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Side by Side Diff: src/effects/gradients/SkGradientShader.cpp

Issue 22854005: GPU Gradients (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Moved mode toggling back to base class, fixed EffectKey masking. Created 7 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2006 The Android Open Source Project 2 * Copyright 2006 The Android Open Source Project
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 "SkGradientShaderPriv.h" 8 #include "SkGradientShaderPriv.h"
9 #include "SkLinearGradient.h" 9 #include "SkLinearGradient.h"
10 #include "SkRadialGradient.h" 10 #include "SkRadialGradient.h"
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825 825
826 GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory) 826 GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory)
827 : INHERITED(factory) 827 : INHERITED(factory)
828 , fCachedYCoord(SK_ScalarMax) 828 , fCachedYCoord(SK_ScalarMax)
829 , fFSYUni(GrGLUniformManager::kInvalidUniformHandle) 829 , fFSYUni(GrGLUniformManager::kInvalidUniformHandle)
830 , fEffectMatrix(kCoordsType) { 830 , fEffectMatrix(kCoordsType) {
831 } 831 }
832 832
833 GrGLGradientEffect::~GrGLGradientEffect() { } 833 GrGLGradientEffect::~GrGLGradientEffect() { }
834 834
835 void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) { 835 void GrGLGradientEffect::emitUniforms(GrGLShaderBuilder* builder, EffectKey key) {
836 fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 836
837 kFloat_GrSLType, "GradientYCoordFS"); 837 if (is2Color(key)) { // 2 Color case
838 fColorStartUni = builder->addUniform(GrGLShaderBuilder::kFragment_Shader Type,
839 kVec4f_GrSLType, "GradientStartColo r");
840 fColorEndUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderTy pe,
841 kVec4f_GrSLType, "GradientEndColor");
842
843 } else if (is3Color(key)){ // 3 Color Case
844 fColorStartUni = builder->addUniform(GrGLShaderBuilder::kFragment_Shader Type,
845 kVec4f_GrSLType, "GradientStartColo r");
846 fColorMidUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderTy pe,
847 kVec4f_GrSLType, "GradientMidColor");
848 fColorEndUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderTy pe,
849 kVec4f_GrSLType, "GradientEndColor" );
850
851 } else { // if not a fast case
852 fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
853 kFloat_GrSLType, "GradientYCoordFS");
854 }
838 } 855 }
839 856
840 void GrGLGradientEffect::setData(const GrGLUniformManager& uman, 857 void GrGLGradientEffect::setData(const GrGLUniformManager& uman,
841 const GrDrawEffect& drawEffect) { 858 const GrDrawEffect& drawEffect) {
859
842 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>(); 860 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>();
843 const GrTexture* texture = e.texture(0);
844 fEffectMatrix.setData(uman, e.getMatrix(), drawEffect, texture);
845 861
846 SkScalar yCoord = e.getYCoord(); 862 if (is2Color(e)){
847 if (yCoord != fCachedYCoord) { 863 uman.set4f(fColorStartUni, 1.f, 1.f, 1.f, 1.f);
848 uman.set1f(fFSYUni, yCoord); 864 uman.set4f(fColorEndUni, 0.f, 0.f, 0.f, 1.f);
849 fCachedYCoord = yCoord; 865
866 } else if (is3Color(e)){
867 uman.set4f(fColorStartUni, 1.f, 1.f, 1.f, 1.f);
868 uman.set4f(fColorMidUni, 1.f, 0.f, 0.f, 0.f);
869 uman.set4f(fColorEndUni, 1.f, 1.f, 1.f, 1.f);
870 } else {
871 const GrTexture* texture = e.texture(0);
872 fEffectMatrix.setData(uman, e.getMatrix(), drawEffect, texture);
873
874 SkScalar yCoord = e.getYCoord();
875 if (yCoord != fCachedYCoord) {
876 uman.set1f(fFSYUni, yCoord);
877 fCachedYCoord = yCoord;
878 }
850 } 879 }
851 } 880 }
852 881
882
853 GrGLEffect::EffectKey GrGLGradientEffect::GenMatrixKey(const GrDrawEffect& drawE ffect) { 883 GrGLEffect::EffectKey GrGLGradientEffect::GenMatrixKey(const GrDrawEffect& drawE ffect) {
bsalomon 2013/08/13 14:28:37 Since this is no longer just doing the matrix it s
dierk 2013/08/13 19:50:17 Done.
854 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>(); 884 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>();
855 const GrTexture* texture = e.texture(0); 885 const GrTexture* texture = NULL;
856 return GrGLEffectMatrix::GenKey(e.getMatrix(), drawEffect, kCoordsType, text ure); 886
887 if (e.numColors > 3){
888 texture = e.texture(0);
889 }
890
891 EffectKey key = GrGLEffectMatrix::GenKey(e.getMatrix(), drawEffect, kCoordsT ype, texture);
bsalomon 2013/08/13 14:28:37 Should probably only call GrGLEffectMatrix::GenKey
dierk 2013/08/13 19:50:17 Why is that? I thought I needed the matrix key to
892
893 if (is2Color(e)) {
894 key = key | 0x4000;
895 } else if (is3Color(e)){
896 key = key | 0x6000;
897 }
898
899 return key;
857 } 900 }
858 901
859 void GrGLGradientEffect::setupMatrix(GrGLShaderBuilder* builder, 902 void GrGLGradientEffect::setupMatrix(GrGLShaderBuilder* builder,
860 EffectKey key, 903 EffectKey key,
861 const char** fsCoordName, 904 const char** fsCoordName,
862 const char** vsVaryingName, 905 const char** vsVaryingName,
863 GrSLType* vsVaryingType) { 906 GrSLType* vsVaryingType) {
864 fEffectMatrix.emitCodeMakeFSCoords2D(builder, 907 fEffectMatrix.emitCodeMakeFSCoords2D(builder,
865 key & kMatrixKeyMask, 908 key & kMatrixKeyMask,
866 fsCoordName, 909 fsCoordName,
867 vsVaryingName, 910 vsVaryingName,
868 vsVaryingType); 911 vsVaryingType);
869 } 912 }
870 913
871 void GrGLGradientEffect::emitColorLookup(GrGLShaderBuilder* builder, 914 void GrGLGradientEffect::emitColor(GrGLShaderBuilder* builder,
872 const char* gradientTValue, 915 const char* gradientTValue,
873 const char* outputColor, 916 EffectKey key,
874 const char* inputColor, 917 const char* outputColor,
875 const GrGLShaderBuilder::TextureSampler & sampler) { 918 const char* inputColor,
876 919 const GrGLShaderBuilder::TextureSamplerArray& samplers) {
877 builder->fsCodeAppendf("\tvec2 coord = vec2(%s, %s);\n", 920 if (is2Color(key)){
878 gradientTValue, 921 builder->fsCodeAppendf("\t%s = mix(%s, %s, %s);\n",
879 builder->getUniformVariable(fFSYUni).c_str()); 922 outputColor,
880 builder->fsCodeAppendf("\t%s = ", outputColor); 923 builder->getUniformVariable(fColorStartUni).c_str (),
881 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderT ype, 924 builder->getUniformVariable(fColorEndUni).c_str() ,
882 inputColor, 925 gradientTValue);
883 sampler, 926 } else if (is3Color(key)){
884 "coord"); 927 //same as 2 color for now... causes bug from unused UNI
885 builder->fsCodeAppend(";\n"); 928 builder->fsCodeAppendf("\t%s = mix(%s, %s, %s);\n",
929 outputColor,
930 builder->getUniformVariable(fColorStartUni).c_str (),
931 builder->getUniformVariable(fColorEndUni).c_str() ,
932 gradientTValue);
933 } else {
934 builder->fsCodeAppendf("\tvec2 coord = vec2(%s, %s);\n",
935 gradientTValue,
936 builder->getUniformVariable(fFSYUni).c_str());
937 builder->fsCodeAppendf("\t%s = ", outputColor);
938 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_Sha derType,
939 inputColor,
940 samplers[0],
941 "coord");
942 builder->fsCodeAppend(";\n");
943 }
886 } 944 }
887 945
888 ///////////////////////////////////////////////////////////////////// 946 /////////////////////////////////////////////////////////////////////
889 947
890 GrGradientEffect::GrGradientEffect(GrContext* ctx, 948 GrGradientEffect::GrGradientEffect(GrContext* ctx,
891 const SkGradientShaderBase& shader, 949 const SkGradientShaderBase& shader,
892 const SkMatrix& matrix, 950 const SkMatrix& matrix,
893 SkShader::TileMode tileMode) { 951 SkShader::TileMode tileMode) {
894 // TODO: check for simple cases where we don't need a texture:
895 //GradientInfo info;
896 //shader.asAGradient(&info);
897 //if (info.fColorCount == 2) { ...
898 952
899 fMatrix = matrix; 953 fMatrix = matrix;
900 954
901 SkBitmap bitmap; 955 SkBitmap bitmap;
902 shader.getGradientTableBitmap(&bitmap); 956 shader.getGradientTableBitmap(&bitmap);
903 957
904 fIsOpaque = shader.isOpaque(); 958 fIsOpaque = shader.isOpaque();
905 959
906 GrTextureStripAtlas::Desc desc; 960 // TODO: check for simple cases where we don't need a texture:
907 desc.fWidth = bitmap.width(); 961 SkShader::GradientInfo info;
908 desc.fHeight = 32; 962 SkScalar pos[3] = {0};
909 desc.fRowHeight = bitmap.height();
910 desc.fContext = ctx;
911 desc.fConfig = SkBitmapConfig2GrPixelConfig(bitmap.config());
912 fAtlas = GrTextureStripAtlas::GetAtlas(desc);
913 GrAssert(NULL != fAtlas);
914 963
915 // We always filter the gradient table. Each table is one row of a texture, so always y-clamp. 964 info.fColorCount = 3;
916 GrTextureParams params; 965 info.fColors = NULL;
917 params.setFilterMode(GrTextureParams::kBilerp_FilterMode); 966 info.fColorOffsets = &pos[0];
918 params.setTileModeX(tileMode); 967 shader.asAGradient(&info);
919 968
920 fRow = fAtlas->lockRow(bitmap); 969 if (info.fColorCount == 2) { // if 2 color
bsalomon 2013/08/13 14:28:37 Style nit: 2 == info.fColorCount
dierk 2013/08/13 19:50:17 Done.
921 if (-1 != fRow) { 970 fRow = -1;
922 fYCoord = fAtlas->getYOffset(fRow) + SK_ScalarHalf * 971 numColors = 2;
923 fAtlas->getVerticalScaleFactor(); 972
924 fTextureAccess.reset(fAtlas->getTexture(), params); 973 } else if (info.fColorCount == 3 && (abs(pos[1] - 0.5) < 0.01)) { // if 3 co lor symmetric
bsalomon 2013/08/13 14:28:37 I think there is an abs for SkScalar.
dierk 2013/08/13 19:50:17 Done.
974 fRow = -1;
975 numColors = 3;
976
925 } else { 977 } else {
926 GrTexture* texture = GrLockAndRefCachedBitmapTexture(ctx, bitmap, &param s); 978 numColors = 4;
bsalomon 2013/08/13 14:28:37 ? This at least deserves a comment since the numbe
dierk 2013/08/13 19:50:17 Done.
927 fTextureAccess.reset(texture, params); 979
928 fYCoord = SK_ScalarHalf; 980 GrTextureStripAtlas::Desc desc;
981 desc.fWidth = bitmap.width();
982 desc.fHeight = 32;
983 desc.fRowHeight = bitmap.height();
984 desc.fContext = ctx;
985 desc.fConfig = SkBitmapConfig2GrPixelConfig(bitmap.config());
986 fAtlas = GrTextureStripAtlas::GetAtlas(desc);
987 GrAssert(NULL != fAtlas);
929 988
930 // Unlock immediately, this is not great, but we don't have a way of 989 // We always filter the gradient table. Each table is one row of a textu re, so always y-clamp.
931 // knowing when else to unlock it currently, so it may get purged from 990 GrTextureParams params;
932 // the cache, but it'll still be ref'd until it's no longer being used. 991 params.setFilterMode(GrTextureParams::kBilerp_FilterMode);
933 GrUnlockAndUnrefCachedBitmapTexture(texture); 992 params.setTileModeX(tileMode);
993
994 fRow = fAtlas->lockRow(bitmap);
995 if (-1 != fRow) {
996 fYCoord = fAtlas->getYOffset(fRow) + SK_ScalarHalf *
997 fAtlas->getVerticalScaleFactor();
998 fTextureAccess.reset(fAtlas->getTexture(), params);
999 } else {
1000 GrTexture* texture = GrLockAndRefCachedBitmapTexture(ctx, bitmap, &p arams);
1001 fTextureAccess.reset(texture, params);
1002 fYCoord = SK_ScalarHalf;
1003
1004 // Unlock immediately, this is not great, but we don't have a way of
1005 // knowing when else to unlock it currently, so it may get purged fr om
1006 // the cache, but it'll still be ref'd until it's no longer being us ed.
1007 GrUnlockAndUnrefCachedBitmapTexture(texture);
1008 }
1009 this->addTextureAccess(&fTextureAccess);
934 } 1010 }
935 this->addTextureAccess(&fTextureAccess);
936 } 1011 }
937 1012
938 GrGradientEffect::~GrGradientEffect() { 1013 GrGradientEffect::~GrGradientEffect() {
939 if (this->useAtlas()) { 1014 if (this->useAtlas()) {
940 fAtlas->unlockRow(fRow); 1015 fAtlas->unlockRow(fRow);
941 } 1016 }
942 } 1017 }
943 1018
944 bool GrGradientEffect::onIsEqual(const GrEffect& effect) const { 1019 bool GrGradientEffect::onIsEqual(const GrEffect& effect) const {
945 const GrGradientEffect& s = CastEffect<GrGradientEffect>(effect); 1020 const GrGradientEffect& s = CastEffect<GrGradientEffect>(effect);
946 return fTextureAccess.getTexture() == s.fTextureAccess.getTexture() && 1021 return fTextureAccess.getTexture() == s.fTextureAccess.getTexture() &&
947 fTextureAccess.getParams().getTileModeX() == 1022 fTextureAccess.getParams().getTileModeX() ==
948 s.fTextureAccess.getParams().getTileModeX() && 1023 s.fTextureAccess.getParams().getTileModeX() &&
949 this->useAtlas() == s.useAtlas() && 1024 this->useAtlas() == s.useAtlas() &&
bsalomon 2013/08/13 14:28:37 Is useAtlas() equivalent to NULL == fTextureAccess
dierk 2013/08/13 19:50:17 I'm not sure. It was already there. The useAtlas(
bsalomon 2013/08/13 21:07:52 It should be. When you update the color comparison
950 fYCoord == s.getYCoord() && 1025 fYCoord == s.getYCoord() &&
951 fMatrix.cheapEqualTo(s.getMatrix()); 1026 fMatrix.cheapEqualTo(s.getMatrix())
1027 && this->numColors == s.numColors; // do I need this check?
bsalomon 2013/08/13 14:28:37 Yes, you probably need to compare the colors too f
dierk 2013/08/13 19:50:17 Will add once colors are piped in. On 2013/08/13
952 } 1028 }
953 1029
954 void GrGradientEffect::getConstantColorComponents(GrColor* color, uint32_t* vali dFlags) const { 1030 void GrGradientEffect::getConstantColorComponents(GrColor* color, uint32_t* vali dFlags) const {
955 if (fIsOpaque && (kA_GrColorComponentFlag & *validFlags) && 0xff == GrColorU npackA(*color)) { 1031 if (fIsOpaque && (kA_GrColorComponentFlag & *validFlags) && 0xff == GrColorU npackA(*color)) {
956 *validFlags = kA_GrColorComponentFlag; 1032 *validFlags = kA_GrColorComponentFlag;
957 } else { 1033 } else {
958 *validFlags = 0; 1034 *validFlags = 0;
959 } 1035 }
960 } 1036 }
961 1037
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977 (*stops)[i] = stop; 1053 (*stops)[i] = stop;
978 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st op) : 1.f; 1054 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st op) : 1.f;
979 } 1055 }
980 } 1056 }
981 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM odeCount)); 1057 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM odeCount));
982 1058
983 return outColors; 1059 return outColors;
984 } 1060 }
985 1061
986 #endif 1062 #endif
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