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Side by Side Diff: src/effects/SkBitmapAlphaThresholdShader.cpp

Issue 24853002: Make GPU coord transforms automatic (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: rebase Created 7 years, 2 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 "SkBitmapAlphaThresholdShader.h" 8 #include "SkBitmapAlphaThresholdShader.h"
9 9
10 class BATShader : public SkShader { 10 class BATShader : public SkShader {
(...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after
55 fBitmap.toString(str); 55 fBitmap.toString(str);
56 56
57 this->INHERITED::toString(str); 57 this->INHERITED::toString(str);
58 58
59 str->append(")"); 59 str->append(")");
60 } 60 }
61 #endif 61 #endif
62 62
63 #if SK_SUPPORT_GPU 63 #if SK_SUPPORT_GPU
64 #include "GrContext.h" 64 #include "GrContext.h"
65 #include "GrCoordTransform.h"
65 #include "GrEffect.h" 66 #include "GrEffect.h"
66 #include "gl/GrGLEffect.h" 67 #include "gl/GrGLEffect.h"
67 #include "gl/GrGLEffectMatrix.h"
68 #include "GrTBackendEffectFactory.h" 68 #include "GrTBackendEffectFactory.h"
69 #include "GrTextureAccess.h" 69 #include "GrTextureAccess.h"
70 70
71 #include "SkGr.h" 71 #include "SkGr.h"
72 72
73 /** 73 /**
74 * Could create specializations for some simple cases: 74 * Could create specializations for some simple cases:
75 * - The region is empty. 75 * - The region is empty.
76 * - The region fully contains the bitmap. 76 * - The region fully contains the bitmap.
77 * - The regions is 1 rect (or maybe a small number of rects). 77 * - The regions is 1 rect (or maybe a small number of rects).
(...skipping 24 matching lines...) Expand all
102 return; 102 return;
103 } 103 }
104 104
105 static const char* Name() { return "Bitmap Alpha Threshold"; } 105 static const char* Name() { return "Bitmap Alpha Threshold"; }
106 106
107 class GLEffect : public GrGLEffect { 107 class GLEffect : public GrGLEffect {
108 public: 108 public:
109 GLEffect(const GrBackendEffectFactory& factory, 109 GLEffect(const GrBackendEffectFactory& factory,
110 const GrDrawEffect& e) 110 const GrDrawEffect& e)
111 : GrGLEffect(factory) 111 : GrGLEffect(factory)
112 , fBmpMatrix(GrEffect::kLocal_CoordsType)
113 , fMaskMatrix(GrEffect::kLocal_CoordsType)
114 , fPrevThreshold(-SK_Scalar1) { 112 , fPrevThreshold(-SK_Scalar1) {
115 } 113 }
116 114
117 virtual void emitCode(GrGLShaderBuilder* builder, 115 virtual void emitCode(GrGLShaderBuilder* builder,
118 const GrDrawEffect& drawEffect, 116 const GrDrawEffect& drawEffect,
119 EffectKey key, 117 EffectKey key,
120 const char* outputColor, 118 const char* outputColor,
121 const char* inputColor, 119 const char* inputColor,
122 const TextureSamplerArray& samplers) SK_OVERRIDE { 120 const TransformedCoordsArray& coords,
123 SkString bmpCoord; 121 const TextureSamplerArray& samplers) SK_OVERRIDE {
124 SkString maskCoord;
125
126 GrSLType bmpCoordType = fBmpMatrix.emitCode(builder, key, &bmpCoord, NULL, "Bmp");
127 EffectKey maskMatrixKey = key >> GrGLEffectMatrix::kKeyBits;
128 GrSLType maskCoordType = fMaskMatrix.emitCode(builder,
129 maskMatrixKey,
130 &maskCoord,
131 NULL,
132 "Mask");
133
134 // put bitmap color in "color" 122 // put bitmap color in "color"
135 builder->fsCodeAppend("\t\tvec4 color = "); 123 builder->fsCodeAppend("\t\tvec4 color = ");
136 builder->fsAppendTextureLookup(samplers[0], bmpCoord.c_str(), bmpCoo rdType); 124 builder->fsAppendTextureLookup(samplers[0], coords[0].c_str(), coord s[0].type());
137 builder->fsCodeAppend(";\n"); 125 builder->fsCodeAppend(";\n");
138 126
139 // put alpha from mask texture in "mask" 127 // put alpha from mask texture in "mask"
140 builder->fsCodeAppend("\t\tfloat mask = "); 128 builder->fsCodeAppend("\t\tfloat mask = ");
141 builder->fsAppendTextureLookup(samplers[1], maskCoord.c_str(), maskC oordType); 129 builder->fsAppendTextureLookup(samplers[1], coords[1].c_str(), coord s[1].type());
142 builder->fsCodeAppend(".a;\n"); 130 builder->fsCodeAppend(".a;\n");
143 131
144 const char* threshold; 132 const char* threshold;
145 133
146 fThresholdUniHandle = builder->addUniform(GrGLShaderBuilder::kFragme nt_Visibility, 134 fThresholdUniHandle = builder->addUniform(GrGLShaderBuilder::kFragme nt_Visibility,
147 kFloat_GrSLType, 135 kFloat_GrSLType,
148 "threshold", 136 "threshold",
149 &threshold); 137 &threshold);
150 builder->fsCodeAppendf("\t\tfloat thresh = %s;\n", threshold); 138 builder->fsCodeAppendf("\t\tfloat thresh = %s;\n", threshold);
151 139
(...skipping 12 matching lines...) Expand all
164 builder->fsCodeAppend("color = "); 152 builder->fsCodeAppend("color = ");
165 SkString outStr; 153 SkString outStr;
166 outStr.appendf("\t\t%s = ", outputColor); 154 outStr.appendf("\t\t%s = ", outputColor);
167 GrGLSLModulatef<4>(&outStr, inputColor, "color"); 155 GrGLSLModulatef<4>(&outStr, inputColor, "color");
168 outStr.append(";\n"); 156 outStr.append(";\n");
169 builder->fsCodeAppend(outStr.c_str()); 157 builder->fsCodeAppend(outStr.c_str());
170 } 158 }
171 159
172 virtual void setData(const GrGLUniformManager& uman, const GrDrawEffect& e) SK_OVERRIDE { 160 virtual void setData(const GrGLUniformManager& uman, const GrDrawEffect& e) SK_OVERRIDE {
173 const ThresholdEffect& effect = e.castEffect<ThresholdEffect>(); 161 const ThresholdEffect& effect = e.castEffect<ThresholdEffect>();
174 fBmpMatrix.setData(uman, effect.fBmpMatrix, e, effect.fBmpAccess.get Texture());
175 fMaskMatrix.setData(uman, effect.fMaskMatrix, e, effect.fMaskAccess. getTexture());
176 if (fPrevThreshold != effect.fThreshold) { 162 if (fPrevThreshold != effect.fThreshold) {
177 uman.set1f(fThresholdUniHandle, effect.fThreshold); 163 uman.set1f(fThresholdUniHandle, effect.fThreshold);
178 } 164 }
179 } 165 }
180 166
181 static inline EffectKey GenKey(const GrDrawEffect& e, const GrGLCaps&) {
182 const ThresholdEffect& effect = e.castEffect<ThresholdEffect>();
183
184 EffectKey bmpMKey = GrGLEffectMatrix::GenKey(effect.fBmpMatrix,
185 e,
186 GrEffect::kLocal_Coords Type,
187 effect.fBmpAccess.getTe xture());
188 EffectKey maskMKey = GrGLEffectMatrix::GenKey(effect.fMaskMatrix,
189 e,
190 GrEffect::kLocal_Coord sType,
191 effect.fMaskAccess.get Texture());
192 return bmpMKey | (maskMKey << GrGLEffectMatrix::kKeyBits);
193 }
194
195 private: 167 private:
196 GrGLEffectMatrix fBmpMatrix;
197 GrGLEffectMatrix fMaskMatrix;
198
199 GrGLUniformManager::UniformHandle fThresholdUniHandle; 168 GrGLUniformManager::UniformHandle fThresholdUniHandle;
200 SkScalar fPrevThreshold; 169 SkScalar fPrevThreshold;
201 }; 170 };
202 171
203 GR_DECLARE_EFFECT_TEST; 172 GR_DECLARE_EFFECT_TEST;
204 173
205 private: 174 private:
206 ThresholdEffect(GrTexture* bmpTexture, const SkMatrix& bmpMatrix, 175 ThresholdEffect(GrTexture* bmpTexture, const SkMatrix& bmpMatrix,
207 GrTexture* maskTexture, const SkMatrix& maskMatrix, 176 GrTexture* maskTexture, const SkMatrix& maskMatrix,
208 SkScalar threshold) 177 SkScalar threshold)
209 : fBmpAccess(bmpTexture, GrTextureParams()) 178 : fBmpTransform(kLocal_GrCoordSet, bmpMatrix, bmpTexture)
179 , fBmpAccess(bmpTexture, GrTextureParams())
180 , fMaskTransform(kLocal_GrCoordSet, maskMatrix, maskTexture)
210 , fMaskAccess(maskTexture, GrTextureParams()) 181 , fMaskAccess(maskTexture, GrTextureParams())
211 , fBmpMatrix(bmpMatrix)
212 , fMaskMatrix(maskMatrix)
213 , fThreshold(threshold) { 182 , fThreshold(threshold) {
183 this->addCoordTransform(&fBmpTransform);
214 this->addTextureAccess(&fBmpAccess); 184 this->addTextureAccess(&fBmpAccess);
185 this->addCoordTransform(&fMaskTransform);
215 this->addTextureAccess(&fMaskAccess); 186 this->addTextureAccess(&fMaskAccess);
216 } 187 }
217 188
218 virtual bool onIsEqual(const GrEffect& other) const SK_OVERRIDE { 189 virtual bool onIsEqual(const GrEffect& other) const SK_OVERRIDE {
219 const ThresholdEffect& e = CastEffect<ThresholdEffect>(other); 190 const ThresholdEffect& e = CastEffect<ThresholdEffect>(other);
220 return e.fBmpAccess.getTexture() == fBmpAccess.getTexture() && 191 return e.fBmpAccess.getTexture() == fBmpAccess.getTexture() &&
221 e.fMaskAccess.getTexture() == fMaskAccess.getTexture() && 192 e.fMaskAccess.getTexture() == fMaskAccess.getTexture() &&
222 e.fBmpMatrix == fBmpMatrix && 193 e.fBmpTransform.getMatrix() == fBmpTransform.getMatrix() &&
223 e.fMaskMatrix == fMaskMatrix && 194 e.fMaskTransform.getMatrix() == fMaskTransform.getMatrix() &&
224 e.fThreshold == fThreshold; 195 e.fThreshold == fThreshold;
225 } 196 }
226 197
227 GrTextureAccess fBmpAccess; 198 GrCoordTransform fBmpTransform;
228 GrTextureAccess fMaskAccess; 199 GrTextureAccess fBmpAccess;
229 200 GrCoordTransform fMaskTransform;
230 SkMatrix fBmpMatrix; 201 GrTextureAccess fMaskAccess;
231 SkMatrix fMaskMatrix;
232 202
233 SkScalar fThreshold; 203 SkScalar fThreshold;
234 }; 204 };
235 205
236 GR_DEFINE_EFFECT_TEST(ThresholdEffect); 206 GR_DEFINE_EFFECT_TEST(ThresholdEffect);
237 207
238 GrEffectRef* ThresholdEffect::TestCreate(SkRandom* rand, 208 GrEffectRef* ThresholdEffect::TestCreate(SkRandom* rand,
239 GrContext*, 209 GrContext*,
240 const GrDrawTargetCaps&, 210 const GrDrawTargetCaps&,
241 GrTexture* textures[]) { 211 GrTexture* textures[]) {
(...skipping 60 matching lines...) Expand 10 before | Expand all | Expand 10 after
302 GrEffectRef* effect = ThresholdEffect::Create(bmpTexture, bmpMatrix, 272 GrEffectRef* effect = ThresholdEffect::Create(bmpTexture, bmpMatrix,
303 maskTexture, maskMatrix, 273 maskTexture, maskMatrix,
304 fThreshold); 274 fThreshold);
305 275
306 GrUnlockAndUnrefCachedBitmapTexture(bmpTexture); 276 GrUnlockAndUnrefCachedBitmapTexture(bmpTexture);
307 277
308 return effect; 278 return effect;
309 } 279 }
310 280
311 #endif 281 #endif
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