blob: 940b6f4c335e65b417d18116f457b08809dffaad [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/entity/contents/filters/srgb_to_linear_filter_contents.h"
#include "impeller/entity/contents/content_context.h"
#include "impeller/entity/contents/contents.h"
#include "impeller/geometry/point.h"
#include "impeller/geometry/vector.h"
#include "impeller/renderer/render_pass.h"
#include "impeller/renderer/sampler_library.h"
namespace impeller {
SrgbToLinearFilterContents::SrgbToLinearFilterContents() = default;
SrgbToLinearFilterContents::~SrgbToLinearFilterContents() = default;
std::optional<Entity> SrgbToLinearFilterContents::RenderFilter(
const FilterInput::Vector& inputs,
const ContentContext& renderer,
const Entity& entity,
const Matrix& effect_transform,
const Rect& coverage) const {
if (inputs.empty()) {
return std::nullopt;
}
using VS = SrgbToLinearFilterPipeline::VertexShader;
using FS = SrgbToLinearFilterPipeline::FragmentShader;
auto input_snapshot = inputs[0]->GetSnapshot(renderer, entity);
if (!input_snapshot.has_value()) {
return std::nullopt;
}
ContentContext::SubpassCallback callback = [&](const ContentContext& renderer,
RenderPass& pass) {
Command cmd;
cmd.label = "sRGB to Linear Filter";
auto options = OptionsFromPass(pass);
options.blend_mode = BlendMode::kSource;
cmd.pipeline = renderer.GetSrgbToLinearFilterPipeline(options);
VertexBufferBuilder<VS::PerVertexData> vtx_builder;
vtx_builder.AddVertices({
{Point(0, 0)},
{Point(1, 0)},
{Point(1, 1)},
{Point(0, 0)},
{Point(1, 1)},
{Point(0, 1)},
});
auto& host_buffer = pass.GetTransientsBuffer();
auto vtx_buffer = vtx_builder.CreateVertexBuffer(host_buffer);
cmd.BindVertices(vtx_buffer);
VS::FrameInfo frame_info;
frame_info.mvp = Matrix::MakeOrthographic(ISize(1, 1));
frame_info.texture_sampler_y_coord_scale =
input_snapshot->texture->GetYCoordScale();
FS::FragInfo frag_info;
frag_info.input_alpha = GetAbsorbOpacity() ? input_snapshot->opacity : 1.0f;
auto sampler = renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
FS::BindInputTexture(cmd, input_snapshot->texture, sampler);
FS::BindFragInfo(cmd, host_buffer.EmplaceUniform(frag_info));
VS::BindFrameInfo(cmd, host_buffer.EmplaceUniform(frame_info));
return pass.AddCommand(std::move(cmd));
};
auto out_texture = renderer.MakeSubpass(
"sRGB to Linear Filter", input_snapshot->texture->GetSize(), callback);
if (!out_texture) {
return std::nullopt;
}
return Entity::FromSnapshot(
Snapshot{.texture = out_texture,
.transform = input_snapshot->transform,
.sampler_descriptor = input_snapshot->sampler_descriptor,
.opacity = GetAbsorbOpacity() ? 1.0f : input_snapshot->opacity},
entity.GetBlendMode(), entity.GetStencilDepth());
}
} // namespace impeller