void GrTextureEffect::Impl::emitCode()

in src/gpu/ganesh/effects/GrTextureEffect.cpp [372:735]


void GrTextureEffect::Impl::emitCode(EmitArgs& args) {
    using ShaderMode = GrTextureEffect::ShaderMode;

    auto& te = args.fFp.cast<GrTextureEffect>();
    auto* fb = args.fFragBuilder;

    if (te.fShaderModes[0] == ShaderMode::kNone &&
        te.fShaderModes[1] == ShaderMode::kNone) {
        fb->codeAppendf("return ");
        fb->appendTextureLookup(fSamplerHandle, args.fSampleCoord);
        fb->codeAppendf(";");
    } else {
        // Here is the basic flow of the various ShaderModes are implemented in a series of
        // steps. Not all the steps apply to all the modes. We try to emit only the steps
        // that are necessary for the given x/y shader modes.
        //
        // 0) Start with interpolated coordinates (unnormalize if doing anything
        //    complicated).
        // 1) Map the coordinates into the subset range [Repeat and MirrorRepeat], or pass
        //    through output of 0).
        // 2) Clamp the coordinates to a 0.5 inset of the subset rect [Clamp, Repeat, and
        //    MirrorRepeat always or ClampToBorder only when filtering] or pass through
        //    output of 1). The clamp rect collapses to a line or point it if the subset
        //    rect is less than one pixel wide/tall.
        // 3) Look up texture with output of 2) [All]
        // 3) Use the difference between 1) and 2) to apply filtering at edge [Repeat or
        //    ClampToBorder]. In the Repeat case this requires extra texture lookups on the
        //    other side of the subset (up to 3 more reads). Or if ClampToBorder and not
        //    filtering do a hard less than/greater than test with the subset rect.

        // Convert possible projective texture coordinates into non-homogeneous half2.
        fb->codeAppendf("float2 inCoord = %s;", args.fSampleCoord);

        const auto& m = te.fShaderModes;

        const char* borderName = nullptr;
        if (te.hasClampToBorderShaderMode()) {
            fBorderUni = args.fUniformHandler->addUniform(
                    &te, kFragment_GrShaderFlag, SkSLType::kHalf4, "border", &borderName);
        }
        auto modeUsesSubset = [](ShaderMode m) {
          switch (m) {
              case ShaderMode::kNone:                     return false;
              case ShaderMode::kClamp:                    return false;
              case ShaderMode::kRepeat_Nearest_None:      return true;
              case ShaderMode::kRepeat_Linear_None:       return true;
              case ShaderMode::kRepeat_Nearest_Mipmap:    return true;
              case ShaderMode::kRepeat_Linear_Mipmap:     return true;
              case ShaderMode::kMirrorRepeat:             return true;
              case ShaderMode::kClampToBorder_Nearest:    return true;
              case ShaderMode::kClampToBorder_Filter:     return true;
          }
          SkUNREACHABLE;
        };

        auto modeUsesClamp = [](ShaderMode m) {
          switch (m) {
              case ShaderMode::kNone:                     return false;
              case ShaderMode::kClamp:                    return true;
              case ShaderMode::kRepeat_Nearest_None:      return true;
              case ShaderMode::kRepeat_Linear_None:       return true;
              case ShaderMode::kRepeat_Nearest_Mipmap:    return true;
              case ShaderMode::kRepeat_Linear_Mipmap:     return true;
              case ShaderMode::kMirrorRepeat:             return true;
              case ShaderMode::kClampToBorder_Nearest:    return false;
              case ShaderMode::kClampToBorder_Filter:     return true;
          }
          SkUNREACHABLE;
        };

        bool useSubset[2] = {modeUsesSubset(m[0]), modeUsesSubset(m[1])};
        bool useClamp [2] = {modeUsesClamp (m[0]), modeUsesClamp (m[1])};

        const char* subsetName = nullptr;
        if (useSubset[0] || useSubset[1]) {
            fSubsetUni = args.fUniformHandler->addUniform(
                    &te, kFragment_GrShaderFlag, SkSLType::kFloat4, "subset", &subsetName);
        }

        const char* clampName = nullptr;
        if (useClamp[0] || useClamp[1]) {
            fClampUni = args.fUniformHandler->addUniform(
                    &te, kFragment_GrShaderFlag, SkSLType::kFloat4, "clamp", &clampName);
        }

        bool unormCoordsRequiredForShaderMode = ShaderModeRequiresUnormCoord(m[0]) ||
                                                ShaderModeRequiresUnormCoord(m[1]);
        // We should not pre-normalize the input coords with GrMatrixEffect if we're going to
        // operate on unnormalized coords and then normalize after the shader mode.
        SkASSERT(!(unormCoordsRequiredForShaderMode && te.matrixEffectShouldNormalize()));
        bool sampleCoordsMustBeNormalized =
                te.fView.asTextureProxy()->textureType() != GrTextureType::kRectangle;

        const char* idims = nullptr;
        if (unormCoordsRequiredForShaderMode && sampleCoordsMustBeNormalized) {
            // TODO: Detect support for textureSize() or polyfill textureSize() in SkSL and
            // always use?
            fIDimsUni = args.fUniformHandler->addUniform(&te, kFragment_GrShaderFlag,
                                                         SkSLType::kFloat2, "idims", &idims);
        }

        // Generates a string to read at a coordinate, normalizing coords if necessary.
        auto read = [&](const char* coord) {
            SkString result;
            SkString normCoord;
            if (idims) {
                normCoord.printf("(%s) * %s", coord, idims);
            } else {
                normCoord = coord;
            }
            fb->appendTextureLookup(&result, fSamplerHandle, normCoord.c_str());
            return result;
        };

        // Implements coord wrapping for kRepeat and kMirrorRepeat
        auto subsetCoord = [&](ShaderMode mode,
                               const char* coordSwizzle,
                               const char* subsetStartSwizzle,
                               const char* subsetStopSwizzle,
                               const char* extraCoord,
                               const char* coordWeight) {
            switch (mode) {
                // These modes either don't use the subset rect or don't need to map the
                // coords to be within the subset.
                case ShaderMode::kNone:
                case ShaderMode::kClampToBorder_Nearest:
                case ShaderMode::kClampToBorder_Filter:
                case ShaderMode::kClamp:
                    fb->codeAppendf("subsetCoord.%s = inCoord.%s;", coordSwizzle, coordSwizzle);
                    break;
                case ShaderMode::kRepeat_Nearest_None:
                case ShaderMode::kRepeat_Linear_None:
                    fb->codeAppendf(
                            "subsetCoord.%s = mod(inCoord.%s - %s.%s, %s.%s - %s.%s) + %s.%s;",
                            coordSwizzle, coordSwizzle, subsetName, subsetStartSwizzle, subsetName,
                            subsetStopSwizzle, subsetName, subsetStartSwizzle, subsetName,
                            subsetStartSwizzle);
                    break;
                case ShaderMode::kRepeat_Nearest_Mipmap:
                case ShaderMode::kRepeat_Linear_Mipmap:
                    // The approach here is to generate two sets of texture coords that
                    // are both "moving" at the same speed (if not direction) as
                    // inCoords. We accomplish that by using two out of phase mirror
                    // repeat coords. We will always sample using both coords but the
                    // read from the upward sloping one is selected using a weight
                    // that transitions from one set to the other near the reflection
                    // point. Like the coords, the weight is a saw-tooth function,
                    // phase-shifted, vertically translated, and then clamped to 0..1.
                    // TODO: Skip this and use textureGrad() when available.
                    SkASSERT(extraCoord);
                    SkASSERT(coordWeight);
                    fb->codeAppend("{");
                    fb->codeAppendf("float w = %s.%s - %s.%s;", subsetName, subsetStopSwizzle,
                                    subsetName, subsetStartSwizzle);
                    fb->codeAppendf("float w2 = 2 * w;");
                    fb->codeAppendf("float d = inCoord.%s - %s.%s;", coordSwizzle, subsetName,
                                    subsetStartSwizzle);
                    fb->codeAppend("float m = mod(d, w2);");
                    fb->codeAppend("float o = mix(m, w2 - m, step(w, m));");
                    fb->codeAppendf("subsetCoord.%s = o + %s.%s;", coordSwizzle, subsetName,
                                    subsetStartSwizzle);
                    fb->codeAppendf("%s = w - o + %s.%s;", extraCoord, subsetName,
                                    subsetStartSwizzle);
                    // coordWeight is used as the third param of mix() to blend between a
                    // sample taken using subsetCoord and a sample at extraCoord.
                    fb->codeAppend("float hw = w/2;");
                    fb->codeAppend("float n = mod(d - hw, w2);");
                    fb->codeAppendf("%s = saturate(half(mix(n, w2 - n, step(w, n)) - hw + 0.5));",
                                    coordWeight);
                    fb->codeAppend("}");
                    break;
                case ShaderMode::kMirrorRepeat:
                    fb->codeAppend("{");
                    fb->codeAppendf("float w = %s.%s - %s.%s;", subsetName, subsetStopSwizzle,
                                    subsetName, subsetStartSwizzle);
                    fb->codeAppendf("float w2 = 2 * w;");
                    fb->codeAppendf("float m = mod(inCoord.%s - %s.%s, w2);", coordSwizzle,
                                    subsetName, subsetStartSwizzle);
                    fb->codeAppendf("subsetCoord.%s = mix(m, w2 - m, step(w, m)) + %s.%s;",
                                    coordSwizzle, subsetName, subsetStartSwizzle);
                    fb->codeAppend("}");
                    break;
            }
        };

        auto clampCoord = [&](bool clamp,
                              const char* coordSwizzle,
                              const char* clampStartSwizzle,
                              const char* clampStopSwizzle) {
            if (clamp) {
                fb->codeAppendf("clampedCoord%s = clamp(subsetCoord%s, %s%s, %s%s);",
                                coordSwizzle, coordSwizzle,
                                clampName, clampStartSwizzle,
                                clampName, clampStopSwizzle);
            } else {
                fb->codeAppendf("clampedCoord%s = subsetCoord%s;", coordSwizzle, coordSwizzle);
            }
        };

        // Insert vars for extra coords and blending weights for repeat + mip map.
        const char* extraRepeatCoordX  = nullptr;
        const char* repeatCoordWeightX = nullptr;
        const char* extraRepeatCoordY  = nullptr;
        const char* repeatCoordWeightY = nullptr;

        bool mipmapRepeatX = m[0] == ShaderMode::kRepeat_Nearest_Mipmap ||
                             m[0] == ShaderMode::kRepeat_Linear_Mipmap;
        bool mipmapRepeatY = m[1] == ShaderMode::kRepeat_Nearest_Mipmap ||
                             m[1] == ShaderMode::kRepeat_Linear_Mipmap;

        if (mipmapRepeatX || mipmapRepeatY) {
            fb->codeAppend("float2 extraRepeatCoord;");
        }
        if (mipmapRepeatX) {
            fb->codeAppend("half repeatCoordWeightX;");
            extraRepeatCoordX   = "extraRepeatCoord.x";
            repeatCoordWeightX  = "repeatCoordWeightX";
        }
        if (mipmapRepeatY) {
            fb->codeAppend("half repeatCoordWeightY;");
            extraRepeatCoordY   = "extraRepeatCoord.y";
            repeatCoordWeightY  = "repeatCoordWeightY";
        }

        // Apply subset rect and clamp rect to coords.
        fb->codeAppend("float2 subsetCoord;");
        subsetCoord(te.fShaderModes[0], "x", "x", "z", extraRepeatCoordX, repeatCoordWeightX);
        subsetCoord(te.fShaderModes[1], "y", "y", "w", extraRepeatCoordY, repeatCoordWeightY);
        fb->codeAppend("float2 clampedCoord;");
        if (useClamp[0] == useClamp[1]) {
            clampCoord(useClamp[0], "", ".xy", ".zw");
        } else {
            clampCoord(useClamp[0], ".x", ".x", ".z");
            clampCoord(useClamp[1], ".y", ".y", ".w");
        }
        // Additional clamping for the extra coords for kRepeat with mip maps.
        if (mipmapRepeatX && mipmapRepeatY) {
            fb->codeAppendf("extraRepeatCoord = clamp(extraRepeatCoord, %s.xy, %s.zw);",
                            clampName, clampName);
        } else if (mipmapRepeatX) {
            fb->codeAppendf("extraRepeatCoord.x = clamp(extraRepeatCoord.x, %s.x, %s.z);",
                            clampName, clampName);
        } else if (mipmapRepeatY) {
            fb->codeAppendf("extraRepeatCoord.y = clamp(extraRepeatCoord.y, %s.y, %s.w);",
                            clampName, clampName);
        }

        // Do the 2 or 4 texture reads for kRepeatMipMap and then apply the weight(s)
        // to blend between them. If neither direction is repeat or not using mip maps do a single
        // read at clampedCoord.
        if (mipmapRepeatX && mipmapRepeatY) {
            fb->codeAppendf(
                    "half4 textureColor ="
                    "   mix(mix(%s, %s, repeatCoordWeightX),"
                    "       mix(%s, %s, repeatCoordWeightX),"
                    "       repeatCoordWeightY);",
                    read("clampedCoord").c_str(),
                    read("float2(extraRepeatCoord.x, clampedCoord.y)").c_str(),
                    read("float2(clampedCoord.x, extraRepeatCoord.y)").c_str(),
                    read("float2(extraRepeatCoord.x, extraRepeatCoord.y)").c_str());

        } else if (mipmapRepeatX) {
            fb->codeAppendf("half4 textureColor = mix(%s, %s, repeatCoordWeightX);",
                            read("clampedCoord").c_str(),
                            read("float2(extraRepeatCoord.x, clampedCoord.y)").c_str());
        } else if (mipmapRepeatY) {
            fb->codeAppendf("half4 textureColor = mix(%s, %s, repeatCoordWeightY);",
                            read("clampedCoord").c_str(),
                            read("float2(clampedCoord.x, extraRepeatCoord.y)").c_str());
        } else {
            fb->codeAppendf("half4 textureColor = %s;", read("clampedCoord").c_str());
        }

        // Strings for extra texture reads used only in kRepeatLinear
        SkString repeatLinearReadX;
        SkString repeatLinearReadY;

        // Calculate the amount the coord moved for clamping. This will be used
        // to implement shader-based filtering for kClampToBorder and kRepeat.
        bool repeatLinearFilterX = m[0] == ShaderMode::kRepeat_Linear_None ||
                                   m[0] == ShaderMode::kRepeat_Linear_Mipmap;
        bool repeatLinearFilterY = m[1] == ShaderMode::kRepeat_Linear_None ||
                                   m[1] == ShaderMode::kRepeat_Linear_Mipmap;
        if (repeatLinearFilterX || m[0] == ShaderMode::kClampToBorder_Filter) {
            fb->codeAppend("half errX = half(subsetCoord.x - clampedCoord.x);");
            if (repeatLinearFilterX) {
                fb->codeAppendf("float repeatCoordX = errX > 0 ? %s.x : %s.z;",
                                clampName, clampName);
                repeatLinearReadX = read("float2(repeatCoordX, clampedCoord.y)");
            }
        }
        if (repeatLinearFilterY || m[1] == ShaderMode::kClampToBorder_Filter) {
            fb->codeAppend("half errY = half(subsetCoord.y - clampedCoord.y);");
            if (repeatLinearFilterY) {
                fb->codeAppendf("float repeatCoordY = errY > 0 ? %s.y : %s.w;",
                                clampName, clampName);
                repeatLinearReadY = read("float2(clampedCoord.x, repeatCoordY)");
            }
        }

        // Add logic for kRepeat + linear filter. Do 1 or 3 more texture reads depending
        // on whether both modes are kRepeat and whether we're near a single subset edge
        // or a corner. Then blend the multiple reads using the err values calculated
        // above.
        const char* ifStr = "if";
        if (repeatLinearFilterX && repeatLinearFilterY) {
            auto repeatLinearReadXY = read("float2(repeatCoordX, repeatCoordY)");
            fb->codeAppendf(
                    "if (errX != 0 && errY != 0) {"
                    "    errX = abs(errX);"
                    "    textureColor = mix(mix(textureColor, %s, errX),"
                    "                       mix(%s, %s, errX),"
                    "                       abs(errY));"
                    "}",
                    repeatLinearReadX.c_str(), repeatLinearReadY.c_str(),
                    repeatLinearReadXY.c_str());
            ifStr = "else if";
        }
        if (repeatLinearFilterX) {
            fb->codeAppendf(
                    "%s (errX != 0) {"
                    "    textureColor = mix(textureColor, %s, abs(errX));"
                    "}",
                    ifStr, repeatLinearReadX.c_str());
        }
        if (repeatLinearFilterY) {
            fb->codeAppendf(
                    "%s (errY != 0) {"
                    "    textureColor = mix(textureColor, %s, abs(errY));"
                    "}",
                    ifStr, repeatLinearReadY.c_str());
        }

        // Do soft edge shader filtering against border color for kClampToBorderFilter using
        // the err values calculated above.
        if (m[0] == ShaderMode::kClampToBorder_Filter) {
            fb->codeAppendf("textureColor = mix(textureColor, %s, min(abs(errX), 1));", borderName);
        }
        if (m[1] == ShaderMode::kClampToBorder_Filter) {
            fb->codeAppendf("textureColor = mix(textureColor, %s, min(abs(errY), 1));", borderName);
        }

        // Do hard-edge shader transition to border color for kClampToBorderNearest at the
        // subset boundaries. Snap the input coordinates to nearest neighbor (with an
        // epsilon) before comparing to the subset rect to avoid GPU interpolation errors
        if (m[0] == ShaderMode::kClampToBorder_Nearest) {
            fb->codeAppendf(
                    "float snappedX = floor(inCoord.x + 0.001) + 0.5;"
                    "if (snappedX < %s.x || snappedX > %s.z) {"
                    "    textureColor = %s;"
                    "}",
                    subsetName, subsetName, borderName);
        }
        if (m[1] == ShaderMode::kClampToBorder_Nearest) {
            fb->codeAppendf(
                    "float snappedY = floor(inCoord.y + 0.001) + 0.5;"
                    "if (snappedY < %s.y || snappedY > %s.w) {"
                    "    textureColor = %s;"
                    "}",
                    subsetName, subsetName, borderName);
        }
        fb->codeAppendf("return textureColor;");
    }
}