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| 1 /* | |
| 2 * Copyright 2014 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #include "GrYUVtoRGBEffect.h" | |
| 9 | |
| 10 #include "GrCoordTransform.h" | |
| 11 #include "GrEffect.h" | |
| 12 #include "gl/GrGLEffect.h" | |
| 13 #include "GrTBackendEffectFactory.h" | |
| 14 | |
| 15 class YUVtoRGBEffect : public GrEffect { | |
|
Stephen White
2014/07/07 17:57:06
Since this doesn't have the Sk or Gr prefix, perha
sugoi1
2014/07/07 20:52:35
Done.
| |
| 16 public: | |
| 17 static GrEffectRef* Create(GrTexture* yTexture, GrTexture* uTexture, GrTextu re* vTexture) { | |
| 18 AutoEffectUnref effect(SkNEW_ARGS(YUVtoRGBEffect, (yTexture, uTexture, v Texture))); | |
| 19 return CreateEffectRef(effect); | |
| 20 } | |
| 21 | |
| 22 static const char* Name() { return "YUV to RGB"; } | |
| 23 | |
| 24 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { | |
| 25 return GrTBackendEffectFactory<YUVtoRGBEffect>::getInstance(); | |
| 26 } | |
| 27 | |
| 28 virtual void getConstantColorComponents(GrColor* color, | |
| 29 uint32_t* validFlags) const SK_OVERR IDE { | |
| 30 // YUV is opaque | |
| 31 *validFlags = kA_GrColorComponentFlag; | |
|
bsalomon
2014/07/07 17:57:11
You have to assign a value to the "color" param's
sugoi1
2014/07/07 20:52:35
Done.
| |
| 32 } | |
| 33 | |
| 34 class GLEffect : public GrGLEffect { | |
| 35 public: | |
| 36 // this class always generates the same code. | |
| 37 static EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&) { return 0 ; } | |
| 38 | |
| 39 GLEffect(const GrBackendEffectFactory& factory, | |
| 40 const GrDrawEffect&) | |
| 41 : INHERITED(factory) { | |
| 42 } | |
| 43 | |
| 44 virtual void emitCode(GrGLShaderBuilder* builder, | |
| 45 const GrDrawEffect&, | |
| 46 EffectKey, | |
| 47 const char* outputColor, | |
| 48 const char* inputColor, | |
| 49 const TransformedCoordsArray& coords, | |
| 50 const TextureSamplerArray& samplers) SK_OVERRIDE { | |
| 51 const char* yuvMatrix = "yuvMatrix"; | |
| 52 builder->fsCodeAppendf("\tconst mat4 %s = mat4(1.0, 0.0, 1.402, -0.701,\n\t\t\t" | |
| 53 "1.0, -0.344, -0.714, 0.529,\n\t\t\t" | |
| 54 "1.0, 1.772, 0.0, -0.886,\n\t\t\t" | |
| 55 "0.0, 0.0, 0.0, 1.0);\n", | |
| 56 yuvMatrix); | |
| 57 builder->fsCodeAppendf("\t%s = vec4(\n\t\t", outputColor); | |
| 58 builder->fsAppendTextureLookup(samplers[0], coords[0].c_str(), coord s[0].type()); | |
| 59 builder->fsCodeAppend(".r,\n\t\t"); | |
| 60 builder->fsAppendTextureLookup(samplers[1], coords[0].c_str(), coord s[0].type()); | |
| 61 builder->fsCodeAppend(".r,\n\t\t"); | |
| 62 builder->fsAppendTextureLookup(samplers[2], coords[0].c_str(), coord s[0].type()); | |
| 63 builder->fsCodeAppendf(".r,\n\t\t1.0) * %s;\n", yuvMatrix); | |
| 64 } | |
| 65 | |
| 66 typedef GrGLEffect INHERITED; | |
| 67 }; | |
| 68 | |
| 69 private: | |
| 70 YUVtoRGBEffect(GrTexture* yTexture, GrTexture* uTexture, GrTexture* vTexture ) | |
| 71 : fCoordTransform(kLocal_GrCoordSet, MakeDivByTextureWHMatrix(yTexture), yTe xture) | |
| 72 , fYAccess(yTexture) | |
| 73 , fUAccess(uTexture) | |
| 74 , fVAccess(vTexture) { | |
| 75 this->addCoordTransform(&fCoordTransform); | |
| 76 this->addTextureAccess(&fYAccess); | |
| 77 this->addTextureAccess(&fUAccess); | |
| 78 this->addTextureAccess(&fVAccess); | |
| 79 } | |
| 80 | |
| 81 virtual bool onIsEqual(const GrEffect& sBase) const { | |
| 82 const YUVtoRGBEffect& s = CastEffect<YUVtoRGBEffect>(sBase); | |
| 83 return fYAccess.getTexture() == s.fYAccess.getTexture() && | |
| 84 fUAccess.getTexture() == s.fUAccess.getTexture() && | |
| 85 fVAccess.getTexture() == s.fVAccess.getTexture(); | |
| 86 } | |
| 87 | |
| 88 GrCoordTransform fCoordTransform; | |
| 89 GrTextureAccess fYAccess; | |
| 90 GrTextureAccess fUAccess; | |
| 91 GrTextureAccess fVAccess; | |
| 92 | |
| 93 typedef GrEffect INHERITED; | |
| 94 }; | |
| 95 | |
| 96 ////////////////////////////////////////////////////////////////////////////// | |
| 97 | |
| 98 GrEffectRef* GrYUVtoRGBEffect::Create(GrTexture* yTexture, | |
| 99 GrTexture* uTexture, | |
| 100 GrTexture* vTexture) { | |
| 101 return YUVtoRGBEffect::Create(yTexture, uTexture, vTexture); | |
| 102 } | |
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