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Side by Side Diff: src/gpu/glsl/GrGLSLShaderBuilder.cpp

Issue 2329553002: Cleanup GPU gamut transformation code (Closed)
Patch Set: Switch from float[16] to SkMatrix44 Created 4 years, 3 months ago
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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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