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Unified Diff: src/effects/SkRRectsGaussianEdgeShader.cpp

Issue 2321713004: Add shader-based GaussianEdgeShader for reveal case (Closed)
Patch Set: Address code review comments Created 4 years, 3 months ago
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Index: src/effects/SkRRectsGaussianEdgeShader.cpp
diff --git a/src/effects/SkRRectsGaussianEdgeShader.cpp b/src/effects/SkRRectsGaussianEdgeShader.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..d3967dbb4434b55e41cce3367b75bd4d75967f30
--- /dev/null
+++ b/src/effects/SkRRectsGaussianEdgeShader.cpp
@@ -0,0 +1,435 @@
+/*
+ * 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 "SkRRectsGaussianEdgeShader.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+ /** \class SkRRectsGaussianEdgeShaderImpl
+ * This shader applies a gaussian edge to the intersection of two round rects.
+ * The round rects must have the same radii at each corner and the x&y radii
+ * must also be equal.
+ */
+class SkRRectsGaussianEdgeShaderImpl : public SkShader {
+public:
+ SkRRectsGaussianEdgeShaderImpl(const SkRRect& first, const SkRRect& second,
+ SkScalar radius, SkScalar pad)
+ : fFirst(first)
+ , fSecond(second)
+ , fRadius(radius)
+ , fPad(pad) {
+ }
+
+ bool isOpaque() const override { return false; }
+
+#if SK_SUPPORT_GPU
+ sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
+#endif
+
+ class GaussianEdgeShaderContext : public SkShader::Context {
+ public:
+ GaussianEdgeShaderContext(const SkRRectsGaussianEdgeShaderImpl&, const ContextRec&);
+
+ ~GaussianEdgeShaderContext() override { }
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return 0; }
+
+ private:
+ SkColor fPaintColor;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRRectsGaussianEdgeShaderImpl)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ size_t onContextSize(const ContextRec&) const override;
+ Context* onCreateContext(const ContextRec&, void*) const override;
+
+private:
+ SkRRect fFirst;
+ SkRRect fSecond;
+ SkScalar fRadius;
+ SkScalar fPad;
+
+ friend class SkRRectsGaussianEdgeShader; // for serialization registration system
+
+ typedef SkShader INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "GrInvariantOutput.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
+#include "SkGr.h"
+#include "SkGrPriv.h"
+
+class RRectsGaussianEdgeFP : public GrFragmentProcessor {
+public:
+ enum Mode {
+ kCircle_Mode,
+ kRect_Mode,
+ kSimpleCircular_Mode,
+ };
+
+ RRectsGaussianEdgeFP(const SkRRect& first, const SkRRect& second,
+ SkScalar radius, SkScalar pad)
+ : fFirst(first)
+ , fSecond(second)
+ , fRadius(radius)
+ , fPad(pad) {
+ this->initClassID<RRectsGaussianEdgeFP>();
+ this->setWillReadFragmentPosition();
+
+ fFirstMode = ComputeMode(fFirst);
+ fSecondMode = ComputeMode(fSecond);
+ }
+
+ class GLSLRRectsGaussianEdgeFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLRRectsGaussianEdgeFP() { }
+
+ void emitModeCode(Mode mode,
+ GrGLSLFPFragmentBuilder* fragBuilder,
+ const char* posName,
+ const char* sizesName,
+ const char* radiiName,
+ const char* outputName,
+ const char indices[2]) { // how to access the params for the 2 rrects
+
+ // positive distance is towards the center of the circle
+ fragBuilder->codeAppendf("vec2 delta = %s.xy - %s.%s;",
+ fragBuilder->fragmentPosition(),
+ posName, indices);
+
+ switch (mode) {
+ case kCircle_Mode:
+ fragBuilder->codeAppendf("%s = %s.%c - length(delta);",
+ outputName,
+ sizesName, indices[0]);
+ break;
+ case kRect_Mode:
+ fragBuilder->codeAppendf("float xDist = %s.%c - abs(delta.x);",
+ sizesName, indices[0]);
+ fragBuilder->codeAppendf("float yDist = %s.%c - abs(delta.y);",
+ sizesName, indices[1]);
+ fragBuilder->codeAppendf("%s = min(xDist, yDist);", outputName);
+ break;
+ case kSimpleCircular_Mode:
+ // For the circular round rect we first compute the distance
+ // to the rect. Then we compute a multiplier that is 1 if the
+ // point is in one of the circular corners. We then compute the
+ // distance from the corner and then use the multiplier to mask
+ // between the two distances.
+ fragBuilder->codeAppendf("float xDist = %s.%c - abs(delta.x);",
+ sizesName, indices[0]);
+ fragBuilder->codeAppendf("float yDist = %s.%c - abs(delta.y);",
+ sizesName, indices[1]);
+ fragBuilder->codeAppend("float rectDist = min(xDist, yDist);");
+
+ fragBuilder->codeAppendf("vec2 cornerCenter = %s.%s - %s.%s;",
+ sizesName, indices,
+ radiiName, indices);
+ fragBuilder->codeAppend("delta = vec2(abs(delta.x) - cornerCenter.x,"
+ "abs(delta.y) - cornerCenter.y);");
+ fragBuilder->codeAppendf("xDist = %s.%c - abs(delta.x);",
+ radiiName, indices[0]);
+ fragBuilder->codeAppendf("yDist = %s.%c - abs(delta.y);",
+ radiiName, indices[1]);
+ fragBuilder->codeAppend("float cornerDist = min(xDist, yDist);");
+ fragBuilder->codeAppend("float multiplier = step(0.0, cornerDist);");
+
+ fragBuilder->codeAppendf("delta += %s.%s;", radiiName, indices);
+
+ fragBuilder->codeAppendf("cornerDist = 2.0 * %s.%c - length(delta);",
+ radiiName, indices[0]);
+
+ fragBuilder->codeAppendf("%s = (multiplier * cornerDist) +"
+ "((1.0-multiplier) * rectDist);",
+ outputName);
+ break;
+ }
+ }
+
+ void emitCode(EmitArgs& args) override {
+ const RRectsGaussianEdgeFP& fp = args.fFp.cast<RRectsGaussianEdgeFP>();
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ const char* positionsUniName = nullptr;
+ fPositionsUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Positions", &positionsUniName);
+ const char* sizesUniName = nullptr;
+ fSizesUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Sizes", &sizesUniName);
+ const char* radiiUniName = nullptr;
+ fRadiiUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Radii", &radiiUniName);
+ const char* padRadUniName = nullptr;
+ fPadRadUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "PadRad", &padRadUniName);
+
+ fragBuilder->codeAppend("float firstDist;");
+ fragBuilder->codeAppend("{");
+ this->emitModeCode(fp.firstMode(), fragBuilder,
+ positionsUniName, sizesUniName, radiiUniName, "firstDist", "xy");
+ fragBuilder->codeAppend("}");
+
+ fragBuilder->codeAppend("float secondDist;");
+ fragBuilder->codeAppend("{");
+ this->emitModeCode(fp.secondMode(), fragBuilder,
+ positionsUniName, sizesUniName, radiiUniName, "secondDist", "zw");
+ fragBuilder->codeAppend("}");
+
+ // Here use the sign of the distance to the two round rects to mask off the different
+ // cases.
+ fragBuilder->codeAppend("float in1 = step(0.0f, firstDist);");
+ fragBuilder->codeAppend("float in2 = step(0.0f, secondDist);");
+ fragBuilder->codeAppend("float dist = "
+ "in1*in2 * min(firstDist, secondDist);"
+ "in1*(1.0-in2) * firstDist +"
+ "(1.0-in1)*in2 * secondDist;");
+
+ // Finally use the distance to apply the Gaussian edge
+ fragBuilder->codeAppendf("float factor = 1.0 - clamp((dist - %s.x)/%s.y, 0.0, 1.0);",
+ padRadUniName, padRadUniName);
+ fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
+ fragBuilder->codeAppendf("%s = vec4(%s.rgb, factor);",
+ args.fOutputColor, args.fInputColor);
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+ const RRectsGaussianEdgeFP& fp = proc.cast<RRectsGaussianEdgeFP>();
+
+ b->add32(fp.firstMode() | (fp.secondMode() << 4));
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
+ const RRectsGaussianEdgeFP& edgeFP = proc.cast<RRectsGaussianEdgeFP>();
+
+ const SkRRect& first = edgeFP.first();
+ const SkRRect& second = edgeFP.second();
+
+ pdman.set4f(fPositionsUni,
+ first.getBounds().centerX(),
+ first.getBounds().centerY(),
+ second.getBounds().centerX(),
+ second.getBounds().centerY());
+
+ pdman.set4f(fSizesUni,
+ 0.5f * first.rect().width(),
+ 0.5f * first.rect().height(),
+ 0.5f * second.rect().width(),
+ 0.5f * second.rect().height());
+
+ // This is a bit of overkill since fX should equal fY for both round rects but it
+ // makes the shader code simpler.
+ pdman.set4f(fRadiiUni,
+ 0.5f * first.getSimpleRadii().fX,
+ 0.5f * first.getSimpleRadii().fY,
+ 0.5f * second.getSimpleRadii().fX,
+ 0.5f * second.getSimpleRadii().fY);
+
+ pdman.set2f(fPadRadUni, edgeFP.pad(), edgeFP.radius());
+ }
+
+ private:
+ // The centers of the two round rects (x1, y1, x2, y2)
+ GrGLSLProgramDataManager::UniformHandle fPositionsUni;
+
+ // The half widths and half heights of the two round rects (w1/2, h1/2, w2/2, h2/2)
+ // For circles we still upload both width & height to simplify things
+ GrGLSLProgramDataManager::UniformHandle fSizesUni;
+
+ // The half corner radii of the two round rects (rx1/2, ry1/2, rx2/2, ry2/2)
+ // We upload both the x&y radii (although they are currently always the same) to make
+ // the indexing in the shader code simpler. In some future world we could also support
+ // non-circular corner round rects & ellipses.
+ GrGLSLProgramDataManager::UniformHandle fRadiiUni;
+
+ // The pad and radius parameters (padding, radius)
+ GrGLSLProgramDataManager::UniformHandle fPadRadUni;
+
+ typedef GrGLSLFragmentProcessor INHERITED;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLRRectsGaussianEdgeFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "RRectsGaussianEdgeFP"; }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->setToUnknown(GrInvariantOutput::kWill_ReadInput);
+ }
+
+ const SkRRect& first() const { return fFirst; }
+ Mode firstMode() const { return fFirstMode; }
+ const SkRRect& second() const { return fSecond; }
+ Mode secondMode() const { return fSecondMode; }
+ SkScalar radius() const { return fRadius; }
+ SkScalar pad() const { return fPad; }
+
+private:
+ static Mode ComputeMode(const SkRRect& rr) {
+ if (rr.isCircle()) {
+ return kCircle_Mode;
+ } else if (rr.isRect()) {
+ return kRect_Mode;
+ } else {
+ SkASSERT(rr.isSimpleCircular());
+ return kSimpleCircular_Mode;
+ }
+ }
+
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
+ return new GLSLRRectsGaussianEdgeFP;
+ }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const RRectsGaussianEdgeFP& edgeFP = proc.cast<RRectsGaussianEdgeFP>();
+ return fFirst == edgeFP.fFirst && fSecond == edgeFP.fSecond &&
+ fRadius == edgeFP.fRadius && fPad == edgeFP.fPad;
+ }
+
+ SkRRect fFirst;
+ Mode fFirstMode;
+ SkRRect fSecond;
+ Mode fSecondMode;
+ SkScalar fRadius;
+ SkScalar fPad;
+
+ typedef GrFragmentProcessor INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<GrFragmentProcessor> SkRRectsGaussianEdgeShaderImpl::asFragmentProcessor(
+ const AsFPArgs& args) const {
+ return sk_make_sp<RRectsGaussianEdgeFP>(fFirst, fSecond, fRadius, fPad);
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::GaussianEdgeShaderContext(
+ const SkRRectsGaussianEdgeShaderImpl& shader,
+ const ContextRec& rec)
+ : INHERITED(shader, rec) {
+
+ fPaintColor = rec.fPaint->getColor();
+}
+
+void SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[],
+ int count) {
+ // TODO: implement
+ for (int i = 0; i < count; ++i) {
+ result[i] = fPaintColor;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkRRectsGaussianEdgeShaderImpl::toString(SkString* str) const {
+ str->appendf("RRectsGaussianEdgeShader: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> SkRRectsGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) {
+ // Discarding SkShader flattenable params
+ bool hasLocalMatrix = buf.readBool();
+ SkAssertResult(!hasLocalMatrix);
+
+ SkRect rect1, rect2;
+
+ buf.readRect(&rect1);
+ SkScalar xRad1 = buf.readScalar();
+ SkScalar yRad1 = buf.readScalar();
+
+ buf.readRect(&rect2);
+ SkScalar xRad2 = buf.readScalar();
+ SkScalar yRad2 = buf.readScalar();
+
+ SkScalar radius = buf.readScalar();
+ SkScalar pad = buf.readScalar();
+
+ return sk_make_sp<SkRRectsGaussianEdgeShaderImpl>(SkRRect::MakeRectXY(rect1, xRad1, yRad1),
+ SkRRect::MakeRectXY(rect2, xRad2, yRad2),
+ radius, pad);
+}
+
+void SkRRectsGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const {
+ INHERITED::flatten(buf);
+
+ SkASSERT(fFirst.isRect() || fFirst.isCircle() || fFirst.isSimpleCircular());
+ buf.writeRect(fFirst.rect());
+ const SkVector& radii1 = fFirst.getSimpleRadii();
+ buf.writeScalar(radii1.fX);
+ buf.writeScalar(radii1.fY);
+
+ SkASSERT(fSecond.isRect() || fSecond.isCircle() || fSecond.isSimpleCircular());
+ buf.writeRect(fSecond.rect());
+ const SkVector& radii2 = fSecond.getSimpleRadii();
+ buf.writeScalar(radii2.fX);
+ buf.writeScalar(radii2.fY);
+
+ buf.writeScalar(fRadius);
+ buf.writeScalar(fPad);
+}
+
+size_t SkRRectsGaussianEdgeShaderImpl::onContextSize(const ContextRec& rec) const {
+ return sizeof(GaussianEdgeShaderContext);
+}
+
+SkShader::Context* SkRRectsGaussianEdgeShaderImpl::onCreateContext(const ContextRec& rec,
+ void* storage) const {
+ return new (storage) GaussianEdgeShaderContext(*this, rec);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> SkRRectsGaussianEdgeShader::Make(const SkRRect& first,
+ const SkRRect& second,
+ SkScalar radius,
+ SkScalar pad) {
+ if ((!first.isRect() && !first.isCircle() && !first.isSimpleCircular()) ||
+ (!second.isRect() && !second.isCircle() && !second.isSimpleCircular())) {
+ // we only deal with the shapes where the x & y radii are equal
+ // and the same for all four corners
+ return nullptr;
+ }
+
+ return sk_make_sp<SkRRectsGaussianEdgeShaderImpl>(first, second, radius, pad);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRRectsGaussianEdgeShader)
+SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRRectsGaussianEdgeShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
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