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1 /* | 1 /* |
2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 "GrSwizzle.h" | 8 #include "GrSwizzle.h" |
9 #include "glsl/GrGLSLShaderBuilder.h" | 9 #include "glsl/GrGLSLShaderBuilder.h" |
10 #include "glsl/GrGLSLCaps.h" | 10 #include "glsl/GrGLSLCaps.h" |
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126 } else { | 126 } else { |
127 this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()
); | 127 this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()
); |
128 } | 128 } |
129 } | 129 } |
130 | 130 |
131 void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out, | 131 void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out, |
132 const char* srcColor, | 132 const char* srcColor, |
133 GrGLSLColorSpaceXformHelper* col
orXformHelper) { | 133 GrGLSLColorSpaceXformHelper* col
orXformHelper) { |
134 // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our ma
trix, then | 134 // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our ma
trix, then |
135 // re-insert the original alpha. The supplied srcColor is likely to be of th
e form | 135 // re-insert the original alpha. The supplied srcColor is likely to be of th
e form |
136 // "texture(...)", and we don't want to evaluate that twice. | 136 // "texture(...)", and we don't want to evaluate that twice, so wrap everyth
ing in a function. |
137 // | |
138 // Worse: We can't do the transformation on premultiplied colors, so if the
source is premul, | |
139 // we need to unpremul, transform, then multiply again. Anyways, we wrap all
of the work in a | |
140 // function. | |
141 static const GrGLSLShaderVar gColorGamutXformArgs[] = { | 137 static const GrGLSLShaderVar gColorGamutXformArgs[] = { |
142 GrGLSLShaderVar("color", kVec4f_GrSLType), | 138 GrGLSLShaderVar("color", kVec4f_GrSLType), |
143 GrGLSLShaderVar("xform", kMat44f_GrSLType), | 139 GrGLSLShaderVar("xform", kMat44f_GrSLType), |
144 }; | 140 }; |
145 SkString functionBody; | 141 SkString functionBody; |
146 if (kPremul_SkAlphaType == colorXformHelper->alphaType()) { | |
147 // Unpremultiply | |
148 functionBody.append("\tfloat nonZeroAlpha = max(color.a, 0.00001);\n" | |
149 "\tcolor.rgb = color.rgb / nonZeroAlpha;\n"); | |
150 } | |
151 // Gamut xform, clamp to destination gamut | 142 // Gamut xform, clamp to destination gamut |
152 functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb,
0.0, 1.0);\n"); | 143 functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb,
0.0, 1.0);\n"); |
153 if (kPremul_SkAlphaType == colorXformHelper->alphaType()) { | |
154 // Re-multiply by alpha | |
155 functionBody.append("\tcolor.rgb = color.rgb * nonZeroAlpha;\n"); | |
156 } | |
157 functionBody.append("\treturn color;"); | 144 functionBody.append("\treturn color;"); |
158 SkString colorGamutXformFuncName; | 145 SkString colorGamutXformFuncName; |
159 this->emitFunction(kVec4f_GrSLType, | 146 this->emitFunction(kVec4f_GrSLType, |
160 "colorGamutXform", | 147 "colorGamutXform", |
161 SK_ARRAY_COUNT(gColorGamutXformArgs), | 148 SK_ARRAY_COUNT(gColorGamutXformArgs), |
162 gColorGamutXformArgs, | 149 gColorGamutXformArgs, |
163 functionBody.c_str(), | 150 functionBody.c_str(), |
164 &colorGamutXformFuncName); | 151 &colorGamutXformFuncName); |
165 | 152 |
166 out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor, | 153 out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor, |
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253 // append the 'footer' to code | 240 // append the 'footer' to code |
254 this->code().append("}"); | 241 this->code().append("}"); |
255 | 242 |
256 for (int i = 0; i <= fCodeIndex; i++) { | 243 for (int i = 0; i <= fCodeIndex; i++) { |
257 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 244 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
258 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 245 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
259 } | 246 } |
260 | 247 |
261 fFinalized = true; | 248 fFinalized = true; |
262 } | 249 } |
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