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Unified Diff: src/core/SkLightingShader_NormalSource.cpp

Issue 2068983005: Revert of 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_NormalSource.cpp
diff --git a/src/core/SkLightingShader_NormalSource.cpp b/src/core/SkLightingShader_NormalSource.cpp
deleted file mode 100644
index 8ad3ed9ec57691811a0580574bbb9908831acda3..0000000000000000000000000000000000000000
--- a/src/core/SkLightingShader_NormalSource.cpp
+++ /dev/null
@@ -1,290 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkBitmapProcShader.h"
-#include "SkError.h"
-#include "SkErrorInternals.h"
-#include "SkLightingShader.h"
-#include "SkReadBuffer.h"
-#include "SkWriteBuffer.h"
-
-// Genretating vtable
-SkLightingShader::NormalSource::~NormalSource() {}
-
-///////////////////////////////////////////////////////////////////////////////
-
-class SK_API NormalMapSourceImpl : public SkLightingShader::NormalSource {
-public:
- NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation,
- const SkMatrix *normLocalM)
- : fNormalMap(normal)
- , fInvNormRotation(invNormRotation) {
-
- if (normLocalM) {
- fNormLocalMatrix = *normLocalM;
- } else {
- fNormLocalMatrix.reset();
- }
- // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
- (void)fNormLocalMatrix.getType();
- }
-
-#if SK_SUPPORT_GPU
- sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*,
- const SkMatrix& viewM,
- const SkMatrix* localMatrix,
- SkFilterQuality,
- SkSourceGammaTreatment) const override;
-#endif
-
- SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl)
-
-protected:
- void flatten(SkWriteBuffer& buf) const override;
-
-private:
- SkBitmap fNormalMap;
- SkMatrix fNormLocalMatrix;
- SkVector fInvNormRotation;
-
- friend class SkLightingShader::NormalMapSource;
-
- typedef SkLightingShader::NormalSource INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-#if SK_SUPPORT_GPU
-
-#include "GrCoordTransform.h"
-#include "GrInvariantOutput.h"
-#include "GrTextureParams.h"
-#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "SkGr.h"
-
-class NormalMapFP : public GrFragmentProcessor {
-public:
- NormalMapFP(GrTexture* normal, const SkMatrix& normMatrix, const GrTextureParams& normParams,
- const SkVector& invNormRotation)
- : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
- , fNormalTextureAccess(normal, normParams)
- , fInvNormRotation(invNormRotation) {
- this->addCoordTransform(&fNormDeviceTransform);
- this->addTextureAccess(&fNormalTextureAccess);
-
- this->initClassID<NormalMapFP>();
- }
-
- class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
- public:
- GLSLNormalMapFP() {
- fInvNormRotation.set(0.0f, 0.0f);
- }
-
- void emitCode(EmitArgs& args) override {
-
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
- GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
-
- // add uniform
- const char* xformUniName = nullptr;
- fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Xform", &xformUniName);
-
- fragBuilder->codeAppend("vec4 normalColor = ");
- fragBuilder->appendTextureLookup(args.fTexSamplers[0],
- args.fCoords[0].c_str(),
- args.fCoords[0].getType());
- fragBuilder->codeAppend(";");
-
- fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
-
- // TODO: inverse map the light direction vectors in the vertex shader rather than
- // transforming all the normals here!
- 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);
-
- fragBuilder->codeAppend("normal = normalize(m*normal);");
- fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor);
- }
-
- static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
- GrProcessorKeyBuilder* b) {
- b->add32(0x0);
- }
-
- protected:
- void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
- const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
-
- const SkVector& invNormRotation = normalMapFP.invNormRotation();
- if (invNormRotation != fInvNormRotation) {
- pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
- fInvNormRotation = invNormRotation;
- }
- }
-
- private:
- SkVector fInvNormRotation;
- GrGLSLProgramDataManager::UniformHandle fXformUni;
- };
-
- void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
- GLSLNormalMapFP::GenKey(*this, caps, b);
- }
-
- const char* name() const override { return "NormalMapFP"; }
-
- void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
- inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput);
- }
-
- const SkVector& invNormRotation() const { return fInvNormRotation; }
-
-private:
- GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; }
-
- bool onIsEqual(const GrFragmentProcessor& proc) const override {
- const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
- return fNormDeviceTransform == normalMapFP.fNormDeviceTransform &&
- fNormalTextureAccess == normalMapFP.fNormalTextureAccess &&
- fInvNormRotation == normalMapFP.fInvNormRotation;
- }
-
- GrCoordTransform fNormDeviceTransform;
- GrTextureAccess fNormalTextureAccess;
- SkVector fInvNormRotation;
-};
-
-// TODO same code at SkLightingShader.cpp. Refactor to common source!
-static bool make_mat(const SkBitmap& bm,
- const SkMatrix& localMatrix1,
- const SkMatrix* localMatrix2,
- SkMatrix* result) {
-
- result->setIDiv(bm.width(), bm.height());
-
- SkMatrix lmInverse;
- if (!localMatrix1.invert(&lmInverse)) {
- return false;
- }
- if (localMatrix2) {
- SkMatrix inv;
- if (!localMatrix2->invert(&inv)) {
- return false;
- }
- lmInverse.postConcat(inv);
- }
- result->preConcat(lmInverse);
-
- return true;
-}
-
-sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor(
- GrContext *context,
- const SkMatrix &viewM,
- const SkMatrix *localMatrix,
- SkFilterQuality filterQuality,
- SkSourceGammaTreatment gammaTreatment) const {
-
- // TODO Here, the old code was checking that diffuse map and normal map are same size, that
- // will be addressed when diffuse maps are factored out of SkLightingShader in a future CL
-
- SkMatrix normM;
- if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
- return nullptr;
- }
-
- bool doBicubic;
- GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
- SkTMin(filterQuality, kMedium_SkFilterQuality),
- viewM,
- fNormLocalMatrix,
- &doBicubic);
- SkASSERT(!doBicubic);
-
- // TODO: support other tile modes
- GrTextureParams normParams(SkShader::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;
- }
-
- return sk_make_sp<NormalMapFP>(normalTexture, normM, normParams, fInvNormRotation);
-}
-
-#endif // SK_SUPPORT_GPU
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) {
-
- SkMatrix normLocalM;
- bool hasNormLocalM = buf.readBool();
- if (hasNormLocalM) {
- buf.readMatrix(&normLocalM);
- } else {
- normLocalM.reset();
- }
-
- SkBitmap normal;
- if (!buf.readBitmap(&normal)) {
- return nullptr;
- }
- normal.setImmutable();
-
- SkVector invNormRotation = {1,0};
- if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) {
- invNormRotation = buf.readPoint();
- }
-
- return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, &normLocalM);
-}
-
-void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const {
- this->INHERITED::flatten(buf);
-
- bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
- buf.writeBool(hasNormLocalM);
- if (hasNormLocalM) {
- buf.writeMatrix(fNormLocalMatrix);
- }
-
- buf.writeBitmap(fNormalMap);
- buf.writePoint(fInvNormRotation);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkLightingShader::NormalSource> SkLightingShader::NormalMapSource::Make(
- const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix *normLocalM) {
-
- // TODO not checking normal and diffuse maps to be same size, will be addressed when diffuse
- // maps are factored out of SkLightingShader in a future CL
- if (normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal)) {
- return nullptr;
- }
-
- SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
-
- return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader::NormalMapSource)
- SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-////////////////////////////////////////////////////////////////////////////
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