Chromium Code Reviews| OLD | NEW |
|---|---|
| 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" |
| 11 #include "SkEmptyShader.h" | 11 #include "SkEmptyShader.h" |
| 12 #include "SkErrorInternals.h" | 12 #include "SkErrorInternals.h" |
| 13 #include "SkLightingShader.h" | 13 #include "SkLightingShader.h" |
| 14 #include "SkMathPriv.h" | 14 #include "SkMathPriv.h" |
| 15 #include "SkNormalSource.h" | 15 #include "SkNormalSource.h" |
| 16 #include "SkPoint3.h" | 16 #include "SkPoint3.h" |
| 17 #include "SkReadBuffer.h" | 17 #include "SkReadBuffer.h" |
| 18 #include "SkWriteBuffer.h" | 18 #include "SkWriteBuffer.h" |
| 19 | 19 |
| 20 //////////////////////////////////////////////////////////////////////////// | 20 //////////////////////////////////////////////////////////////////////////// |
| 21 | 21 |
| 22 /* | 22 /* |
| 23 SkLightingShader TODOs: | 23 SkLightingShader TODOs: |
| 24 support other than clamp mode | |
| 25 allow 'diffuse' & 'normal' to be of different dimensions? | |
| 26 support different light types | 24 support different light types |
| 27 support multiple lights | 25 support multiple lights |
| 28 enforce normal map is 4 channel | 26 fix non-opaque diffuse textures |
| 29 use SkImages instead if SkBitmaps | |
| 30 | 27 |
| 31 To Test: | 28 To Test: |
| 32 non-opaque diffuse textures | |
| 33 A8 diffuse textures | 29 A8 diffuse textures |
| 34 down & upsampled draws | 30 down & upsampled draws |
| 35 */ | 31 */ |
| 36 | 32 |
| 37 | 33 |
| 38 | 34 |
| 39 /** \class SkLightingShaderImpl | 35 /** \class SkLightingShaderImpl |
| 40 This subclass of shader applies lighting. | 36 This subclass of shader applies lighting. |
| 41 */ | 37 */ |
| 42 class SkLightingShaderImpl : public SkShader { | 38 class SkLightingShaderImpl : public SkShader { |
| (...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 74 | 70 |
| 75 ~LightingShaderContext() override; | 71 ~LightingShaderContext() override; |
| 76 | 72 |
| 77 void shadeSpan(int x, int y, SkPMColor[], int count) override; | 73 void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| 78 | 74 |
| 79 uint32_t getFlags() const override { return fFlags; } | 75 uint32_t getFlags() const override { return fFlags; } |
| 80 | 76 |
| 81 private: | 77 private: |
| 82 SkShader::Context* fDiffuseContext; | 78 SkShader::Context* fDiffuseContext; |
| 83 SkNormalSource::Provider* fNormalProvider; | 79 SkNormalSource::Provider* fNormalProvider; |
| 80 SkColor fPaintColor; | |
| 84 uint32_t fFlags; | 81 uint32_t fFlags; |
| 85 | 82 |
| 86 void* fHeapAllocated; | 83 void* fHeapAllocated; |
| 87 | 84 |
| 88 typedef SkShader::Context INHERITED; | 85 typedef SkShader::Context INHERITED; |
| 89 }; | 86 }; |
| 90 | 87 |
| 91 SK_TO_STRING_OVERRIDE() | 88 SK_TO_STRING_OVERRIDE() |
| 92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) | 89 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) |
| 93 | 90 |
| (...skipping 169 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 263 const SkMatrix* localMatrix , | 260 const SkMatrix* localMatrix , |
| 264 SkFilterQuality filterQuali ty, | 261 SkFilterQuality filterQuali ty, |
| 265 SkSourceGammaTreatment gamm aTreatment) const { | 262 SkSourceGammaTreatment gamm aTreatment) const { |
| 266 sk_sp<GrFragmentProcessor> normalFP( | 263 sk_sp<GrFragmentProcessor> normalFP( |
| 267 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt erQuality, | 264 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt erQuality, |
| 268 gammaTreatment)); | 265 gammaTreatment)); |
| 269 if (!normalFP) { | 266 if (!normalFP) { |
| 270 return nullptr; | 267 return nullptr; |
| 271 } | 268 } |
| 272 | 269 |
| 273 sk_sp<GrFragmentProcessor> fpPipeline[] = { | 270 if (fDiffuseShader) { |
| 274 fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, fil terQuality, | 271 sk_sp<GrFragmentProcessor> fpPipeline[] = { |
|
robertphillips
2016/07/11 14:02:04
this seems over tabbed
dvonbeck
2016/07/11 19:37:29
Done.
| |
| 275 gammaTreatment), | 272 fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, filterQuality, |
| 276 sk_make_sp<LightingFP>(std::move(normalFP), fLights) | 273 gammaTreatment), |
| 277 }; | 274 sk_make_sp<LightingFP>(std::move(normalFP), fLights) |
| 278 if(!fpPipeline[0]) { | 275 }; |
| 279 return nullptr; | 276 if(!fpPipeline[0]) { |
| 277 return nullptr; | |
| 278 } | |
| 279 | |
| 280 sk_sp<GrFragmentProcessor> innerLightFP = GrFragmentProcessor::RunInSeri es(fpPipeline, 2); | |
| 281 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(innerLightFP )); | |
| 282 } else { | |
| 283 return sk_make_sp<LightingFP>(std::move(normalFP), fLights); | |
|
egdaniel
2016/07/11 18:00:59
I think we still need to do the premul of alpha af
dvonbeck
2016/07/11 19:37:29
The alpha of the input color gets passed down to t
| |
| 280 } | 284 } |
| 281 | |
| 282 sk_sp<GrFragmentProcessor> inner(GrFragmentProcessor::RunInSeries(fpPipeline , 2)); | |
| 283 | |
| 284 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); | |
| 285 } | 285 } |
| 286 | 286 |
| 287 #endif | 287 #endif |
| 288 | 288 |
| 289 //////////////////////////////////////////////////////////////////////////// | 289 //////////////////////////////////////////////////////////////////////////// |
| 290 | 290 |
| 291 bool SkLightingShaderImpl::isOpaque() const { | 291 bool SkLightingShaderImpl::isOpaque() const { |
|
robertphillips
2016/07/11 14:02:04
Hmmm, what happens if the paint's color is transpa
dvonbeck
2016/07/11 19:37:29
I don't know :S, we don't know the paint at shader
robertphillips
2016/07/11 20:51:42
We can't pull the alpha out of 'fPaintColor' ?
dvonbeck
2016/07/12 21:01:44
No, fPaintColor is a field of LightingShaderContex
| |
| 292 return fDiffuseShader->isOpaque(); | 292 return (fDiffuseShader ? fDiffuseShader->isOpaque() : true); |
| 293 } | 293 } |
| 294 | 294 |
| 295 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( | 295 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( |
| 296 const SkLightingShaderImpl& shader, const ContextRec& rec, | 296 const SkLightingShaderImpl& shader, const ContextRec& rec, |
| 297 SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvi der, | 297 SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvi der, |
| 298 void* heapAllocated) | 298 void* heapAllocated) |
| 299 : INHERITED(shader, rec) | 299 : INHERITED(shader, rec) |
| 300 , fDiffuseContext(diffuseContext) | 300 , fDiffuseContext(diffuseContext) |
| 301 , fNormalProvider(normalProvider) | 301 , fNormalProvider(normalProvider) |
| 302 , fHeapAllocated(heapAllocated) { | 302 , fHeapAllocated(heapAllocated) { |
| 303 bool isOpaque = shader.isOpaque(); | 303 bool isOpaque = shader.isOpaque(); |
| 304 | 304 |
| 305 // update fFlags | 305 // update fFlags |
| 306 uint32_t flags = 0; | 306 uint32_t flags = 0; |
| 307 if (isOpaque && (255 == this->getPaintAlpha())) { | 307 if (isOpaque && (255 == this->getPaintAlpha())) { |
| 308 flags |= kOpaqueAlpha_Flag; | 308 flags |= kOpaqueAlpha_Flag; |
| 309 } | 309 } |
| 310 | 310 |
| 311 fPaintColor = rec.fPaint->getColor(); | |
| 311 fFlags = flags; | 312 fFlags = flags; |
| 312 } | 313 } |
| 313 | 314 |
| 314 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { | 315 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
| 315 // The dependencies have been created outside of the context on memory that was allocated by | 316 // The dependencies have been created outside of the context on memory that was allocated by |
| 316 // the onCreateContext() method. Call the destructors and free the memory. | 317 // the onCreateContext() method. Call the destructors and free the memory. |
| 317 fDiffuseContext->~Context(); | 318 if (fDiffuseContext) { |
| 319 fDiffuseContext->~Context(); | |
| 320 } | |
| 318 fNormalProvider->~Provider(); | 321 fNormalProvider->~Provider(); |
| 319 | 322 |
| 320 sk_free(fHeapAllocated); | 323 sk_free(fHeapAllocated); |
| 321 } | 324 } |
| 322 | 325 |
| 323 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | 326 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| 324 if (color.fX <= 0.0f) { | 327 if (color.fX <= 0.0f) { |
| 325 color.fX = 0.0f; | 328 color.fX = 0.0f; |
| 326 } else if (color.fX >= 255.0f) { | 329 } else if (color.fX >= 255.0f) { |
| 327 color.fX = 255.0f; | 330 color.fX = 255.0f; |
| (...skipping 17 matching lines...) Expand all Loading... | |
| 345 // larger is better (fewer times we have to loop), but we shouldn't | 348 // larger is better (fewer times we have to loop), but we shouldn't |
| 346 // take up too much stack-space (each one here costs 16 bytes) | 349 // take up too much stack-space (each one here costs 16 bytes) |
| 347 #define BUFFER_MAX 16 | 350 #define BUFFER_MAX 16 |
| 348 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, | 351 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
| 349 SkPMColor result[], int count) { | 352 SkPMColor result[], int count) { |
| 350 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); | 353 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); |
| 351 | 354 |
| 352 SkPMColor diffuse[BUFFER_MAX]; | 355 SkPMColor diffuse[BUFFER_MAX]; |
| 353 SkPoint3 normals[BUFFER_MAX]; | 356 SkPoint3 normals[BUFFER_MAX]; |
| 354 | 357 |
| 358 SkColor diffColor = fPaintColor; | |
| 359 | |
| 355 do { | 360 do { |
| 356 int n = SkTMin(count, BUFFER_MAX); | 361 int n = SkTMin(count, BUFFER_MAX); |
| 357 | 362 |
| 358 fDiffuseContext->shadeSpan(x, y, diffuse, n); | |
| 359 fNormalProvider->fillScanLine(x, y, normals, n); | 363 fNormalProvider->fillScanLine(x, y, normals, n); |
| 360 | 364 |
| 365 if (fDiffuseContext) { | |
| 366 fDiffuseContext->shadeSpan(x, y, diffuse, n); | |
| 367 } | |
| 368 | |
| 361 for (int i = 0; i < n; ++i) { | 369 for (int i = 0; i < n; ++i) { |
| 362 | 370 if (fDiffuseContext) { |
| 363 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 371 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 372 } | |
| 364 | 373 |
| 365 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 374 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 366 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 375 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
| 367 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 376 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 368 const SkLights::Light& light = lightShader.fLights->light(l); | 377 const SkLights::Light& light = lightShader.fLights->light(l); |
| 369 | 378 |
| 370 if (SkLights::Light::kAmbient_LightType == light.type()) { | 379 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 371 accum += light.color().makeScale(255.0f); | 380 accum += light.color().makeScale(255.0f); |
| 372 } else { | 381 } else { |
| 373 SkScalar NdotL = normals[i].dot(light.dir()); | 382 SkScalar NdotL = normals[i].dot(light.dir()); |
| 374 if (NdotL < 0.0f) { | 383 if (NdotL < 0.0f) { |
| 375 NdotL = 0.0f; | 384 NdotL = 0.0f; |
| 376 } | 385 } |
| 377 | 386 |
| 378 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L; | 387 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L; |
| 379 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L; | 388 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L; |
| 380 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L; | 389 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L; |
| 381 } | 390 } |
| 382 } | 391 } |
| 383 | 392 |
| 384 result[i] = convert(accum, SkColorGetA(diffColor)); | 393 result[i] = convert(accum, SkColorGetA(diffColor)); |
|
egdaniel
2016/07/11 18:00:59
Add comment that convert also switches the result
dvonbeck
2016/07/11 19:37:29
Done.
| |
| 385 } | 394 } |
| 386 | 395 |
| 387 result += n; | 396 result += n; |
| 388 x += n; | 397 x += n; |
| 389 count -= n; | 398 count -= n; |
| 390 } while (count > 0); | 399 } while (count > 0); |
| 391 } | 400 } |
| 392 | 401 |
| 393 //////////////////////////////////////////////////////////////////////////// | 402 //////////////////////////////////////////////////////////////////////////// |
| 394 | 403 |
| (...skipping 28 matching lines...) Expand all Loading... | |
| 423 if (!buf.readScalarArray(&dir.fX, 3)) { | 432 if (!buf.readScalarArray(&dir.fX, 3)) { |
| 424 return nullptr; | 433 return nullptr; |
| 425 } | 434 } |
| 426 builder.add(SkLights::Light(color, dir)); | 435 builder.add(SkLights::Light(color, dir)); |
| 427 } | 436 } |
| 428 } | 437 } |
| 429 | 438 |
| 430 sk_sp<SkLights> lights(builder.finish()); | 439 sk_sp<SkLights> lights(builder.finish()); |
| 431 | 440 |
| 432 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); | 441 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); |
| 433 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | 442 |
| 443 bool hasDiffuse = buf.readBool(); | |
| 444 sk_sp<SkShader> diffuseShader = nullptr; | |
| 445 if (hasDiffuse) { | |
| 446 diffuseShader = buf.readFlattenable<SkShader>(); | |
| 447 } | |
| 434 | 448 |
| 435 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource), | 449 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource), |
| 436 std::move(lights)); | 450 std::move(lights)); |
| 437 } | 451 } |
| 438 | 452 |
| 439 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { | 453 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 440 this->INHERITED::flatten(buf); | 454 this->INHERITED::flatten(buf); |
| 441 | 455 |
| 442 buf.writeInt(fLights->numLights()); | 456 buf.writeInt(fLights->numLights()); |
| 443 for (int l = 0; l < fLights->numLights(); ++l) { | 457 for (int l = 0; l < fLights->numLights(); ++l) { |
| 444 const SkLights::Light& light = fLights->light(l); | 458 const SkLights::Light& light = fLights->light(l); |
| 445 | 459 |
| 446 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); | 460 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); |
| 447 | 461 |
| 448 buf.writeBool(isAmbient); | 462 buf.writeBool(isAmbient); |
| 449 buf.writeScalarArray(&light.color().fX, 3); | 463 buf.writeScalarArray(&light.color().fX, 3); |
| 450 if (!isAmbient) { | 464 if (!isAmbient) { |
| 451 buf.writeScalarArray(&light.dir().fX, 3); | 465 buf.writeScalarArray(&light.dir().fX, 3); |
| 452 } | 466 } |
| 453 } | 467 } |
| 454 | 468 |
| 455 buf.writeFlattenable(fNormalSource.get()); | 469 buf.writeFlattenable(fNormalSource.get()); |
|
robertphillips
2016/07/11 14:02:04
Normally this would require a bump in the .skp ver
dvonbeck
2016/07/11 19:37:29
Acknowledged. It's changed quite a few times by no
| |
| 456 buf.writeFlattenable(fDiffuseShader.get()); | 470 buf.writeBool(fDiffuseShader); |
| 471 if (fDiffuseShader) { | |
| 472 buf.writeFlattenable(fDiffuseShader.get()); | |
| 473 } | |
| 457 } | 474 } |
| 458 | 475 |
| 459 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const { | 476 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const { |
| 460 return sizeof(LightingShaderContext); | 477 return sizeof(LightingShaderContext); |
| 461 } | 478 } |
| 462 | 479 |
| 463 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, | 480 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
| 464 void* storage) const { | 481 void* storage) const { |
| 465 size_t heapRequired = fDiffuseShader->contextSize(rec) + | 482 size_t heapRequired = (fDiffuseShader ? fDiffuseShader->contextSize(rec) : 0 ) + |
| 466 fNormalSource->providerSize(rec); | 483 fNormalSource->providerSize(rec); |
| 467 void* heapAllocated = sk_malloc_throw(heapRequired); | 484 void* heapAllocated = sk_malloc_throw(heapRequired); |
| 468 | 485 |
| 469 void* diffuseContextStorage = heapAllocated; | 486 void* diffuseContextStorage = heapAllocated; |
| 470 SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffu seContextStorage); | 487 void* normalProviderStorage = (char*) diffuseContextStorage + |
| 471 if (!diffuseContext) { | 488 (fDiffuseShader ? fDiffuseShader->contextSize( rec) : 0); |
| 472 sk_free(heapAllocated); | 489 |
| 473 return nullptr; | 490 SkShader::Context *diffuseContext = nullptr; |
| 491 if (fDiffuseShader) { | |
| 492 diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorag e); | |
| 493 if (!diffuseContext) { | |
| 494 sk_free(heapAllocated); | |
| 495 return nullptr; | |
| 496 } | |
| 474 } | 497 } |
| 475 | 498 |
| 476 void* normalProviderStorage = (char*)heapAllocated + fDiffuseShader->context Size(rec); | |
| 477 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, | 499 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, |
| 478 normalP roviderStorage); | 500 normalP roviderStorage); |
| 479 if (!normalProvider) { | 501 if (!normalProvider) { |
| 480 diffuseContext->~Context(); | 502 diffuseContext->~Context(); |
| 481 sk_free(heapAllocated); | 503 sk_free(heapAllocated); |
| 482 return nullptr; | 504 return nullptr; |
| 483 } | 505 } |
| 484 | 506 |
| 485 return new (storage) LightingShaderContext(*this, rec, diffuseContext, norma lProvider, | 507 return new (storage) LightingShaderContext(*this, rec, diffuseContext, norma lProvider, |
| 486 heapAllocated); | 508 heapAllocated); |
| 487 } | 509 } |
| 488 | 510 |
| 489 /////////////////////////////////////////////////////////////////////////////// | 511 /////////////////////////////////////////////////////////////////////////////// |
| 490 | 512 |
| 491 sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader, | 513 sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader, |
| 492 sk_sp<SkNormalSource> normalSource, | 514 sk_sp<SkNormalSource> normalSource, |
| 493 sk_sp<SkLights> lights) { | 515 sk_sp<SkLights> lights) { |
| 494 if (!diffuseShader || !normalSource) { | 516 if (!normalSource) { |
| 495 // TODO: Use paint's color in absence of a diffuseShader | 517 normalSource = SkNormalSource::MakeFlat(); |
| 496 // TODO: Use a default implementation of normalSource instead | |
| 497 return nullptr; | |
| 498 } | 518 } |
| 499 | 519 |
| 500 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource), | 520 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource), |
| 501 std::move(lights)); | 521 std::move(lights)); |
| 502 } | 522 } |
| 503 | 523 |
| 504 /////////////////////////////////////////////////////////////////////////////// | 524 /////////////////////////////////////////////////////////////////////////////// |
| 505 | 525 |
| 506 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 526 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
| 507 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 527 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
| 508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 528 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 509 | 529 |
| 510 /////////////////////////////////////////////////////////////////////////////// | 530 /////////////////////////////////////////////////////////////////////////////// |
| OLD | NEW |