210 &doBicubic); | |
| 211 SkASSERT(!doBicubic); | |
| 212 | |
| 213 // TODO: support other tile modes | |
| 214 GrTextureParams normParams(SkShader::kClamp_TileMode, normFilterMode); | |
| 215 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, | |
| 216 fNormalMap, | |
| 217 normParams, | |
| 218 gammaTreatmen
t)); | |
| 219 if (!normalTexture) { | |
| 220 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit
map to texture."); | |
| 221 return nullptr; | |
| 222 } | |
| 223 | |
| 224 return sk_make_sp<NormalMapFP>(normalTexture, normM, normParams, fInvNormRot
ation); | |
| 225 } | 177 } |
| 226 | 178 |
| 227 #endif // SK_SUPPORT_GPU | 179 #endif // SK_SUPPORT_GPU |
| 228 | 180 |
| 229 //////////////////////////////////////////////////////////////////////////// | 181 //////////////////////////////////////////////////////////////////////////// |
| 230 | 182 |
| 183 NormalMapSourceImpl::Provider::Provider(const NormalMapSourceImpl& source, |
| 184 SkShader::Context* bitmapContext) |
| 185 : fSource(source) |
| 186 , fBitmapContext(bitmapContext) { |
| 187 } |
| 188 |
| 189 NormalMapSourceImpl::Provider::~Provider() { |
| 190 fBitmapContext->~Context(); |
| 191 } |
| 192 |
| 193 SkNormalSource::Provider* NormalMapSourceImpl::asProvider( |
| 194 const SkShader::ContextRec &rec, void *storage) const { |
| 195 SkMatrix normTotalInv; |
| 196 if (!this->computeNormTotalInverse(rec, &normTotalInv)) { |
| 197 return nullptr; |
| 198 } |
| 199 |
| 200 void* bitmapContextStorage = (char*)storage + sizeof(Provider); |
| 201 SkShader::Context* context = fBitmapShader->createContext(rec, bitmapContext
Storage); |
| 202 if (!context) { |
| 203 return nullptr; |
| 204 } |
| 205 |
| 206 return new (storage) Provider(*this, context); |
| 207 } |
| 208 |
| 209 size_t NormalMapSourceImpl::providerSize(const SkShader::ContextRec& rec) const
{ |
| 210 return sizeof(Provider) + fBitmapShader->contextSize(rec); |
| 211 } |
| 212 |
| 213 bool NormalMapSourceImpl::computeNormTotalInverse(const SkShader::ContextRec& re
c, |
| 214 SkMatrix* normTotalInverse) co
nst { |
| 215 SkMatrix total; |
| 216 total.setConcat(*rec.fMatrix, fBitmapShader->getLocalMatrix()); |
| 217 |
| 218 const SkMatrix* m = &total; |
| 219 if (rec.fLocalMatrix) { |
| 220 total.setConcat(*m, *rec.fLocalMatrix); |
| 221 m = &total; |
| 222 } |
| 223 return m->invert(normTotalInverse); |
| 224 } |
| 225 |
| 226 #define BUFFER_MAX 16 |
| 227 void NormalMapSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[]
, |
| 228 int count) const { |
| 229 SkPMColor tmpNormalColors[BUFFER_MAX]; |
| 230 |
| 231 do { |
| 232 int n = SkTMin(count, BUFFER_MAX); |
| 233 |
| 234 fBitmapContext->shadeSpan(x, y, tmpNormalColors, n); |
| 235 |
| 236 for (int i = 0; i < n; i++) { |
| 237 SkPoint3 tempNorm; |
| 238 |
| 239 tempNorm.set(SkIntToScalar(SkGetPackedR32(tmpNormalColors[i])) - 127
.0f, |
| 240 SkIntToScalar(SkGetPackedG32(tmpNormalColors[i])) - 127
.0f, |
| 241 SkIntToScalar(SkGetPackedB32(tmpNormalColors[i])) - 127
.0f); |
| 242 tempNorm.normalize(); |
| 243 |
| 244 output[i].fX = fSource.fInvNormRotation.fX * tempNorm.fX + |
| 245 fSource.fInvNormRotation.fY * tempNorm.fY; |
| 246 output[i].fY = -fSource.fInvNormRotation.fY * tempNorm.fX + |
| 247 fSource.fInvNormRotation.fX * tempNorm.fY; |
| 248 output[i].fZ = tempNorm.fZ; |
| 249 } |
| 250 |
| 251 output += n; |
| 252 x += n; |
| 253 count -= n; |
| 254 } while (count > 0); |
| 255 } |
| 256 |
| 257 //////////////////////////////////////////////////////////////////////////////// |
| 258 |
| 231 sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) { | 259 sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) { |
| 232 | 260 |
| 233 SkMatrix normLocalM; | 261 sk_sp<SkShader> bitmapShader = buf.readFlattenable<SkShader>(); |
| 234 bool hasNormLocalM = buf.readBool(); | |
| 235 if (hasNormLocalM) { | |
| 236 buf.readMatrix(&normLocalM); | |
| 237 } else { | |
| 238 normLocalM.reset(); | |
| 239 } | |
| 240 | |
| 241 SkBitmap normal; | |
| 242 if (!buf.readBitmap(&normal)) { | |
| 243 return nullptr; | |
| 244 } | |
| 245 normal.setImmutable(); | |
| 246 | 262 |
| 247 SkVector invNormRotation = {1,0}; | 263 SkVector invNormRotation = {1,0}; |
| 248 if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) { | 264 if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) { |
| 249 invNormRotation = buf.readPoint(); | 265 invNormRotation = buf.readPoint(); |
| 250 } | 266 } |
| 251 | 267 |
| 252 return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, &normLocalM)
; | 268 return sk_make_sp<NormalMapSourceImpl>(std::move(bitmapShader), invNormRotat
ion); |
| 253 } | 269 } |
| 254 | 270 |
| 255 void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const { | 271 void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const { |
| 256 this->INHERITED::flatten(buf); | 272 this->INHERITED::flatten(buf); |
| 257 | 273 |
| 258 bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); | 274 buf.writeFlattenable(fBitmapShader.get()); |
| 259 buf.writeBool(hasNormLocalM); | |
| 260 if (hasNormLocalM) { | |
| 261 buf.writeMatrix(fNormLocalMatrix); | |
| 262 } | |
| 263 | |
| 264 buf.writeBitmap(fNormalMap); | |
| 265 buf.writePoint(fInvNormRotation); | 275 buf.writePoint(fInvNormRotation); |
| 266 } | 276 } |
| 267 | 277 |
| 268 //////////////////////////////////////////////////////////////////////////// | 278 //////////////////////////////////////////////////////////////////////////// |
| 269 | 279 |
| 270 sk_sp<SkLightingShader::NormalSource> SkLightingShader::NormalSource::MakeMap( | 280 sk_sp<SkNormalSource> SkNormalSource::MakeMap( |
| 271 const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix
*normLocalM) { | 281 const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix
*normLocalM) { |
| 272 | 282 |
| 273 // TODO not checking normal and diffuse maps to be same size, will be addres
sed when diffuse | |
| 274 // maps are factored out of SkLightingShader in a future CL | |
| 275 if (normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal)) { | 283 if (normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal)) { |
| 276 return nullptr; | 284 return nullptr; |
| 277 } | 285 } |
| 278 | 286 |
| 279 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); | 287 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); |
| 280 | 288 |
| 281 return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM); | 289 // TODO: support other tile modes |
| 290 sk_sp<SkShader> bitmapShader = SkMakeBitmapShader(normal, SkShader::kClamp_T
ileMode, |
| 291 SkShader::kClamp_TileMode, normLocalM, nullptr); |
| 292 |
| 293 return sk_make_sp<NormalMapSourceImpl>(std::move(bitmapShader), invNormRotat
ion); |
| 282 } | 294 } |
| 283 | 295 |
| 284 //////////////////////////////////////////////////////////////////////////// | 296 //////////////////////////////////////////////////////////////////////////// |
| 285 | 297 |
| 286 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader::NormalSource) | 298 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkNormalSource) |
| 287 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl) | 299 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl) |
| 288 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 300 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 289 | 301 |
| 290 //////////////////////////////////////////////////////////////////////////// | 302 //////////////////////////////////////////////////////////////////////////// |
| OLD | NEW |