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// Copyright 2016 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "cobalt/renderer/rasterizer/skia/skia/src/effects/SkNV122RGBShader.h"
#include <algorithm>
#include "base/logging.h"
#include "cobalt/base/polymorphic_downcast.h"
#include "third_party/skia/include/core/SkColorPriv.h"
#include "third_party/skia/include/core/SkShader.h"
#include "third_party/skia/include/core/SkString.h"
#include "third_party/skia/src/core/SkReadBuffer.h"
#include "third_party/skia/src/core/SkWriteBuffer.h"
#if SK_SUPPORT_GPU
#include "third_party/skia/src/gpu/GrFragmentProcessor.h"
#endif
SkNV122RGBShader::SkNV122RGBShader(SkYUVColorSpace color_space,
const sk_sp<SkImage>& y_image,
const SkMatrix& y_matrix,
const sk_sp<SkImage>& uv_image,
const SkMatrix& uv_matrix)
: color_space_(color_space),
y_image_(y_image),
y_matrix_(y_matrix),
uv_image_(uv_image),
uv_matrix_(uv_matrix) {
DCHECK(y_image_);
DCHECK(uv_image_);
InitializeShaders();
}
void SkNV122RGBShader::InitializeShaders() {
y_shader_.reset(base::polymorphic_downcast<SkImageShader*>(
SkImageShader::Make(y_image_, SkTileMode::kClamp, SkTileMode::kClamp,
&y_matrix_, false)
.get()));
DCHECK(y_shader_);
uv_shader_.reset(base::polymorphic_downcast<SkImageShader*>(
SkImageShader::Make(uv_image_, SkTileMode::kClamp, SkTileMode::kClamp,
&uv_matrix_, false)
.get()));
DCHECK(uv_shader_);
}
SkNV122RGBShader::~SkNV122RGBShader() {
}
void SkNV122RGBShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeInt(color_space_);
buffer.writeImage(y_image_.get());
buffer.writeMatrix(y_matrix_);
buffer.writeImage(uv_image_.get());
buffer.writeMatrix(uv_matrix_);
}
uint32_t SkNV122RGBShader::NV122RGBShaderContext::getFlags() const { return 0; }
SkNV122RGBShader::NV122RGBShaderContext::NV122RGBShaderContext(
SkYUVColorSpace color_space, const SkNV122RGBShader& yuv2rgb_shader,
SkShaderBase::Context* y_shader_context,
SkShaderBase::Context* uv_shader_context, const ContextRec& rec)
: INHERITED(yuv2rgb_shader, rec),
color_space_(color_space),
y_shader_context_(y_shader_context),
uv_shader_context_(uv_shader_context) {}
SkNV122RGBShader::NV122RGBShaderContext::~NV122RGBShaderContext() {
y_shader_context_->~Context();
uv_shader_context_->~Context();
}
void SkNV122RGBShader::NV122RGBShaderContext::shadeSpan(int x, int y,
SkPMColor result[],
int count) {
static const int kPixelCountPerSpan = 64;
SkPMColor y_values[kPixelCountPerSpan];
SkPMColor uv_values[kPixelCountPerSpan];
DCHECK_EQ(kRec709_SkYUVColorSpace, color_space_)
<< "Currently we only support the BT.709 YUV colorspace.";
do {
int count_in_chunk =
count > kPixelCountPerSpan ? kPixelCountPerSpan : count;
y_shader_context_->shadeSpan(x, y, y_values, count_in_chunk);
uv_shader_context_->shadeSpan(x, y, uv_values, count_in_chunk);
for (int i = 0; i < count_in_chunk; ++i) {
int32_t y_value = SkColorGetA(y_values[i]) - 16;
int32_t u_value = SkColorGetB(uv_values[i]) - 128;
int32_t v_value = SkColorGetA(uv_values[i]) - 128;
const float kA = 1.164f;
const float kB = -0.213f;
const float kC = 2.112f;
const float kD = 1.793f;
const float kE = -0.533f;
int32_t r_unclamped = static_cast<int32_t>(kA * y_value + kD * v_value);
int32_t g_unclamped =
static_cast<int32_t>(kA * y_value + kB * u_value + kE * v_value);
int32_t b_unclamped = static_cast<int32_t>(kA * y_value + kC * u_value);
int32_t r_clamped =
std::min<int32_t>(255, std::max<int32_t>(0, r_unclamped));
int32_t g_clamped =
std::min<int32_t>(255, std::max<int32_t>(0, g_unclamped));
int32_t b_clamped =
std::min<int32_t>(255, std::max<int32_t>(0, b_unclamped));
result[i] = SkPackARGB32NoCheck(255, r_clamped, g_clamped, b_clamped);
}
result += count_in_chunk;
x += count_in_chunk;
count -= count_in_chunk;
} while (count > 0);
}
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> SkNV122RGBShader::asFragmentProcessor(
const GrFPArgs&) const {
#if 0
// TODO SKIA_M61_EFFECTS. Investigate if we still need this.
// Code snippet taken from SkBitmapProcShader::asFragmentProcessor().
SkMatrix matrix;
matrix.setIDiv(y_image_->width(), y_image_->height());
SkMatrix lmInverse;
if (!y_shader_->getLocalMatrix().invert(&lmInverse)) {
return false;
}
if (localMatrix) {
SkMatrix inv;
if (!localMatrix->invert(&inv)) {
return false;
}
lmInverse.postConcat(inv);
}
matrix.preConcat(lmInverse);
GrTextureParams::FilterMode filter_mode =
paint.getFilterLevel() == SkPaint::kNone_FilterLevel
? GrTextureParams::kNone_FilterMode
: GrTextureParams::kBilerp_FilterMode;
GrTextureParams texture_params;
texture_params.setFilterMode(filter_mode);
*fp = GrYUVtoRGBEffect::Create(y_image_->getTexture(),
uv_image_->getTexture(),
NULL, matrix, texture_params,
kRec709_SkYUVColorSpace, true);
return true;
#else
return nullptr;
#endif
}
#endif // SK_SUPPORT_GPU