85 {
86 if (renderer.GetDeviceCapabilities().SupportsSSBO()) {
87 return RenderSSBO(renderer, entity, pass);
88 }
89 if (colors_.size() <= kMaxUniformGradientStops &&
90 stops_.size() <= kMaxUniformGradientStops) {
91 return RenderUniform(renderer, entity, pass);
92 }
93 return RenderTexture(renderer, entity, pass);
94}
95
96bool SweepGradientContents::RenderSSBO(const ContentContext& renderer,
97 const Entity& entity,
98 RenderPass& pass) const {
99 using VS = SweepGradientSSBOFillPipeline::VertexShader;
100 using FS = SweepGradientSSBOFillPipeline::FragmentShader;
101
102 VS::FrameInfo frame_info;
103 frame_info.matrix = GetInverseEffectTransform();
104 VS::BindFrameInfo(
105 pass, renderer.GetTransientsDataBuffer().EmplaceUniform(frame_info));
106
107 PipelineBuilderCallback pipeline_callback =
108 [&renderer](ContentContextOptions options) {
109 return renderer.GetSweepGradientSSBOFillPipeline(options);
110 };
111 return ColorSourceContents::DrawGeometry<VS>(
112 renderer, entity, pass, pipeline_callback, frame_info,
113 [this, &renderer, &entity](RenderPass& pass) {
114 FS::FragInfo frag_info;
115 frag_info.center = center_;
116 frag_info.bias = bias_;
117 frag_info.scale = scale_;
118 frag_info.tile_mode =
static_cast<Scalar>(tile_mode_);
119 frag_info.decal_border_color = decal_border_color_;
120 frag_info.alpha =
121 GetOpacityFactor() *
122 GetGeometry()->ComputeAlphaCoverage(entity.GetTransform());
123
124 auto& data_host_buffer = renderer.GetTransientsDataBuffer();
126
127 frag_info.colors_length = colors.size();
128 auto color_buffer = data_host_buffer.Emplace(
129 colors.data(), colors.size() * sizeof(StopData),
130 renderer.GetDeviceCapabilities()
131 .GetMinimumStorageBufferAlignment());
132
133 pass.SetCommandLabel("SweepGradientSSBOFill");
134
135 FS::BindFragInfo(
136 pass, renderer.GetTransientsDataBuffer().EmplaceUniform(frag_info));
137 FS::BindColorData(pass, color_buffer);
138
139 return true;
140 });
141}
142
143bool SweepGradientContents::RenderUniform(const ContentContext& renderer,
144 const Entity& entity,
145 RenderPass& pass) const {
146 using VS = SweepGradientUniformFillPipeline::VertexShader;
147 using FS = SweepGradientUniformFillPipeline::FragmentShader;
148
149 VS::FrameInfo frame_info;
150 frame_info.matrix = GetInverseEffectTransform();
151 VS::BindFrameInfo(
152 pass, renderer.GetTransientsDataBuffer().EmplaceUniform(frame_info));
153
154 PipelineBuilderCallback pipeline_callback =
155 [&renderer](ContentContextOptions options) {
156 return renderer.GetSweepGradientUniformFillPipeline(options);
157 };
158 return ColorSourceContents::DrawGeometry<VS>(
159 renderer, entity, pass, pipeline_callback, frame_info,
160 [this, &renderer, &entity](RenderPass& pass) {
161 FS::FragInfo frag_info;
162 FS::ColorsInfo colors_info;
163 FS::StopPairsInfo stop_pairs_info;
164
165 frag_info.center = center_;
166 frag_info.bias = bias_;
167 frag_info.scale = scale_;
168 frag_info.tile_mode =
static_cast<Scalar>(tile_mode_);
169 frag_info.alpha =
170 GetOpacityFactor() *
171 GetGeometry()->ComputeAlphaCoverage(entity.GetTransform());
173 colors_, stops_, colors_info.colors, stop_pairs_info.stop_pairs);
174
175 frag_info.decal_border_color = decal_border_color_;
176
177 pass.SetCommandLabel("SweepGradientUniformFill");
178
179 auto& transients_buffer = renderer.GetTransientsDataBuffer();
180 FS::BindFragInfo(pass, transients_buffer.EmplaceUniform(frag_info));
181 FS::BindColorsInfo(pass, transients_buffer.EmplaceUniform(colors_info));
182 FS::BindStopPairsInfo(
183 pass, transients_buffer.EmplaceUniform(stop_pairs_info));
184
185 return true;
186 });
187}
188
189bool SweepGradientContents::RenderTexture(const ContentContext& renderer,
190 const Entity& entity,
191 RenderPass& pass) const {
192 using VS = SweepGradientFillPipeline::VertexShader;
193 using FS = SweepGradientFillPipeline::FragmentShader;
194
196 auto gradient_texture =
198 if (gradient_texture == nullptr) {
199 return false;
200 }
201
202 VS::FrameInfo frame_info;
203 frame_info.matrix = GetInverseEffectTransform();
204
205 PipelineBuilderCallback pipeline_callback =
206 [&renderer](ContentContextOptions options) {
207 return renderer.GetSweepGradientFillPipeline(options);
208 };
209 return ColorSourceContents::DrawGeometry<VS>(
210 renderer, entity, pass, pipeline_callback, frame_info,
211 [this, &renderer, &gradient_texture, &entity](RenderPass& pass) {
212 FS::FragInfo frag_info;
213 frag_info.center = center_;
214 frag_info.bias = bias_;
215 frag_info.scale = scale_;
216 frag_info.tile_mode =
static_cast<Scalar>(tile_mode_);
217 frag_info.decal_border_color = decal_border_color_;
218 frag_info.alpha =
219 GetOpacityFactor() *
220 GetGeometry()->ComputeAlphaCoverage(entity.GetTransform());
221 frag_info.half_texel =
222 Vector2(0.5 / gradient_texture->GetSize().width,
223 0.5 / gradient_texture->GetSize().height);
224
225 SamplerDescriptor sampler_desc;
226 sampler_desc.min_filter = MinMagFilter::kLinear;
227 sampler_desc.mag_filter = MinMagFilter::kLinear;
228
229 pass.SetCommandLabel("SweepGradientFill");
230
231 FS::BindFragInfo(
232 pass, renderer.GetTransientsDataBuffer().EmplaceUniform(frag_info));
233 FS::BindTextureSampler(
234 pass, gradient_texture,
235 renderer.GetContext()->GetSamplerLibrary()->GetSampler(
236 sampler_desc));
237
238 return true;
239 });
240}
241
242bool SweepGradientContents::ApplyColorFilter(
243 const ColorFilterProc& color_filter_proc) {
244 for (Color& color : colors_) {
245 color = color_filter_proc(color);
246 }
247 decal_border_color_ = color_filter_proc(decal_border_color_);
248 return true;
249}
250
251}
LinePipeline::FragmentShader FS
int PopulateUniformGradientColors(const std::vector< Color > &colors, const std::vector< Scalar > &stops, Vector4 frag_info_colors[kMaxUniformGradientStops], Vector4 frag_info_stop_pairs[kMaxUniformGradientStops/2])
Populate 2 arrays with the colors and stop data for a gradient.
std::vector< StopData > CreateGradientColors(const std::vector< Color > &colors, const std::vector< Scalar > &stops)
Populate a vector with the color and stop data for a gradient.
LinePipeline::VertexShader VS
std::shared_ptr< Texture > CreateGradientTexture(const GradientData &gradient_data, const std::shared_ptr< impeller::Context > &context)
Create a host visible texture that contains the gradient defined by the provided gradient data.
GradientData CreateGradientBuffer(const std::vector< Color > &colors, const std::vector< Scalar > &stops)
Populate a vector with the interpolated color bytes for the linear gradient described by colors and s...