Ejemplo n.º 1
0
void GrDistanceFieldTextContext::flush() {
    if (NULL == fDrawTarget) {
        return;
    }

    if (fCurrVertex > 0) {
        GrPipelineBuilder pipelineBuilder;
        pipelineBuilder.setFromPaint(fPaint, fRenderTarget, fClip);

        // setup our sampler state for our text texture/atlas
        SkASSERT(SkIsAlign4(fCurrVertex));

        // get our current color
        SkColor filteredColor;
        SkColorFilter* colorFilter = fSkPaint.getColorFilter();
        if (colorFilter) {
            filteredColor = colorFilter->filterColor(fSkPaint.getColor());
        } else {
            filteredColor = fSkPaint.getColor();
        }
        this->setupCoverageEffect(filteredColor);

        // Set draw state
        if (fUseLCDText) {
            // TODO: move supportsRGBCoverage check to setupCoverageEffect and only add LCD
            // processor if the xp can support it. For now we will simply assume that if
            // fUseLCDText is true, then we have a known color output.
            const GrXPFactory* xpFactory = pipelineBuilder.getXPFactory();
            if (!xpFactory->supportsRGBCoverage(0, kRGBA_GrColorComponentFlags)) {
                SkDebugf("LCD Text will not draw correctly.\n");
            }
            SkASSERT(!fCachedGeometryProcessor->hasVertexColor());
        } else {
            // We're using per-vertex color.
            SkASSERT(fCachedGeometryProcessor->hasVertexColor());
        }
        int nGlyphs = fCurrVertex / kVerticesPerGlyph;
        fDrawTarget->setIndexSourceToBuffer(fContext->getQuadIndexBuffer());
        fDrawTarget->drawIndexedInstances(&pipelineBuilder,
                                          fCachedGeometryProcessor.get(),
                                          kTriangles_GrPrimitiveType,
                                          nGlyphs,
                                          kVerticesPerGlyph,
                                          kIndicesPerGlyph,
                                          &fVertexBounds);
        fDrawTarget->resetVertexSource();
        fVertices = NULL;
        fTotalVertexCount -= fCurrVertex;
        fCurrVertex = 0;
        SkSafeSetNull(fCurrTexture);
        fVertexBounds.setLargestInverted();
    }
}
Ejemplo n.º 2
0
inline GrDrawBatch* GrAtlasTextBlob::createBatch(
                                              const Run::SubRunInfo& info,
                                              int glyphCount, int run, int subRun,
                                              const SkMatrix& viewMatrix, SkScalar x, SkScalar y,
                                              GrColor color,
                                              const SkPaint& skPaint, const SkSurfaceProps& props,
                                              const GrDistanceFieldAdjustTable* distanceAdjustTable,
                                              bool useGammaCorrectDistanceTable,
                                              GrBatchFontCache* cache) {
    GrMaskFormat format = info.maskFormat();
    GrColor subRunColor;
    if (kARGB_GrMaskFormat == format) {
        uint8_t paintAlpha = skPaint.getAlpha();
        subRunColor = SkColorSetARGB(paintAlpha, paintAlpha, paintAlpha, paintAlpha);
    } else {
        subRunColor = color;
    }

    GrAtlasTextBatch* batch;
    if (info.drawAsDistanceFields()) {
        SkColor filteredColor;
        SkColorFilter* colorFilter = skPaint.getColorFilter();
        if (colorFilter) {
            filteredColor = colorFilter->filterColor(skPaint.getColor());
        } else {
            filteredColor = skPaint.getColor();
        }
        bool useBGR = SkPixelGeometryIsBGR(props.pixelGeometry());
        batch = GrAtlasTextBatch::CreateDistanceField(glyphCount, cache,
                                                      distanceAdjustTable,
                                                      useGammaCorrectDistanceTable,
                                                      filteredColor, info.hasUseLCDText(), useBGR);
    } else {
        batch = GrAtlasTextBatch::CreateBitmap(format, glyphCount, cache);
    }
    GrAtlasTextBatch::Geometry& geometry = batch->geometry();
    geometry.fViewMatrix = viewMatrix;
    geometry.fBlob = SkRef(this);
    geometry.fRun = run;
    geometry.fSubRun = subRun;
    geometry.fColor = subRunColor;
    geometry.fX = x;
    geometry.fY = y;
    batch->init();

    return batch;
}
Ejemplo n.º 3
0
static inline bool skpaint_to_grpaint_impl(GrContext* context,
                                           const SkPaint& skPaint,
                                           const SkMatrix& viewM,
                                           const GrFragmentProcessor** shaderProcessor,
                                           SkXfermode::Mode* primColorMode,
                                           bool primitiveIsSrc,
                                           GrPaint* grPaint) {
    grPaint->setAntiAlias(skPaint.isAntiAlias());

    // Setup the initial color considering the shader, the SkPaint color, and the presence or not
    // of per-vertex colors.
    SkAutoTUnref<const GrFragmentProcessor> aufp;
    const GrFragmentProcessor* shaderFP = nullptr;
    if (!primColorMode || blend_requires_shader(*primColorMode, primitiveIsSrc)) {
        if (shaderProcessor) {
            shaderFP = *shaderProcessor;
        } else if (const SkShader* shader = skPaint.getShader()) {
            aufp.reset(shader->asFragmentProcessor(context, viewM, nullptr,
                                                   skPaint.getFilterQuality()));
            shaderFP = aufp;
            if (!shaderFP) {
                return false;
            }
        }
    }

    // Set this in below cases if the output of the shader/paint-color/paint-alpha/primXfermode is
    // a known constant value. In that case we can simply apply a color filter during this
    // conversion without converting the color filter to a GrFragmentProcessor.
    bool applyColorFilterToPaintColor = false;
    if (shaderFP) {
        if (primColorMode) {
            // There is a blend between the primitive color and the shader color. The shader sees
            // the opaque paint color. The shader's output is blended using the provided mode by
            // the primitive color. The blended color is then modulated by the paint's alpha.

            // The geometry processor will insert the primitive color to start the color chain, so
            // the GrPaint color will be ignored.

            GrColor shaderInput = SkColorToOpaqueGrColor(skPaint.getColor());

            shaderFP = GrFragmentProcessor::OverrideInput(shaderFP, shaderInput);
            aufp.reset(shaderFP);

            if (primitiveIsSrc) {
                shaderFP = GrXfermodeFragmentProcessor::CreateFromDstProcessor(shaderFP,
                                                                               *primColorMode);
            } else {
                shaderFP = GrXfermodeFragmentProcessor::CreateFromSrcProcessor(shaderFP,
                                                                               *primColorMode);
            }
            aufp.reset(shaderFP);
            // The above may return null if compose results in a pass through of the prim color.
            if (shaderFP) {
                grPaint->addColorFragmentProcessor(shaderFP);
            }

            GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
            if (GrColor_WHITE != paintAlpha) {
                grPaint->addColorFragmentProcessor(GrConstColorProcessor::Create(
                    paintAlpha, GrConstColorProcessor::kModulateRGBA_InputMode))->unref();
            }
        } else {
            // The shader's FP sees the paint unpremul color
            grPaint->setColor(SkColorToUnpremulGrColor(skPaint.getColor()));
            grPaint->addColorFragmentProcessor(shaderFP);
        }
    } else {
        if (primColorMode) {
            // There is a blend between the primitive color and the paint color. The blend considers
            // the opaque paint color. The paint's alpha is applied to the post-blended color.
            SkAutoTUnref<const GrFragmentProcessor> processor(
                GrConstColorProcessor::Create(SkColorToOpaqueGrColor(skPaint.getColor()),
                                              GrConstColorProcessor::kIgnore_InputMode));
            if (primitiveIsSrc) {
                processor.reset(GrXfermodeFragmentProcessor::CreateFromDstProcessor(processor,
                                                                                *primColorMode));
            } else {
                processor.reset(GrXfermodeFragmentProcessor::CreateFromSrcProcessor(processor,
                                                                                *primColorMode));

            }
            if (processor) {
                grPaint->addColorFragmentProcessor(processor);
            }

            grPaint->setColor(SkColorToOpaqueGrColor(skPaint.getColor()));

            GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
            if (GrColor_WHITE != paintAlpha) {
                grPaint->addColorFragmentProcessor(GrConstColorProcessor::Create(
                    paintAlpha, GrConstColorProcessor::kModulateRGBA_InputMode))->unref();
            }
        } else {
            // No shader, no primitive color.
            grPaint->setColor(SkColorToPremulGrColor(skPaint.getColor()));
            applyColorFilterToPaintColor = true;
        }
    }

    SkColorFilter* colorFilter = skPaint.getColorFilter();
    if (colorFilter) {
        if (applyColorFilterToPaintColor) {
            grPaint->setColor(SkColorToPremulGrColor(colorFilter->filterColor(skPaint.getColor())));
        } else {
            SkAutoTUnref<const GrFragmentProcessor> cfFP(
                colorFilter->asFragmentProcessor(context));
            if (cfFP) {
                grPaint->addColorFragmentProcessor(cfFP);
            } else {
                return false;
            }
        }
    }

    SkXfermode* mode = skPaint.getXfermode();
    GrXPFactory* xpFactory = nullptr;
    if (!SkXfermode::AsXPFactory(mode, &xpFactory)) {
        // Fall back to src-over
        // return false here?
        xpFactory = GrPorterDuffXPFactory::Create(SkXfermode::kSrcOver_Mode);
    }
    SkASSERT(xpFactory);
    grPaint->setXPFactory(xpFactory)->unref();

#ifndef SK_IGNORE_GPU_DITHER
    if (skPaint.isDither() && grPaint->numColorFragmentProcessors() > 0) {
        grPaint->addColorFragmentProcessor(GrDitherEffect::Create())->unref();
    }
#endif
    return true;
}
Ejemplo n.º 4
0
bool SkPaint2GrPaintNoShader(GrContext* context, GrRenderTarget* rt, const SkPaint& skPaint,
                             GrColor paintColor, bool constantColor, GrPaint* grPaint) {

    grPaint->setDither(skPaint.isDither());
    grPaint->setAntiAlias(skPaint.isAntiAlias());

    SkXfermode* mode = skPaint.getXfermode();
    GrXPFactory* xpFactory = NULL;
    if (!SkXfermode::AsXPFactory(mode, &xpFactory)) {
        // Fall back to src-over
        // return false here?
        xpFactory = GrPorterDuffXPFactory::Create(SkXfermode::kSrcOver_Mode);
    }
    SkASSERT(xpFactory);
    grPaint->setXPFactory(xpFactory)->unref();

    //set the color of the paint to the one of the parameter
    grPaint->setColor(paintColor);

    SkColorFilter* colorFilter = skPaint.getColorFilter();
    if (colorFilter) {
        // if the source color is a constant then apply the filter here once rather than per pixel
        // in a shader.
        if (constantColor) {
            SkColor filtered = colorFilter->filterColor(skPaint.getColor());
            grPaint->setColor(SkColor2GrColor(filtered));
        } else {
            SkTDArray<GrFragmentProcessor*> array;
            // return false if failed?
            if (colorFilter->asFragmentProcessors(context, grPaint->getProcessorDataManager(),
                                                  &array)) {
                for (int i = 0; i < array.count(); ++i) {
                    grPaint->addColorProcessor(array[i]);
                    array[i]->unref();
                }
            }
        }
    }

#ifndef SK_IGNORE_GPU_DITHER
    // If the dither flag is set, then we need to see if the underlying context
    // supports it. If not, then install a dither effect.
    if (skPaint.isDither() && grPaint->numColorStages() > 0) {
        // What are we rendering into?
        SkASSERT(rt);

        // Suspect the dithering flag has no effect on these configs, otherwise
        // fall back on setting the appropriate state.
        if (GrPixelConfigIs8888(rt->config()) ||
            GrPixelConfigIs8888(rt->config())) {
            // The dither flag is set and the target is likely
            // not going to be dithered by the GPU.
            SkAutoTUnref<GrFragmentProcessor> fp(GrDitherEffect::Create());
            if (fp.get()) {
                grPaint->addColorProcessor(fp);
                grPaint->setDither(false);
            }
        }
    }
#endif
    return true;
}
Ejemplo n.º 5
0
void GrDistanceFieldTextContext::flush() {
    if (NULL == fDrawTarget) {
        return;
    }

    if (fCurrVertex > 0) {
        GrDrawState drawState;
        drawState.setFromPaint(fPaint, fContext->getMatrix(), fContext->getRenderTarget());
        bool useColorVerts = !fUseLCDText;
        set_vertex_attributes(&drawState, useColorVerts);

        // setup our sampler state for our text texture/atlas
        SkASSERT(SkIsAlign4(fCurrVertex));

        // get our current color
        SkColor filteredColor;
        SkColorFilter* colorFilter = fSkPaint.getColorFilter();
        if (colorFilter) {
            filteredColor = colorFilter->filterColor(fSkPaint.getColor());
        } else {
            filteredColor = fSkPaint.getColor();
        }
        this->setupCoverageEffect(filteredColor);

        // Effects could be stored with one of the cache objects (atlas?)
        drawState.setGeometryProcessor(fCachedGeometryProcessor.get());

        // Set draw state
        if (fUseLCDText) {
            GrColor colorNoPreMul = skcolor_to_grcolor_nopremultiply(filteredColor);
            if (kOne_GrBlendCoeff != fPaint.getSrcBlendCoeff() ||
                kISA_GrBlendCoeff != fPaint.getDstBlendCoeff() ||
                fPaint.numColorStages()) {
                SkDebugf("LCD Text will not draw correctly.\n");
            }
            SkASSERT(!drawState.hasColorVertexAttribute());
            // We don't use the GrPaint's color in this case because it's been premultiplied by
            // alpha. Instead we feed in a non-premultiplied color, and multiply its alpha by
            // the mask texture color. The end result is that we get
            //            mask*paintAlpha*paintColor + (1-mask*paintAlpha)*dstColor
            int a = SkColorGetA(fSkPaint.getColor());
            // paintAlpha
            drawState.setColor(SkColorSetARGB(a, a, a, a));
            // paintColor
            drawState.setBlendConstant(colorNoPreMul);
            drawState.setBlendFunc(kConstC_GrBlendCoeff, kISC_GrBlendCoeff);
        } else {
            if (0xFF == GrColorUnpackA(fPaint.getColor())) {
                drawState.setHint(GrDrawState::kVertexColorsAreOpaque_Hint, true);
            }
            // set back to normal in case we took LCD path previously.
            drawState.setBlendFunc(fPaint.getSrcBlendCoeff(), fPaint.getDstBlendCoeff());
            // We're using per-vertex color.
            SkASSERT(drawState.hasColorVertexAttribute());
        }
        int nGlyphs = fCurrVertex / kVerticesPerGlyph;
        fDrawTarget->setIndexSourceToBuffer(fContext->getQuadIndexBuffer());
        fDrawTarget->drawIndexedInstances(&drawState,
                                          kTriangles_GrPrimitiveType,
                                          nGlyphs,
                                          kVerticesPerGlyph,
                                          kIndicesPerGlyph,
                                          &fVertexBounds);
        fDrawTarget->resetVertexSource();
        fVertices = NULL;
        fTotalVertexCount -= fCurrVertex;
        fCurrVertex = 0;
        SkSafeSetNull(fCurrTexture);
        fVertexBounds.setLargestInverted();
    }
}
Ejemplo n.º 6
0
static inline bool skpaint_to_grpaint_impl(GrContext* context,
                                           const GrColorSpaceInfo& colorSpaceInfo,
                                           const SkPaint& skPaint,
                                           const SkMatrix& viewM,
                                           std::unique_ptr<GrFragmentProcessor>* shaderProcessor,
                                           SkBlendMode* primColorMode,
                                           GrPaint* grPaint) {
    grPaint->setAllowSRGBInputs(colorSpaceInfo.isGammaCorrect());

    // Convert SkPaint color to 4f format, including optional linearizing and gamut conversion.
    GrColor4f origColor = SkColorToUnpremulGrColor4f(skPaint.getColor(), colorSpaceInfo);

    const GrFPArgs fpArgs(context, &viewM, skPaint.getFilterQuality(), &colorSpaceInfo);

    // Setup the initial color considering the shader, the SkPaint color, and the presence or not
    // of per-vertex colors.
    std::unique_ptr<GrFragmentProcessor> shaderFP;
    if (!primColorMode || blend_requires_shader(*primColorMode)) {
        if (shaderProcessor) {
            shaderFP = std::move(*shaderProcessor);
        } else if (const auto* shader = as_SB(skPaint.getShader())) {
            shaderFP = shader->asFragmentProcessor(fpArgs);
            if (!shaderFP) {
                return false;
            }
        }
    }

    // Set this in below cases if the output of the shader/paint-color/paint-alpha/primXfermode is
    // a known constant value. In that case we can simply apply a color filter during this
    // conversion without converting the color filter to a GrFragmentProcessor.
    bool applyColorFilterToPaintColor = false;
    if (shaderFP) {
        if (primColorMode) {
            // There is a blend between the primitive color and the shader color. The shader sees
            // the opaque paint color. The shader's output is blended using the provided mode by
            // the primitive color. The blended color is then modulated by the paint's alpha.

            // The geometry processor will insert the primitive color to start the color chain, so
            // the GrPaint color will be ignored.

            GrColor4f shaderInput = origColor.opaque();
            shaderFP = GrFragmentProcessor::OverrideInput(std::move(shaderFP), shaderInput);
            shaderFP = GrXfermodeFragmentProcessor::MakeFromSrcProcessor(std::move(shaderFP),
                                                                         *primColorMode);

            // The above may return null if compose results in a pass through of the prim color.
            if (shaderFP) {
                grPaint->addColorFragmentProcessor(std::move(shaderFP));
            }

            // We can ignore origColor here - alpha is unchanged by gamma
            GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
            if (GrColor_WHITE != paintAlpha) {
                // No gamut conversion - paintAlpha is a (linear) alpha value, splatted to all
                // color channels. It's value should be treated as the same in ANY color space.
                grPaint->addColorFragmentProcessor(GrConstColorProcessor::Make(
                    GrColor4f::FromGrColor(paintAlpha),
                    GrConstColorProcessor::InputMode::kModulateRGBA));
            }
        } else {
            // The shader's FP sees the paint unpremul color
            grPaint->setColor4f(origColor);
            grPaint->addColorFragmentProcessor(std::move(shaderFP));
        }
    } else {
        if (primColorMode) {
            // There is a blend between the primitive color and the paint color. The blend considers
            // the opaque paint color. The paint's alpha is applied to the post-blended color.
            auto processor = GrConstColorProcessor::Make(origColor.opaque(),
                                                         GrConstColorProcessor::InputMode::kIgnore);
            processor = GrXfermodeFragmentProcessor::MakeFromSrcProcessor(std::move(processor),
                                                                          *primColorMode);
            if (processor) {
                grPaint->addColorFragmentProcessor(std::move(processor));
            }

            grPaint->setColor4f(origColor.opaque());

            // We can ignore origColor here - alpha is unchanged by gamma
            GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
            if (GrColor_WHITE != paintAlpha) {
                // No gamut conversion - paintAlpha is a (linear) alpha value, splatted to all
                // color channels. It's value should be treated as the same in ANY color space.
                grPaint->addColorFragmentProcessor(GrConstColorProcessor::Make(
                    GrColor4f::FromGrColor(paintAlpha),
                    GrConstColorProcessor::InputMode::kModulateRGBA));
            }
        } else {
            // No shader, no primitive color.
            grPaint->setColor4f(origColor.premul());
            applyColorFilterToPaintColor = true;
        }
    }

    SkColorFilter* colorFilter = skPaint.getColorFilter();
    if (colorFilter) {
        if (applyColorFilterToPaintColor) {
            // If we're in legacy mode, we *must* avoid using the 4f version of the color filter,
            // because that will combine with the linearized version of the stored color.
            if (colorSpaceInfo.isGammaCorrect()) {
                grPaint->setColor4f(GrColor4f::FromSkColor4f(
                    colorFilter->filterColor4f(origColor.toSkColor4f())).premul());
            } else {
                grPaint->setColor4f(SkColorToPremulGrColor4fLegacy(
                        colorFilter->filterColor(skPaint.getColor())));
            }
        } else {
            auto cfFP = colorFilter->asFragmentProcessor(context, colorSpaceInfo);
            if (cfFP) {
                grPaint->addColorFragmentProcessor(std::move(cfFP));
            } else {
                return false;
            }
        }
    }

    SkMaskFilterBase* maskFilter = as_MFB(skPaint.getMaskFilter());
    if (maskFilter) {
        if (auto mfFP = maskFilter->asFragmentProcessor(fpArgs)) {
            grPaint->addCoverageFragmentProcessor(std::move(mfFP));
        }
    }

    // When the xfermode is null on the SkPaint (meaning kSrcOver) we need the XPFactory field on
    // the GrPaint to also be null (also kSrcOver).
    SkASSERT(!grPaint->getXPFactory());
    if (!skPaint.isSrcOver()) {
        grPaint->setXPFactory(SkBlendMode_AsXPFactory(skPaint.getBlendMode()));
    }

#ifndef SK_IGNORE_GPU_DITHER
    // Conservative default, in case GrPixelConfigToColorType() fails.
    SkColorType ct = SkColorType::kRGB_565_SkColorType;
    GrPixelConfigToColorType(colorSpaceInfo.config(), &ct);
    if (SkPaintPriv::ShouldDither(skPaint, ct) && grPaint->numColorFragmentProcessors() > 0 &&
        !colorSpaceInfo.isGammaCorrect()) {
        auto ditherFP = GrDitherEffect::Make(colorSpaceInfo.config());
        if (ditherFP) {
            grPaint->addColorFragmentProcessor(std::move(ditherFP));
        }
    }
#endif
    return true;
}