1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef GrTextureEffect_DEFINED
9 #define GrTextureEffect_DEFINED
10 
11 #include "include/core/SkImageInfo.h"
12 #include "include/core/SkMatrix.h"
13 #include "src/gpu/GrFragmentProcessor.h"
14 #include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
15 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
16 
17 class GrTextureEffect : public GrFragmentProcessor {
18 public:
19     static constexpr float kDefaultBorder[4] = {0};
20 
21     /** Make from a filter. The sampler will be configured with clamp mode. */
22     static std::unique_ptr<GrFragmentProcessor> Make(
23             GrSurfaceProxyView,
24             SkAlphaType,
25             const SkMatrix& = SkMatrix::I(),
26             GrSamplerState::Filter = GrSamplerState::Filter::kNearest,
27             GrSamplerState::MipmapMode mipmapMode = GrSamplerState::MipmapMode::kNone);
28 
29     /**
30      * Make from a full GrSamplerState. Caps are required to determine support for kClampToBorder.
31      * This will be emulated in the shader if there is no hardware support.
32      */
33     static std::unique_ptr<GrFragmentProcessor> Make(GrSurfaceProxyView, SkAlphaType,
34                                                      const SkMatrix&, GrSamplerState,
35                                                      const GrCaps& caps,
36                                                      const float border[4] = kDefaultBorder);
37 
38     /**
39      * Makes a texture effect that samples a subset of a texture. The wrap modes of the
40      * GrSampleState are applied to the subset in the shader rather than using HW samplers.
41      * The 'subset' parameter specifies the texels in the base level. The shader code will
42      * avoid allowing linear filtering to read outside the texel window. However, if MIP
43      * filtering is used and a shader invocation reads from a level other than the base
44      * then it may read texel values that were computed from in part from base level texels
45      * outside the window. More specifically, we treat the MIP map case exactly like the
46      * linear case in terms of how the final texture coords are computed.
47      */
48     static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView,
49                                                            SkAlphaType,
50                                                            const SkMatrix&,
51                                                            GrSamplerState,
52                                                            const SkRect& subset,
53                                                            const GrCaps& caps,
54                                                            const float border[4] = kDefaultBorder);
55 
56     /**
57      * The same as above but also takes a 'domain' that specifies any known limit on the post-
58      * matrix texture coords that will be used to sample the texture. Specifying this requires
59      * knowledge of how this effect will be nested into a paint, the local coords used with the
60      * draw, etc. It is only used to attempt to optimize away the shader subset calculations.
61      */
62     static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView,
63                                                            SkAlphaType,
64                                                            const SkMatrix&,
65                                                            GrSamplerState,
66                                                            const SkRect& subset,
67                                                            const SkRect& domain,
68                                                            const GrCaps& caps,
69                                                            const float border[4] = kDefaultBorder);
70 
71     /**
72      * Like MakeSubset() but always uses kLinear filtering. MakeSubset() uses the subset rect
73      * dimensions to determine the period of the wrap mode (for repeat and mirror). Once it computes
74      * the wrapped texture coordinate inside subset rect it further clamps it to a 0.5 inset rect of
75      * subset. When subset is an integer rectangle this clamping avoids the hw linear filtering from
76      * reading texels just outside the subset rect. This factory allows a custom inset clamping
77      * distance rather than 0.5, allowing those neighboring texels to influence the linear filtering
78      * sample result. If there is a known restriction on the post-matrix texture coords it can be
79      * specified using domain.
80      */
81     static std::unique_ptr<GrFragmentProcessor> MakeCustomLinearFilterInset(
82             GrSurfaceProxyView,
83             SkAlphaType,
84             const SkMatrix&,
85             GrSamplerState::WrapMode wx,
86             GrSamplerState::WrapMode wy,
87             const SkRect& subset,
88             const SkRect* domain,
89             SkVector inset,
90             const GrCaps& caps,
91             const float border[4] = kDefaultBorder);
92 
93     std::unique_ptr<GrFragmentProcessor> clone() const override;
usesExplicitReturn()94     bool usesExplicitReturn() const override { return true; }
95 
name()96     const char* name() const override { return "TextureEffect"; }
97 
samplerState()98     GrSamplerState samplerState() const { return fSamplerState; }
99 
texture()100     GrTexture* texture() const { return fView.asTextureProxy()->peekTexture(); }
101 
view()102     const GrSurfaceProxyView& view() const { return fView; }
103 
104     class Impl : public GrGLSLFragmentProcessor {
105     public:
106         void emitCode(EmitArgs&) override;
107         void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override;
108 
setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle)109         void setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle) {
110             fSamplerHandle = handle;
111         }
112 
113     private:
114         UniformHandle fSubsetUni;
115         UniformHandle fClampUni;
116         UniformHandle fNormUni;
117         UniformHandle fBorderUni;
118         GrGLSLShaderBuilder::SamplerHandle fSamplerHandle;
119     };
120 
121 private:
122     struct Sampling;
123 
124     /**
125      * Possible implementation of wrap mode in shader code. Some modes are specialized by
126      * filter.
127      */
128     enum class ShaderMode : uint16_t {
129         kNone,                   // Using HW mode
130         kClamp,                  // Shader based clamp, no filter specialization
131         kRepeat_Nearest_None,    // Simple repeat for nearest sampling, no mipmapping
132         kRepeat_Linear_None,     // Filter the subset boundary for kRepeat mode, no mip mapping
133         kRepeat_Linear_Mipmap,   // Logic for linear filtering and LOD selection with kRepeat mode.
134         kRepeat_Nearest_Mipmap,  // Logic for nearest filtering and LOD selection with kRepeat mode.
135         kMirrorRepeat,           // Mirror repeat (doesn't depend on filter))
136         kClampToBorder_Nearest,  // Logic for hard transition to border color when not filtering.
137         kClampToBorder_Filter,   // Logic for fading to border color when filtering.
138     };
139     static ShaderMode GetShaderMode(GrSamplerState::WrapMode,
140                                     GrSamplerState::Filter,
141                                     GrSamplerState::MipmapMode);
142     static bool ShaderModeIsClampToBorder(ShaderMode);
143 
144     GrSurfaceProxyView fView;
145     GrSamplerState fSamplerState;
146     float fBorder[4];
147     SkRect fSubset;
148     SkRect fClamp;
149     ShaderMode fShaderModes[2];
150     // true if we are dealing with a fully lazy proxy which can't be normalized until runtime
151     bool fLazyProxyNormalization;
152 
153     inline GrTextureEffect(GrSurfaceProxyView, SkAlphaType, const Sampling&, bool);
154 
155     explicit GrTextureEffect(const GrTextureEffect& src);
156 
157     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
158 
159     void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
160 
161     bool onIsEqual(const GrFragmentProcessor&) const override;
162 
hasClampToBorderShaderMode()163     bool hasClampToBorderShaderMode() const {
164         return ShaderModeIsClampToBorder(fShaderModes[0]) ||
165                ShaderModeIsClampToBorder(fShaderModes[1]);
166     }
167 
168     GR_DECLARE_FRAGMENT_PROCESSOR_TEST
169 
170     using INHERITED = GrFragmentProcessor;
171 };
172 #endif
173