Esempio n. 1
0
void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
    const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader();

    fPositionVar = &fInputs.push_back();
    fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inPosition");
    if (-1 != header.fLocalCoordAttributeIndex) {
        fLocalCoordsVar = &fInputs.push_back();
        fLocalCoordsVar->set(kVec2f_GrSLType,
                             GrGLShaderVar::kAttribute_TypeModifier,
                             "inLocalCoords");
    } else {
        fLocalCoordsVar = fPositionVar;
    }

    const char* viewMName;
    fProgramBuilder->fUniformHandles.fViewMatrixUni =
            fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
                                 kMat33f_GrSLType,
                                 "ViewM",
                                 &viewMName);

    // Transform the position into Skia's device coords.
    this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);",
                      viewMName, fPositionVar->c_str());

    // we output point size in the GS if present
    if (header.fEmitsPointSize
#if GR_GL_EXPERIMENTAL_GS
        && !header.fExperimentalGS
#endif
        ) {
        this->codeAppend("gl_PointSize = 1.0;");
    }

    if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
        this->addAttribute(GrShaderVar(color_attribute_name(),
                                       kVec4f_GrSLType,
                                       GrShaderVar::kAttribute_TypeModifier));
        const char *vsName, *fsName;
        fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName);
        this->codeAppendf("%s = %s;", vsName, color_attribute_name());
        *color = fsName;
    }

    if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
        this->addAttribute(GrShaderVar(coverage_attribute_name(),
                                       kVec4f_GrSLType,
                                       GrShaderVar::kAttribute_TypeModifier));
        const char *vsName, *fsName;
        fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName);
        this->codeAppendf("%s = %s;", vsName, coverage_attribute_name());
        *coverage = fsName;
    }
    fEffectAttribOffset = fInputs.count();
}
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
    int vaCount = gp.numAttribs();
    for (int i = 0; i < vaCount; i++) {
        const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
        this->addAttribute(GrShaderVar(attr.fName,
                                       GrVertexAttribTypeToSLType(attr.fType),
                                       GrShaderVar::kAttribute_TypeModifier,
                                       GrShaderVar::kNonArray,
                                       attr.fPrecision));
    }
}
        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
            GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
            GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            // emit attributes
            varyingHandler->emitAttributes(gp);

            // Setup pass through color
            if (gp.hasVertexColor()) {
                GrGLSLVarying varying(kHalf4_GrSLType);
                varyingHandler->addVarying("color", &varying);

                // There are several optional steps to process the color. Start with the attribute:
                vertBuilder->codeAppendf("half4 color = %s;", gp.inColor()->fName);

                // Linearize
                if (gp.linearizeColor()) {
                    SkString srgbFuncName;
                    static const GrShaderVar gSrgbArgs[] = {
                        GrShaderVar("x", kHalf_GrSLType),
                    };
                    vertBuilder->emitFunction(kHalf_GrSLType,
                                              "srgb_to_linear",
                                              SK_ARRAY_COUNT(gSrgbArgs),
                                              gSrgbArgs,
                                              "return (x <= 0.04045) ? (x / 12.92) "
                                              ": pow((x + 0.055) / 1.055, 2.4);",
                                              &srgbFuncName);
                    vertBuilder->codeAppendf("color = half4(%s(%s.r), %s(%s.g), %s(%s.b), %s.a);",
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             srgbFuncName.c_str(), gp.inColor()->fName,
                                             gp.inColor()->fName);
                }

                // For SkColor, do a red/blue swap and premul
                if (gp.fFlags & kColorAttributeIsSkColor_GPFlag) {
                    vertBuilder->codeAppend("color = half4(color.a * color.bgr, color.a);");
                }

                // Do color-correction to destination gamut
                if (gp.linearizeColor()) {
                    fColorSpaceHelper.emitCode(uniformHandler, gp.fColorSpaceXform.get(),
                                               kVertex_GrShaderFlag);
                    if (fColorSpaceHelper.isValid()) {
                        SkString xformedColor;
                        vertBuilder->appendColorGamutXform(&xformedColor, "color",
                                                           &fColorSpaceHelper);
                        vertBuilder->codeAppendf("color = %s;", xformedColor.c_str());
                    }
                }
                vertBuilder->codeAppendf("%s = color;\n", varying.vsOut());
                fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, varying.fsIn());
            } else {
                this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                        &fColorUniform);
            }

            // Setup position
            this->writeOutputPosition(vertBuilder,
                                      uniformHandler,
                                      gpArgs,
                                      gp.inPosition()->fName,
                                      gp.viewMatrix(),
                                      &fViewMatrixUniform);

            if (gp.hasExplicitLocalCoords()) {
                // emit transforms with explicit local coords
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gp.inLocalCoords()->asShaderVar(),
                                     gp.localMatrix(),
                                     args.fFPCoordTransformHandler);
            } else {
                // emit transforms with position
                this->emitTransforms(vertBuilder,
                                     varyingHandler,
                                     uniformHandler,
                                     gp.inPosition()->asShaderVar(),
                                     gp.localMatrix(),
                                     args.fFPCoordTransformHandler);
            }

            // Setup coverage as pass through
            if (gp.hasVertexCoverage()) {
                fragBuilder->codeAppendf("half alpha = 1.0;");
                varyingHandler->addPassThroughAttribute(gp.inCoverage(), "alpha");
                fragBuilder->codeAppendf("%s = half4(alpha);", args.fOutputCoverage);
            } else if (gp.coverage() == 0xff) {
                fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
            } else {
                const char* fragCoverage;
                fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                              kHalf_GrSLType,
                                                              "Coverage",
                                                              &fragCoverage);
                fragBuilder->codeAppendf("%s = half4(%s);", args.fOutputCoverage, fragCoverage);
            }
        }
void GrGLPerlinNoise::emitCode(EmitArgs& args) {
    const GrPerlinNoiseEffect& pne = args.fFp.cast<GrPerlinNoiseEffect>();

    GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
    GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
    SkString vCoords = fragBuilder->ensureCoords2D(args.fTransformedCoords[0]);

    fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                   kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                   "baseFrequency");
    const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);

    const char* stitchDataUni = nullptr;
    if (pne.stitchTiles()) {
        fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
                                                    kVec2f_GrSLType, kDefault_GrSLPrecision,
                                                    "stitchData");
        stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni);
    }

    // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
    const char* chanCoordR  = "0.125";
    const char* chanCoordG  = "0.375";
    const char* chanCoordB  = "0.625";
    const char* chanCoordA  = "0.875";
    const char* chanCoord   = "chanCoord";
    const char* stitchData  = "stitchData";
    const char* ratio       = "ratio";
    const char* noiseVec    = "noiseVec";
    const char* noiseSmooth = "noiseSmooth";
    const char* floorVal    = "floorVal";
    const char* fractVal    = "fractVal";
    const char* uv          = "uv";
    const char* ab          = "ab";
    const char* latticeIdx  = "latticeIdx";
    const char* bcoords     = "bcoords";
    const char* lattice     = "lattice";
    const char* inc8bit     = "0.00390625";  // 1.0 / 256.0
    // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
    // [-1,1] vector and perform a dot product between that vector and the provided vector.
    const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);";

    // Add noise function
    static const GrShaderVar gPerlinNoiseArgs[] =  {
        GrShaderVar(chanCoord, kFloat_GrSLType),
        GrShaderVar(noiseVec, kVec2f_GrSLType)
    };

    static const GrShaderVar gPerlinNoiseStitchArgs[] =  {
        GrShaderVar(chanCoord, kFloat_GrSLType),
        GrShaderVar(noiseVec, kVec2f_GrSLType),
        GrShaderVar(stitchData, kVec2f_GrSLType)
    };

    SkString noiseCode;

    noiseCode.appendf("\tvec4 %s;\n", floorVal);
    noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec);
    noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal);
    noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec);

    // smooth curve : t * t * (3 - 2 * t)
    noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);",
        noiseSmooth, fractVal, fractVal, fractVal);

    // Adjust frequencies if we're stitching tiles
    if (pne.stitchTiles()) {
        noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }",
                          floorVal, stitchData, floorVal, stitchData);
        noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
                          floorVal, stitchData, floorVal, stitchData);
        noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }",
                          floorVal, stitchData, floorVal, stitchData);
        noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }",
                          floorVal, stitchData, floorVal, stitchData);
    }

    // Get texture coordinates and normalize
    noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n",
                      floorVal, floorVal);

    // Get permutation for x
    {
        SkString xCoords("");
        xCoords.appendf("vec2(%s.x, 0.5)", floorVal);

        noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.append(".r;");
    }

    // Get permutation for x + 1
    {
        SkString xCoords("");
        xCoords.appendf("vec2(%s.z, 0.5)", floorVal);

        noiseCode.appendf("\n\t%s.y = ", latticeIdx);
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[0], xCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.append(".r;");
    }

#if defined(SK_BUILD_FOR_ANDROID)
    // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3).
    // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit
    // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
    // (or 0.484368 here). The following rounding operation prevents these precision issues from
    // affecting the result of the noise by making sure that we only have multiples of 1/255.
    // (Note that 1/255 is about 0.003921569, which is the value used here).
    noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);",
                      latticeIdx, latticeIdx);
#endif

    // Get (x,y) coordinates with the permutated x
    noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal);

    noiseCode.appendf("\n\n\tvec2 %s;", uv);
    // Compute u, at offset (0,0)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord);
        noiseCode.appendf("\n\tvec4 %s = ", lattice);
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
    }

    noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
    // Compute v, at offset (-1,0)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
    }

    // Compute 'a' as a linear interpolation of 'u' and 'v'
    noiseCode.appendf("\n\tvec2 %s;", ab);
    noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);

    noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
    // Compute v, at offset (-1,-1)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
    }

    noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
    // Compute u, at offset (0,-1)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        fragBuilder->appendTextureLookup(&noiseCode, args.fTexSamplers[1], latticeCoords.c_str(),
                                         kVec2f_GrSLType);
        noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
    }

    // Compute 'b' as a linear interpolation of 'u' and 'v'
    noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
    // Compute the noise as a linear interpolation of 'a' and 'b'
    noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);

    SkString noiseFuncName;
    if (pne.stitchTiles()) {
        fragBuilder->emitFunction(kFloat_GrSLType,
                                  "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
                                  gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
    } else {
        fragBuilder->emitFunction(kFloat_GrSLType,
                                  "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
                                  gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
    }

    // There are rounding errors if the floor operation is not performed here
    fragBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;",
                             noiseVec, vCoords.c_str(), baseFrequencyUni);

    // Clear the color accumulator
    fragBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", args.fOutputColor);

    if (pne.stitchTiles()) {
        // Set up TurbulenceInitial stitch values.
        fragBuilder->codeAppendf("vec2 %s = %s;", stitchData, stitchDataUni);
    }

    fragBuilder->codeAppendf("float %s = 1.0;", ratio);

    // Loop over all octaves
    fragBuilder->codeAppendf("for (int octave = 0; octave < %d; ++octave) {", pne.numOctaves());

    fragBuilder->codeAppendf("%s += ", args.fOutputColor);
    if (pne.type() != SkPerlinNoiseShader::kFractalNoise_Type) {
        fragBuilder->codeAppend("abs(");
    }
    if (pne.stitchTiles()) {
        fragBuilder->codeAppendf(
            "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s),"
                 "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))",
            noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData,
            noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData,
            noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData,
            noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
    } else {
        fragBuilder->codeAppendf(
            "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s),"
                 "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))",
            noiseFuncName.c_str(), chanCoordR, noiseVec,
            noiseFuncName.c_str(), chanCoordG, noiseVec,
            noiseFuncName.c_str(), chanCoordB, noiseVec,
            noiseFuncName.c_str(), chanCoordA, noiseVec);
    }
    if (pne.type() != SkPerlinNoiseShader::kFractalNoise_Type) {
        fragBuilder->codeAppendf(")"); // end of "abs("
    }
    fragBuilder->codeAppendf(" * %s;", ratio);

    fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
    fragBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio);

    if (pne.stitchTiles()) {
        fragBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
    }
    fragBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves

    if (pne.type() == SkPerlinNoiseShader::kFractalNoise_Type) {
        // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
        // by fractalNoise and (turbulenceFunctionResult) by turbulence.
        fragBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);",
                                 args.fOutputColor,args.fOutputColor);
    }

    // Clamp values
    fragBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", args.fOutputColor, args.fOutputColor);

    // Pre-multiply the result
    fragBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
                             args.fOutputColor, args.fOutputColor,
                             args.fOutputColor, args.fOutputColor);
}