1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2017 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrTextureEffect_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrTextureEffect_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrFragmentProcessor.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProcessorUnitTest.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSamplerState.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSurfaceProxyView.h" 20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrTextureProxy.h" 21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLShaderBuilder.h" 22*c8dee2aaSAndroid Build Coastguard Worker 23*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint> 24*c8dee2aaSAndroid Build Coastguard Worker #include <memory> 25*c8dee2aaSAndroid Build Coastguard Worker 26*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLProgramDataManager; 27*c8dee2aaSAndroid Build Coastguard Worker class GrTexture; 28*c8dee2aaSAndroid Build Coastguard Worker enum SkAlphaType : int; 29*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu { class KeyBuilder; } 30*c8dee2aaSAndroid Build Coastguard Worker struct GrShaderCaps; 31*c8dee2aaSAndroid Build Coastguard Worker 32*c8dee2aaSAndroid Build Coastguard Worker class GrTextureEffect : public GrFragmentProcessor { 33*c8dee2aaSAndroid Build Coastguard Worker public: 34*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr float kDefaultBorder[4] = {0}; 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard Worker // An extra inset amount to apply to subset clamp boundaries to ensure clamped coordinates will 37*c8dee2aaSAndroid Build Coastguard Worker // access texel (i-1) to i instead of i to (i+1), even if the weights should mean the clamped 38*c8dee2aaSAndroid Build Coastguard Worker // color is still equal to texel i's value. 39*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_USE_SAFE_INSET_FOR_TEXTURE_SAMPLING) 40*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr float kInsetEpsilon = 0.0001f; 41*c8dee2aaSAndroid Build Coastguard Worker #else 42*c8dee2aaSAndroid Build Coastguard Worker // A value of 0 means that coordinates for linear filtering will be clamped to exactly 1/2px 43*c8dee2aaSAndroid Build Coastguard Worker // inset from the defined data boundary (for approx-fit textures that don't fill to the HW 44*c8dee2aaSAndroid Build Coastguard Worker // boundaries). For bottom/right edges this can then access the row or column outside of the 45*c8dee2aaSAndroid Build Coastguard Worker // defined data. The filtering weight should be 0, which should be safe for non-floating-point 46*c8dee2aaSAndroid Build Coastguard Worker // color types, and not have any impact on the clamped sample. In practice, devices with lower 47*c8dee2aaSAndroid Build Coastguard Worker // precision texture coordinates may not actually evaluate with a weight of 0, and it is 48*c8dee2aaSAndroid Build Coastguard Worker // caught by Swiftshader+MSAN. 49*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr float kInsetEpsilon = 0.f; 50*c8dee2aaSAndroid Build Coastguard Worker #endif 51*c8dee2aaSAndroid Build Coastguard Worker 52*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr float kLinearInset = 0.5f + kInsetEpsilon; 53*c8dee2aaSAndroid Build Coastguard Worker 54*c8dee2aaSAndroid Build Coastguard Worker /** Make from a filter. The sampler will be configured with clamp mode. */ 55*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrFragmentProcessor> Make( 56*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceProxyView, 57*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType, 58*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& = SkMatrix::I(), 59*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::Filter = GrSamplerState::Filter::kNearest, 60*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::MipmapMode mipmapMode = GrSamplerState::MipmapMode::kNone); 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker /** 63*c8dee2aaSAndroid Build Coastguard Worker * Make from a full GrSamplerState. Caps are required to determine support for kClampToBorder. 64*c8dee2aaSAndroid Build Coastguard Worker * This will be emulated in the shader if there is no hardware support. 65*c8dee2aaSAndroid Build Coastguard Worker */ 66*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrFragmentProcessor> Make(GrSurfaceProxyView, SkAlphaType, 67*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix&, GrSamplerState, 68*c8dee2aaSAndroid Build Coastguard Worker const GrCaps& caps, 69*c8dee2aaSAndroid Build Coastguard Worker const float border[4] = kDefaultBorder); 70*c8dee2aaSAndroid Build Coastguard Worker 71*c8dee2aaSAndroid Build Coastguard Worker /** 72*c8dee2aaSAndroid Build Coastguard Worker * Makes a texture effect that samples a subset of a texture. The wrap modes of the 73*c8dee2aaSAndroid Build Coastguard Worker * GrSampleState are applied to the subset in the shader rather than using HW samplers. 74*c8dee2aaSAndroid Build Coastguard Worker * The 'subset' parameter specifies the texels in the base level. The shader code will 75*c8dee2aaSAndroid Build Coastguard Worker * avoid allowing linear filtering to read outside the texel window. However, if MIP 76*c8dee2aaSAndroid Build Coastguard Worker * filtering is used and a shader invocation reads from a level other than the base 77*c8dee2aaSAndroid Build Coastguard Worker * then it may read texel values that were computed from in part from base level texels 78*c8dee2aaSAndroid Build Coastguard Worker * outside the window. More specifically, we treat the MIP map case exactly like the 79*c8dee2aaSAndroid Build Coastguard Worker * linear case in terms of how the final texture coords are computed. If 80*c8dee2aaSAndroid Build Coastguard Worker * alwaysUseShaderTileMode is true then MakeSubset won't attempt to use HW wrap modes if the 81*c8dee2aaSAndroid Build Coastguard Worker * subset contains the entire texture. 82*c8dee2aaSAndroid Build Coastguard Worker */ 83*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView, 84*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType, 85*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix&, 86*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState, 87*c8dee2aaSAndroid Build Coastguard Worker const SkRect& subset, 88*c8dee2aaSAndroid Build Coastguard Worker const GrCaps& caps, 89*c8dee2aaSAndroid Build Coastguard Worker const float border[4] = kDefaultBorder, 90*c8dee2aaSAndroid Build Coastguard Worker bool alwaysUseShaderTileMode = false); 91*c8dee2aaSAndroid Build Coastguard Worker 92*c8dee2aaSAndroid Build Coastguard Worker /** 93*c8dee2aaSAndroid Build Coastguard Worker * The same as above but also takes a 'domain' that specifies any known limit on the post- 94*c8dee2aaSAndroid Build Coastguard Worker * matrix texture coords that will be used to sample the texture. Specifying this requires 95*c8dee2aaSAndroid Build Coastguard Worker * knowledge of how this effect will be nested into a paint, the local coords used with the 96*c8dee2aaSAndroid Build Coastguard Worker * draw, etc. It is only used to attempt to optimize away the shader subset calculations. 97*c8dee2aaSAndroid Build Coastguard Worker */ 98*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrFragmentProcessor> MakeSubset(GrSurfaceProxyView, 99*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType, 100*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix&, 101*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState, 102*c8dee2aaSAndroid Build Coastguard Worker const SkRect& subset, 103*c8dee2aaSAndroid Build Coastguard Worker const SkRect& domain, 104*c8dee2aaSAndroid Build Coastguard Worker const GrCaps& caps, 105*c8dee2aaSAndroid Build Coastguard Worker const float border[4] = kDefaultBorder); 106*c8dee2aaSAndroid Build Coastguard Worker 107*c8dee2aaSAndroid Build Coastguard Worker /** 108*c8dee2aaSAndroid Build Coastguard Worker * Like MakeSubset() but always uses kLinear filtering. MakeSubset() uses the subset rect 109*c8dee2aaSAndroid Build Coastguard Worker * dimensions to determine the period of the wrap mode (for repeat and mirror). Once it computes 110*c8dee2aaSAndroid Build Coastguard Worker * the wrapped texture coordinate inside subset rect it further clamps it to a 0.5 inset rect of 111*c8dee2aaSAndroid Build Coastguard Worker * subset. When subset is an integer rectangle this clamping avoids the hw linear filtering from 112*c8dee2aaSAndroid Build Coastguard Worker * reading texels just outside the subset rect. This factory allows a custom inset clamping 113*c8dee2aaSAndroid Build Coastguard Worker * distance rather than 0.5, allowing those neighboring texels to influence the linear filtering 114*c8dee2aaSAndroid Build Coastguard Worker * sample result. If there is a known restriction on the post-matrix texture coords it can be 115*c8dee2aaSAndroid Build Coastguard Worker * specified using domain. 116*c8dee2aaSAndroid Build Coastguard Worker */ 117*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrFragmentProcessor> MakeCustomLinearFilterInset( 118*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceProxyView, 119*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType, 120*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix&, 121*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::WrapMode wx, 122*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::WrapMode wy, 123*c8dee2aaSAndroid Build Coastguard Worker const SkRect& subset, 124*c8dee2aaSAndroid Build Coastguard Worker const SkRect* domain, 125*c8dee2aaSAndroid Build Coastguard Worker SkVector inset, 126*c8dee2aaSAndroid Build Coastguard Worker const GrCaps& caps, 127*c8dee2aaSAndroid Build Coastguard Worker const float border[4] = kDefaultBorder); 128*c8dee2aaSAndroid Build Coastguard Worker 129*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrFragmentProcessor> clone() const override; 130*c8dee2aaSAndroid Build Coastguard Worker name()131*c8dee2aaSAndroid Build Coastguard Worker const char* name() const override { return "TextureEffect"; } 132*c8dee2aaSAndroid Build Coastguard Worker samplerState()133*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState samplerState() const { return fSamplerState; } 134*c8dee2aaSAndroid Build Coastguard Worker texture()135*c8dee2aaSAndroid Build Coastguard Worker GrTexture* texture() const { return fView.asTextureProxy()->peekTexture(); } 136*c8dee2aaSAndroid Build Coastguard Worker view()137*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxyView& view() const { return fView; } 138*c8dee2aaSAndroid Build Coastguard Worker 139*c8dee2aaSAndroid Build Coastguard Worker // Gets a matrix that is concat'ed by wrapping GrMatrixEffect that handles y-flip and coord 140*c8dee2aaSAndroid Build Coastguard Worker // normalization if required. This matrix is not always known when we make the GrTextureEffect 141*c8dee2aaSAndroid Build Coastguard Worker // because of fully-lazy proxies. Hence, this method exists to allow this concat to happen 142*c8dee2aaSAndroid Build Coastguard Worker // after proxy instantiation with coordination from GrMatrixEffect. 143*c8dee2aaSAndroid Build Coastguard Worker SkMatrix coordAdjustmentMatrix() const; 144*c8dee2aaSAndroid Build Coastguard Worker 145*c8dee2aaSAndroid Build Coastguard Worker class Impl : public ProgramImpl { 146*c8dee2aaSAndroid Build Coastguard Worker public: 147*c8dee2aaSAndroid Build Coastguard Worker void emitCode(EmitArgs&) override; 148*c8dee2aaSAndroid Build Coastguard Worker setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle)149*c8dee2aaSAndroid Build Coastguard Worker void setSamplerHandle(GrGLSLShaderBuilder::SamplerHandle handle) { 150*c8dee2aaSAndroid Build Coastguard Worker fSamplerHandle = handle; 151*c8dee2aaSAndroid Build Coastguard Worker } 152*c8dee2aaSAndroid Build Coastguard Worker 153*c8dee2aaSAndroid Build Coastguard Worker private: 154*c8dee2aaSAndroid Build Coastguard Worker void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override; 155*c8dee2aaSAndroid Build Coastguard Worker 156*c8dee2aaSAndroid Build Coastguard Worker UniformHandle fSubsetUni; 157*c8dee2aaSAndroid Build Coastguard Worker UniformHandle fClampUni; 158*c8dee2aaSAndroid Build Coastguard Worker UniformHandle fIDimsUni; 159*c8dee2aaSAndroid Build Coastguard Worker UniformHandle fBorderUni; 160*c8dee2aaSAndroid Build Coastguard Worker GrGLSLShaderBuilder::SamplerHandle fSamplerHandle; 161*c8dee2aaSAndroid Build Coastguard Worker }; 162*c8dee2aaSAndroid Build Coastguard Worker 163*c8dee2aaSAndroid Build Coastguard Worker private: 164*c8dee2aaSAndroid Build Coastguard Worker struct Sampling; 165*c8dee2aaSAndroid Build Coastguard Worker 166*c8dee2aaSAndroid Build Coastguard Worker /** 167*c8dee2aaSAndroid Build Coastguard Worker * Possible implementation of wrap mode in shader code. Some modes are specialized by 168*c8dee2aaSAndroid Build Coastguard Worker * filter. 169*c8dee2aaSAndroid Build Coastguard Worker */ 170*c8dee2aaSAndroid Build Coastguard Worker enum class ShaderMode : uint16_t { 171*c8dee2aaSAndroid Build Coastguard Worker kNone, // Using HW mode 172*c8dee2aaSAndroid Build Coastguard Worker kClamp, // Shader based clamp, no filter specialization 173*c8dee2aaSAndroid Build Coastguard Worker kRepeat_Nearest_None, // Simple repeat for nearest sampling, no mipmapping 174*c8dee2aaSAndroid Build Coastguard Worker kRepeat_Linear_None, // Filter the subset boundary for kRepeat mode, no mip mapping 175*c8dee2aaSAndroid Build Coastguard Worker kRepeat_Linear_Mipmap, // Logic for linear filtering and LOD selection with kRepeat mode. 176*c8dee2aaSAndroid Build Coastguard Worker kRepeat_Nearest_Mipmap, // Logic for nearest filtering and LOD selection with kRepeat mode. 177*c8dee2aaSAndroid Build Coastguard Worker kMirrorRepeat, // Mirror repeat (doesn't depend on filter)) 178*c8dee2aaSAndroid Build Coastguard Worker kClampToBorder_Nearest, // Logic for hard transition to border color when not filtering. 179*c8dee2aaSAndroid Build Coastguard Worker kClampToBorder_Filter, // Logic for fading to border color when filtering. 180*c8dee2aaSAndroid Build Coastguard Worker }; 181*c8dee2aaSAndroid Build Coastguard Worker static ShaderMode GetShaderMode(GrSamplerState::WrapMode, 182*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::Filter, 183*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState::MipmapMode); 184*c8dee2aaSAndroid Build Coastguard Worker static bool ShaderModeIsClampToBorder(ShaderMode); 185*c8dee2aaSAndroid Build Coastguard Worker // To keep things a little simpler, when we have filtering logic in the shader we 186*c8dee2aaSAndroid Build Coastguard Worker // operate on unnormalized texture coordinates. We will add a uniform that stores 187*c8dee2aaSAndroid Build Coastguard Worker // {1/w, 1/h} in a float2 and normalizes after the mode is handled if the texture 188*c8dee2aaSAndroid Build Coastguard Worker // is not rectangle. 189*c8dee2aaSAndroid Build Coastguard Worker static bool ShaderModeRequiresUnormCoord(ShaderMode); 190*c8dee2aaSAndroid Build Coastguard Worker 191*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceProxyView fView; 192*c8dee2aaSAndroid Build Coastguard Worker GrSamplerState fSamplerState; 193*c8dee2aaSAndroid Build Coastguard Worker float fBorder[4]; 194*c8dee2aaSAndroid Build Coastguard Worker SkRect fSubset; 195*c8dee2aaSAndroid Build Coastguard Worker SkRect fClamp; 196*c8dee2aaSAndroid Build Coastguard Worker ShaderMode fShaderModes[2]; 197*c8dee2aaSAndroid Build Coastguard Worker 198*c8dee2aaSAndroid Build Coastguard Worker inline GrTextureEffect(GrSurfaceProxyView, SkAlphaType, const Sampling&); 199*c8dee2aaSAndroid Build Coastguard Worker 200*c8dee2aaSAndroid Build Coastguard Worker explicit GrTextureEffect(const GrTextureEffect& src); 201*c8dee2aaSAndroid Build Coastguard Worker 202*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ProgramImpl> onMakeProgramImpl() const override; 203*c8dee2aaSAndroid Build Coastguard Worker 204*c8dee2aaSAndroid Build Coastguard Worker void onAddToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const override; 205*c8dee2aaSAndroid Build Coastguard Worker 206*c8dee2aaSAndroid Build Coastguard Worker bool onIsEqual(const GrFragmentProcessor&) const override; 207*c8dee2aaSAndroid Build Coastguard Worker 208*c8dee2aaSAndroid Build Coastguard Worker bool matrixEffectShouldNormalize() const; 209*c8dee2aaSAndroid Build Coastguard Worker hasClampToBorderShaderMode()210*c8dee2aaSAndroid Build Coastguard Worker bool hasClampToBorderShaderMode() const { 211*c8dee2aaSAndroid Build Coastguard Worker return ShaderModeIsClampToBorder(fShaderModes[0]) || 212*c8dee2aaSAndroid Build Coastguard Worker ShaderModeIsClampToBorder(fShaderModes[1]); 213*c8dee2aaSAndroid Build Coastguard Worker } 214*c8dee2aaSAndroid Build Coastguard Worker 215*c8dee2aaSAndroid Build Coastguard Worker GR_DECLARE_FRAGMENT_PROCESSOR_TEST 216*c8dee2aaSAndroid Build Coastguard Worker 217*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GrFragmentProcessor; 218*c8dee2aaSAndroid Build Coastguard Worker }; 219*c8dee2aaSAndroid Build Coastguard Worker #endif 220