/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrTextureDomainEffect.h"
#include "GrSimpleTextureEffect.h"
#include "GrTBackendEffectFactory.h"
#include "gl/GrGLEffect.h"
#include "gl/GrGLEffectMatrix.h"
#include "SkFloatingPoint.h"
class GrGLTextureDomainEffect : public GrGLEffect {
public:
GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrEffectRef&);
virtual void emitCode(GrGLShaderBuilder*,
const GrEffectStage&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrEffectStage&, const GrGLCaps&);
private:
GrGLUniformManager::UniformHandle fNameUni;
GrGLEffectMatrix fEffectMatrix;
GrGLfloat fPrevDomain[4];
typedef GrGLEffect INHERITED;
};
GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& factory,
const GrEffectRef&)
: INHERITED(factory)
, fNameUni(GrGLUniformManager::kInvalidUniformHandle) {
fPrevDomain[0] = SK_FloatNaN;
}
void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder,
const GrEffectStage& stage,
EffectKey key,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
const GrTextureDomainEffect& effect = GetEffectFromStage<GrTextureDomainEffect>(stage);
const char* coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, vertexCoords, &coords);
const char* domain;
fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, "TexDom", &domain);
if (GrTextureDomainEffect::kClamp_WrapMode == effect.wrapMode()) {
builder->fFSCode.appendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n",
coords, domain, domain);
builder->fFSCode.appendf("\t%s = ", outputColor);
builder->appendTextureLookupAndModulate(&builder->fFSCode,
inputColor,
samplers[0],
"clampCoord");
builder->fFSCode.append(";\n");
} else {
GrAssert(GrTextureDomainEffect::kDecal_WrapMode == effect.wrapMode());
builder->fFSCode.append("\tbvec4 outside;\n");
builder->fFSCode.appendf("\toutside.xy = lessThan(%s, %s.xy);\n", coords, domain);
builder->fFSCode.appendf("\toutside.zw = greaterThan(%s, %s.zw);\n", coords, domain);
builder->fFSCode.appendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outputColor);
builder->appendTextureLookupAndModulate(&builder->fFSCode, inputColor, samplers[0], coords);
builder->fFSCode.append(";\n");
}
}
void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman, const GrEffectStage& stage) {
const GrTextureDomainEffect& effect = GetEffectFromStage<GrTextureDomainEffect>(stage);
const GrRect& domain = effect.domain();
float values[4] = {
SkScalarToFloat(domain.left()),
SkScalarToFloat(domain.top()),
SkScalarToFloat(domain.right()),
SkScalarToFloat(domain.bottom())
};
// vertical flip if necessary
if (kBottomLeft_GrSurfaceOrigin == effect.texture(0)->origin()) {
values[1] = 1.0f - values[1];
values[3] = 1.0f - values[3];
// The top and bottom were just flipped, so correct the ordering
// of elements so that values = (l, t, r, b).
SkTSwap(values[1], values[3]);
}
if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) {
uman.set4fv(fNameUni, 0, 1, values);
}
fEffectMatrix.setData(uman,
effect.getMatrix(),
stage.getCoordChangeMatrix(),
effect.texture(0));
}
GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrEffectStage& stage, const GrGLCaps&) {
const GrTextureDomainEffect& effect = GetEffectFromStage<GrTextureDomainEffect>(stage);
EffectKey key = effect.wrapMode();
key <<= GrGLEffectMatrix::kKeyBits;
EffectKey matrixKey = GrGLEffectMatrix::GenKey(effect.getMatrix(),
stage.getCoordChangeMatrix(),
effect.texture(0));
return key | matrixKey;
}
///////////////////////////////////////////////////////////////////////////////
GrEffectRef* GrTextureDomainEffect::Create(GrTexture* texture,
const SkMatrix& matrix,
const GrRect& domain,
WrapMode wrapMode,
bool bilerp) {
static const SkRect kFullRect = {0, 0, SK_Scalar1, SK_Scalar1};
if (kClamp_WrapMode == wrapMode && domain.contains(kFullRect)) {
return GrSimpleTextureEffect::Create(texture, matrix, bilerp);
} else {
SkRect clippedDomain;
// We don't currently handle domains that are empty or don't intersect the texture.
// It is OK if the domain rect is a line or point, but it should not be inverted. We do not
// handle rects that do not intersect the [0..1]x[0..1] rect.
GrAssert(domain.fLeft <= domain.fRight);
GrAssert(domain.fTop <= domain.fBottom);
clippedDomain.fLeft = SkMaxScalar(domain.fLeft, kFullRect.fLeft);
clippedDomain.fRight = SkMinScalar(domain.fRight, kFullRect.fRight);
clippedDomain.fTop = SkMaxScalar(domain.fTop, kFullRect.fTop);
clippedDomain.fBottom = SkMinScalar(domain.fBottom, kFullRect.fBottom);
GrAssert(clippedDomain.fLeft <= clippedDomain.fRight);
GrAssert(clippedDomain.fTop <= clippedDomain.fBottom);
AutoEffectUnref effect(SkNEW_ARGS(GrTextureDomainEffect, (texture,
matrix,
clippedDomain,
wrapMode,
bilerp)));
return CreateEffectRef(effect);
}
}
GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture,
const SkMatrix& matrix,
const GrRect& domain,
WrapMode wrapMode,
bool bilerp)
: GrSingleTextureEffect(texture, matrix, bilerp)
, fWrapMode(wrapMode)
, fTextureDomain(domain) {
}
GrTextureDomainEffect::~GrTextureDomainEffect() {
}
const GrBackendEffectFactory& GrTextureDomainEffect::getFactory() const {
return GrTBackendEffectFactory<GrTextureDomainEffect>::getInstance();
}
bool GrTextureDomainEffect::onIsEqual(const GrEffect& sBase) const {
const GrTextureDomainEffect& s = CastEffect<GrTextureDomainEffect>(sBase);
return this->hasSameTextureParamsAndMatrix(s) && this->fTextureDomain == s.fTextureDomain;
}
void GrTextureDomainEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
if (kDecal_WrapMode == fWrapMode) {
*validFlags = 0;
} else {
this->updateConstantColorComponentsForModulation(color, validFlags);
}
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_EFFECT_TEST(GrTextureDomainEffect);
GrEffectRef* GrTextureDomainEffect::TestCreate(SkRandom* random,
GrContext* context,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrEffectUnitTest::kSkiaPMTextureIdx :
GrEffectUnitTest::kAlphaTextureIdx;
GrRect domain;
domain.fLeft = random->nextUScalar1();
domain.fRight = random->nextRangeScalar(domain.fLeft, SK_Scalar1);
domain.fTop = random->nextUScalar1();
domain.fBottom = random->nextRangeScalar(domain.fTop, SK_Scalar1);
WrapMode wrapMode = random->nextBool() ? kClamp_WrapMode : kDecal_WrapMode;
const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random);
return GrTextureDomainEffect::Create(textures[texIdx], matrix, domain, wrapMode);
}