/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrTextureEffect_DEFINED #define GrTextureEffect_DEFINED #include "include/core/SkImageInfo.h" #include "include/core/SkMatrix.h" #include "src/gpu/GrFragmentProcessor.h" #include "src/gpu/glsl/GrGLSLFragmentProcessor.h" #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" class GrTextureEffect : public GrFragmentProcessor { public: static constexpr float kDefaultBorder[4] = {0}; /** Make from a filter. The sampler will be configured with clamp mode. */ static std::unique_ptr Make( GrSurfaceProxyView, SkAlphaType, const SkMatrix& = SkMatrix::I(), GrSamplerState::Filter = GrSamplerState::Filter::kNearest, GrSamplerState::MipmapMode mipmapMode = GrSamplerState::MipmapMode::kNone); /** * Make from a full GrSamplerState. Caps are required to determine support for kClampToBorder. * This will be emulated in the shader if there is no hardware support. */ static std::unique_ptr Make(GrSurfaceProxyView, SkAlphaType, const SkMatrix&, GrSamplerState, const GrCaps& caps, const float border[4] = kDefaultBorder); /** * Makes a texture effect that samples a subset of a texture. The wrap modes of the * GrSampleState are applied to the subset in the shader rather than using HW samplers. * The 'subset' parameter specifies the texels in the base level. The shader code will * avoid allowing linear filtering to read outside the texel window. However, if MIP * filtering is used and a shader invocation reads from a level other than the base * then it may read texel values that were computed from in part from base level texels * outside the window. More specifically, we treat the MIP map case exactly like the * linear case in terms of how the final texture coords are computed. If * alwaysUseShaderTileMode is true then MakeSubset won't attempt to use HW wrap modes if the * subset contains the entire texture. */ static std::unique_ptr MakeSubset(GrSurfaceProxyView, SkAlphaType, const SkMatrix&, GrSamplerState, const SkRect& subset, const GrCaps& caps, const float border[4] = kDefaultBorder, bool alwaysUseShaderTileMode = false); /** * The same as above but also takes a 'domain' that specifies any known limit on the post- * matrix texture coords that will be used to sample the texture. Specifying this requires * knowledge of how this effect will be nested into a paint, the local coords used with the * draw, etc. It is only used to attempt to optimize away the shader subset calculations. */ static std::unique_ptr MakeSubset(GrSurfaceProxyView, SkAlphaType, const SkMatrix&, GrSamplerState, const SkRect& subset, const SkRect& domain, const GrCaps& caps, const float border[4] = kDefaultBorder); /** * Like MakeSubset() but always uses kLinear filtering. MakeSubset() uses the subset rect * dimensions to determine the period of the wrap mode (for repeat and mirror). Once it computes * the wrapped texture coordinate inside subset rect it further clamps it to a 0.5 inset rect of * subset. When subset is an integer rectangle this clamping avoids the hw linear filtering from * reading texels just outside the subset rect. This factory allows a custom inset clamping * distance rather than 0.5, allowing those neighboring texels to influence the linear filtering * sample result. If there is a known restriction on the post-matrix texture coords it can be * specified using domain. */ static std::unique_ptr MakeCustomLinearFilterInset( GrSurfaceProxyView, SkAlphaType, const SkMatrix&, GrSamplerState::WrapMode wx, GrSamplerState::WrapMode wy, const SkRect& subset, const SkRect* domain, SkVector inset, const GrCaps& caps, const float border[4] = kDefaultBorder); std::unique_ptr clone() const override; const char* name() const override { return "TextureEffect"; } GrSamplerState samplerState() const { return fSamplerState; } GrTexture* texture() const { return fView.asTextureProxy()->peekTexture(); } const GrSurfaceProxyView& view() const { return fView; } // Gets a matrix that is concat'ed by wrapping GrMatrixEffect that handles y-flip and coord // normalization if required. This matrix is not always known when we make the GrTextureEffect // because of fully-lazy proxies. Hence, this method exists to allow this concat to happen // after proxy instantiation with coordination from GrMatrixEffect. SkMatrix coordAdjustmentMatrix() const; class Impl : public GrGLSLFragmentProcessor { public: void emitCode(EmitArgs&) override; void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; void setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle) { fSamplerHandle = handle; } private: UniformHandle fSubsetUni; UniformHandle fClampUni; UniformHandle fIDimsUni; UniformHandle fBorderUni; GrGLSLShaderBuilder::SamplerHandle fSamplerHandle; }; private: struct Sampling; /** * Possible implementation of wrap mode in shader code. Some modes are specialized by * filter. */ enum class ShaderMode : uint16_t { kNone, // Using HW mode kClamp, // Shader based clamp, no filter specialization kRepeat_Nearest_None, // Simple repeat for nearest sampling, no mipmapping kRepeat_Linear_None, // Filter the subset boundary for kRepeat mode, no mip mapping kRepeat_Linear_Mipmap, // Logic for linear filtering and LOD selection with kRepeat mode. kRepeat_Nearest_Mipmap, // Logic for nearest filtering and LOD selection with kRepeat mode. kMirrorRepeat, // Mirror repeat (doesn't depend on filter)) kClampToBorder_Nearest, // Logic for hard transition to border color when not filtering. kClampToBorder_Filter, // Logic for fading to border color when filtering. }; static ShaderMode GetShaderMode(GrSamplerState::WrapMode, GrSamplerState::Filter, GrSamplerState::MipmapMode); static bool ShaderModeIsClampToBorder(ShaderMode); // To keep things a little simpler, when we have filtering logic in the shader we // operate on unnormalized texture coordinates. We will add a uniform that stores // {1/w, 1/h} in a float2 and normalizes after the mode is handled if the texture // is not rectangle. static bool ShaderModeRequiresUnormCoord(ShaderMode); GrSurfaceProxyView fView; GrSamplerState fSamplerState; float fBorder[4]; SkRect fSubset; SkRect fClamp; ShaderMode fShaderModes[2]; inline GrTextureEffect(GrSurfaceProxyView, SkAlphaType, const Sampling&); explicit GrTextureEffect(const GrTextureEffect& src); std::unique_ptr onMakeProgramImpl() const override; void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; bool onIsEqual(const GrFragmentProcessor&) const override; bool matrixEffectShouldNormalize() const; bool hasClampToBorderShaderMode() const { return ShaderModeIsClampToBorder(fShaderModes[0]) || ShaderModeIsClampToBorder(fShaderModes[1]); } GR_DECLARE_FRAGMENT_PROCESSOR_TEST using INHERITED = GrFragmentProcessor; }; #endif