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

Issue 23826002: Rename ShaderType enum to ShaderVisibility (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 3 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 "SkDisplacementMapEffect.h" 8 #include "SkDisplacementMapEffect.h"
9 #include "SkFlattenableBuffers.h" 9 #include "SkFlattenableBuffers.h"
10 #include "SkUnPreMultiply.h" 10 #include "SkUnPreMultiply.h"
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402 } 402 }
403 403
404 void GrGLDisplacementMapEffect::emitCode(GrGLShaderBuilder* builder, 404 void GrGLDisplacementMapEffect::emitCode(GrGLShaderBuilder* builder,
405 const GrDrawEffect&, 405 const GrDrawEffect&,
406 EffectKey key, 406 EffectKey key,
407 const char* outputColor, 407 const char* outputColor,
408 const char* inputColor, 408 const char* inputColor,
409 const TextureSamplerArray& samplers) { 409 const TextureSamplerArray& samplers) {
410 sk_ignore_unused_variable(inputColor); 410 sk_ignore_unused_variable(inputColor);
411 411
412 fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 412 fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
413 kVec2f_GrSLType, "Scale"); 413 kVec2f_GrSLType, "Scale");
414 const char* scaleUni = builder->getUniformCStr(fScaleUni); 414 const char* scaleUni = builder->getUniformCStr(fScaleUni);
415 415
416 SkString dCoordsIn; 416 SkString dCoordsIn;
417 GrSLType dCoordsType = fDisplacementEffectMatrix.emitCode( 417 GrSLType dCoordsType = fDisplacementEffectMatrix.emitCode(
418 builder, key, &dCoordsIn, NULL, "DISPL"); 418 builder, key, &dCoordsIn, NULL, "DISPL");
419 SkString cCoordsIn; 419 SkString cCoordsIn;
420 GrSLType cCoordsType = fColorEffectMatrix.emitCode( 420 GrSLType cCoordsType = fColorEffectMatrix.emitCode(
421 builder, key, &cCoordsIn, NULL, "COLOR"); 421 builder, key, &cCoordsIn, NULL, "COLOR");
422 422
423 const char* dColor = "dColor"; 423 const char* dColor = "dColor";
424 const char* cCoords = "cCoords"; 424 const char* cCoords = "cCoords";
425 const char* outOfBounds = "outOfBounds"; 425 const char* outOfBounds = "outOfBounds";
426 const char* nearZero = "1e-6"; // Since 6.10352e−5 is the smallest half floa t, use 426 const char* nearZero = "1e-6"; // Since 6.10352e−5 is the smallest half floa t, use
427 // a number smaller than that to approximate 0, but 427 // a number smaller than that to approximate 0, but
428 // leave room for 32-bit float GPU rounding e rrors. 428 // leave room for 32-bit float GPU rounding e rrors.
429 429
430 builder->fsCodeAppendf("\t\tvec4 %s = ", dColor); 430 builder->fsCodeAppendf("\t\tvec4 %s = ", dColor);
431 builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, 431 builder->fsAppendTextureLookup(samplers[0], dCoordsIn.c_str(), dCoordsType);
432 samplers[0],
433 dCoordsIn.c_str(),
434 dCoordsType);
435 builder->fsCodeAppend(";\n"); 432 builder->fsCodeAppend(";\n");
436 433
437 // Unpremultiply the displacement 434 // Unpremultiply the displacement
438 builder->fsCodeAppendf("\t\t%s.rgb = (%s.a < %s) ? vec3(0.0) : clamp(%s.rgb / %s.a, 0.0, 1.0);", 435 builder->fsCodeAppendf("\t\t%s.rgb = (%s.a < %s) ? vec3(0.0) : clamp(%s.rgb / %s.a, 0.0, 1.0);",
439 dColor, dColor, nearZero, dColor, dColor); 436 dColor, dColor, nearZero, dColor, dColor);
440 437
441 builder->fsCodeAppendf("\t\tvec2 %s = %s + %s*(%s.", 438 builder->fsCodeAppendf("\t\tvec2 %s = %s + %s*(%s.",
442 cCoords, cCoordsIn.c_str(), scaleUni, dColor); 439 cCoords, cCoordsIn.c_str(), scaleUni, dColor);
443 440
444 switch (fXChannelSelector) { 441 switch (fXChannelSelector) {
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477 SkDEBUGFAIL("Unknown Y channel selector"); 474 SkDEBUGFAIL("Unknown Y channel selector");
478 } 475 }
479 builder->fsCodeAppend("-vec2(0.5));\t\t"); 476 builder->fsCodeAppend("-vec2(0.5));\t\t");
480 477
481 // FIXME : This can be achieved with a "clamp to border" texture repeat mode and 478 // FIXME : This can be achieved with a "clamp to border" texture repeat mode and
482 // a 0 border color instead of computing if cCoords is out of bounds here. 479 // a 0 border color instead of computing if cCoords is out of bounds here.
483 builder->fsCodeAppendf( 480 builder->fsCodeAppendf(
484 "bool %s = (%s.x < 0.0) || (%s.y < 0.0) || (%s.x > 1.0) || (%s.y > 1.0); \t\t", 481 "bool %s = (%s.x < 0.0) || (%s.y < 0.0) || (%s.x > 1.0) || (%s.y > 1.0); \t\t",
485 outOfBounds, cCoords, cCoords, cCoords, cCoords); 482 outOfBounds, cCoords, cCoords, cCoords, cCoords);
486 builder->fsCodeAppendf("%s = %s ? vec4(0.0) : ", outputColor, outOfBounds); 483 builder->fsCodeAppendf("%s = %s ? vec4(0.0) : ", outputColor, outOfBounds);
487 builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, 484 builder->fsAppendTextureLookup(samplers[1], cCoords, cCoordsType);
488 samplers[1],
489 cCoords,
490 cCoordsType);
491 builder->fsCodeAppend(";\n"); 485 builder->fsCodeAppend(";\n");
492 } 486 }
493 487
494 void GrGLDisplacementMapEffect::setData(const GrGLUniformManager& uman, 488 void GrGLDisplacementMapEffect::setData(const GrGLUniformManager& uman,
495 const GrDrawEffect& drawEffect) { 489 const GrDrawEffect& drawEffect) {
496 const GrDisplacementMapEffect& displacementMap = 490 const GrDisplacementMapEffect& displacementMap =
497 drawEffect.castEffect<GrDisplacementMapEffect>(); 491 drawEffect.castEffect<GrDisplacementMapEffect>();
498 GrTexture* displTex = displacementMap.texture(0); 492 GrTexture* displTex = displacementMap.texture(0);
499 GrTexture* colorTex = displacementMap.texture(1); 493 GrTexture* colorTex = displacementMap.texture(1);
500 fDisplacementEffectMatrix.setData(uman, 494 fDisplacementEffectMatrix.setData(uman,
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532 colorTex); 526 colorTex);
533 527
534 colorKey <<= GrGLEffectMatrix::kKeyBits; 528 colorKey <<= GrGLEffectMatrix::kKeyBits;
535 EffectKey xKey = displacementMap.xChannelSelector() << (2 * GrGLEffectMatrix ::kKeyBits); 529 EffectKey xKey = displacementMap.xChannelSelector() << (2 * GrGLEffectMatrix ::kKeyBits);
536 EffectKey yKey = displacementMap.yChannelSelector() << (2 * GrGLEffectMatrix ::kKeyBits + 530 EffectKey yKey = displacementMap.yChannelSelector() << (2 * GrGLEffectMatrix ::kKeyBits +
537 SkDisplacementMapEff ect::kKeyBits); 531 SkDisplacementMapEff ect::kKeyBits);
538 532
539 return xKey | yKey | displKey | colorKey; 533 return xKey | yKey | displKey | colorKey;
540 } 534 }
541 #endif 535 #endif
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