Merge changes I0b36f486,Ida0d0dee into sc-dev
* changes: Improve Stretch shader performance more Improve Stretch shader performance
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@@ -94,13 +94,14 @@ static const SkString stretchShader = SkString(R"(
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float uStretchAffectedDist,
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float uInverseStretchAffectedDist,
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float distanceStretched,
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float interpolationStrength
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float interpolationStrength,
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float viewportDimension
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) {
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float offsetPos = inPos - reverseStretchDist;
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float posBasedVariation = mix(
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1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength);
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float stretchIntensity = (-overscroll) * posBasedVariation;
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return 1 - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
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return viewportDimension - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
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}
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// Prefer usage of return values over out parameters as it enables
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@@ -113,54 +114,51 @@ static const SkString stretchShader = SkString(R"(
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float uInverseStretchAffectedDist,
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float distanceStretched,
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float distanceDiff,
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float interpolationStrength
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float interpolationStrength,
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float viewportDimension
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) {
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float outPos = inPos;
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if (overscroll > 0) {
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if (inPos <= uStretchAffectedDist) {
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outPos = computeOverscrollStart(
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inPos,
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overscroll,
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uStretchAffectedDist,
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uInverseStretchAffectedDist,
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distanceStretched,
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interpolationStrength
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);
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} else if (inPos >= distanceStretched) {
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outPos = distanceDiff + inPos;
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}
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if (inPos <= uStretchAffectedDist) {
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return computeOverscrollStart(
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inPos,
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overscroll,
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uStretchAffectedDist,
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uInverseStretchAffectedDist,
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distanceStretched,
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interpolationStrength
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);
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} else {
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return distanceDiff + inPos;
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}
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if (overscroll < 0) {
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float stretchAffectedDist = 1. - uStretchAffectedDist;
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if (inPos >= stretchAffectedDist) {
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outPos = computeOverscrollEnd(
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inPos,
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overscroll,
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stretchAffectedDist,
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uStretchAffectedDist,
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uInverseStretchAffectedDist,
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distanceStretched,
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interpolationStrength
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);
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} else if (inPos < stretchAffectedDist) {
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outPos = -distanceDiff + inPos;
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}
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} else if (overscroll < 0) {
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float stretchAffectedDist = viewportDimension - uStretchAffectedDist;
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if (inPos >= stretchAffectedDist) {
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return computeOverscrollEnd(
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inPos,
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overscroll,
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stretchAffectedDist,
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uStretchAffectedDist,
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uInverseStretchAffectedDist,
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distanceStretched,
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interpolationStrength,
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viewportDimension
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);
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} else {
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return -distanceDiff + inPos;
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}
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return outPos;
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} else {
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return inPos;
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}
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}
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vec4 main(vec2 coord) {
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// Normalize SKSL pixel coordinate into a unit vector
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float inU = coord.x / viewportWidth;
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float inV = coord.y / viewportHeight;
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float inU = coord.x;
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float inV = coord.y;
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float outU;
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float outV;
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float stretchIntensity;
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// Add the normalized scroll position within scrolling list
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inU += uScrollX;
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inV += uScrollY;
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outU = inU;
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outV = inV;
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outU = computeOverscroll(
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inU,
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uOverscrollX,
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@@ -168,7 +166,8 @@ static const SkString stretchShader = SkString(R"(
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uInverseDistanceStretchedX,
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uDistanceStretchedX,
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uDistDiffX,
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uInterpolationStrength
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uInterpolationStrength,
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viewportWidth
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);
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outV = computeOverscroll(
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inV,
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@@ -177,15 +176,15 @@ static const SkString stretchShader = SkString(R"(
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uInverseDistanceStretchedY,
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uDistanceStretchedY,
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uDistDiffY,
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uInterpolationStrength
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uInterpolationStrength,
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viewportHeight
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);
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coord.x = outU * viewportWidth;
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coord.y = outV * viewportHeight;
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coord.x = outU;
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coord.y = outV;
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return sample(uContentTexture, coord);
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})");
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static const float ZERO = 0.f;
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static const float CONTENT_DISTANCE_STRETCHED = 1.f;
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static const float INTERPOLATION_STRENGTH_VALUE = 0.7f;
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sk_sp<SkShader> StretchEffect::getShader(float width, float height,
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@@ -196,12 +195,12 @@ sk_sp<SkShader> StretchEffect::getShader(float width, float height,
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float normOverScrollDistX = mStretchDirection.x();
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float normOverScrollDistY = mStretchDirection.y();
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float distanceStretchedX = CONTENT_DISTANCE_STRETCHED / (1 + abs(normOverScrollDistX));
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float distanceStretchedY = CONTENT_DISTANCE_STRETCHED / (1 + abs(normOverScrollDistY));
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float inverseDistanceStretchedX = 1.f / CONTENT_DISTANCE_STRETCHED;
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float inverseDistanceStretchedY = 1.f / CONTENT_DISTANCE_STRETCHED;
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float diffX = distanceStretchedX - CONTENT_DISTANCE_STRETCHED;
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float diffY = distanceStretchedY - CONTENT_DISTANCE_STRETCHED;
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float distanceStretchedX = width / (1 + abs(normOverScrollDistX));
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float distanceStretchedY = height / (1 + abs(normOverScrollDistY));
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float inverseDistanceStretchedX = 1.f / width;
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float inverseDistanceStretchedY = 1.f / height;
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float diffX = distanceStretchedX - width;
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float diffY = distanceStretchedY - height;
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if (mBuilder == nullptr) {
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mBuilder = std::make_unique<SkRuntimeShaderBuilder>(getStretchEffect());
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@@ -210,8 +209,8 @@ sk_sp<SkShader> StretchEffect::getShader(float width, float height,
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mBuilder->child("uContentTexture") = snapshotImage->makeShader(
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SkTileMode::kClamp, SkTileMode::kClamp, SkSamplingOptions(SkFilterMode::kLinear));
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mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1);
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mBuilder->uniform("uStretchAffectedDistX").set(&CONTENT_DISTANCE_STRETCHED, 1);
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mBuilder->uniform("uStretchAffectedDistY").set(&CONTENT_DISTANCE_STRETCHED, 1);
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mBuilder->uniform("uStretchAffectedDistX").set(&width, 1);
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mBuilder->uniform("uStretchAffectedDistY").set(&height, 1);
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mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1);
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mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1);
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mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1);
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