diff --git a/impeller/aiks/aiks_unittests.cc b/impeller/aiks/aiks_unittests.cc index e91c705f68a12..46a732bb7d6f9 100644 --- a/impeller/aiks/aiks_unittests.cc +++ b/impeller/aiks/aiks_unittests.cc @@ -2837,5 +2837,65 @@ TEST_P(AiksTest, TextForegroundShaderWithTransform) { ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture())); } +TEST_P(AiksTest, MatrixSaveLayerFilter) { + Canvas canvas; + canvas.DrawPaint({.color = Color::Black()}); + canvas.SaveLayer({}, std::nullopt); + { + canvas.DrawCircle(Point(200, 200), 100, + {.color = Color::Green().WithAlpha(0.5), + .blend_mode = BlendMode::kPlus}); + // Should render a second circle, centered on the bottom-right-most edge of + // the circle. + canvas.SaveLayer({.image_filter = + [](const FilterInput::Ref& input, + const Matrix& effect_transform, bool is_subpass) { + Matrix matrix = + Matrix::MakeTranslation( + Vector2(1, 1) * (100 + 100 * k1OverSqrt2)) * + Matrix::MakeScale(Vector2(1, 1) * 0.2) * + Matrix::MakeTranslation(Vector2(-100, -100)); + return FilterContents::MakeMatrixFilter( + input, matrix, {}, Matrix(), true); + }}, + std::nullopt); + canvas.DrawCircle(Point(200, 200), 100, + {.color = Color::Green().WithAlpha(0.5), + .blend_mode = BlendMode::kPlus}); + canvas.Restore(); + } + canvas.Restore(); + + ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture())); +} + +TEST_P(AiksTest, MatrixBackdropFilter) { + Canvas canvas; + canvas.DrawPaint({.color = Color::Black()}); + canvas.SaveLayer({}, std::nullopt); + { + canvas.DrawCircle(Point(200, 200), 100, + {.color = Color::Green().WithAlpha(0.5), + .blend_mode = BlendMode::kPlus}); + // Should render a second circle, centered on the bottom-right-most edge of + // the circle. + canvas.SaveLayer({}, std::nullopt, + [](const FilterInput::Ref& input, + const Matrix& effect_transform, bool is_subpass) { + Matrix matrix = + Matrix::MakeTranslation(Vector2(1, 1) * + (100 + 100 * k1OverSqrt2)) * + Matrix::MakeScale(Vector2(1, 1) * 0.2) * + Matrix::MakeTranslation(Vector2(-100, -100)); + return FilterContents::MakeMatrixFilter( + input, matrix, {}, Matrix(), true); + }); + canvas.Restore(); + } + canvas.Restore(); + + ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture())); +} + } // namespace testing } // namespace impeller diff --git a/impeller/entity/contents/filters/matrix_filter_contents.cc b/impeller/entity/contents/filters/matrix_filter_contents.cc index b9c9c2424df7d..55bc05f28a099 100644 --- a/impeller/entity/contents/filters/matrix_filter_contents.cc +++ b/impeller/entity/contents/filters/matrix_filter_contents.cc @@ -34,11 +34,27 @@ std::optional MatrixFilterContents::RenderFilter( return std::nullopt; } - auto& transform = is_subpass_ ? effect_transform : entity.GetTransformation(); + // The filter's matrix needs to be applied within the space defined by the + // scene's current transformation matrix (CTM). For example: If the CTM is + // scaled up, then translations applied by the matrix should be magnified + // accordingly. + // + // To accomplish this, we sandwitch the filter's matrix within the CTM in both + // cases. But notice that for the subpass backdrop filter case, we use the + // "effect transform" instead of the Entity's transform! + // + // That's because in the subpass backdrop filter case, the Entity's transform + // isn't actually the captured CTM of the scene like it usually is; instead, + // it's just a screen space translation that offsets the backdrop texture (as + // mentioned above). And so we sneak the subpass's captured CTM in through the + // effect transform. + + auto transform = is_subpass_ ? effect_transform : entity.GetTransformation(); snapshot->transform = transform * // matrix_ * // transform.Invert() * // snapshot->transform; + snapshot->sampler_descriptor = sampler_descriptor_; return Entity::FromSnapshot(snapshot, entity.GetBlendMode(), entity.GetStencilDepth()); diff --git a/impeller/entity/entity_pass.cc b/impeller/entity/entity_pass.cc index 8b1aac582550e..93d706bdfd39e 100644 --- a/impeller/entity/entity_pass.cc +++ b/impeller/entity/entity_pass.cc @@ -434,14 +434,14 @@ EntityPass::EntityResult EntityPass::GetEntityForElement( return EntityPass::EntityResult::Skip(); } - std::shared_ptr backdrop_filter_contents = nullptr; + std::shared_ptr subpass_backdrop_filter_contents = nullptr; if (subpass->backdrop_filter_proc_) { auto texture = pass_context.GetTexture(); // Render the backdrop texture before any of the pass elements. const auto& proc = subpass->backdrop_filter_proc_; - backdrop_filter_contents = - proc(FilterInput::Make(std::move(texture)), subpass->xformation_, - /*is_subpass*/ true); + subpass_backdrop_filter_contents = proc( + FilterInput::Make(std::move(texture)), subpass->xformation_.Basis(), + /*is_subpass*/ true); // The subpass will need to read from the current pass texture when // rendering the backdrop, so if there's an active pass, end it prior to @@ -476,9 +476,10 @@ EntityPass::EntityResult EntityPass::GetEntityForElement( return EntityPass::EntityResult::Skip(); } - auto subpass_coverage = (subpass->flood_clip_ || backdrop_filter_contents) - ? coverage_limit - : GetSubpassCoverage(*subpass, coverage_limit); + auto subpass_coverage = + (subpass->flood_clip_ || subpass_backdrop_filter_contents) + ? coverage_limit + : GetSubpassCoverage(*subpass, coverage_limit); if (!subpass_coverage.has_value()) { return EntityPass::EntityResult::Skip(); } @@ -501,17 +502,18 @@ EntityPass::EntityResult EntityPass::GetEntityForElement( // Stencil textures aren't shared between EntityPasses (as much of the // time they are transient). - if (!subpass->OnRender(renderer, // renderer - root_pass_size, // root_pass_size - subpass_target, // pass_target - subpass_coverage->origin, // global_pass_position - subpass_coverage->origin - - global_pass_position, // local_pass_position - ++pass_depth, // pass_depth - stencil_coverage_stack, // stencil_coverage_stack - subpass->stencil_depth_, // stencil_depth_floor - backdrop_filter_contents // backdrop_filter_contents - )) { + if (!subpass->OnRender( + renderer, // renderer + root_pass_size, // root_pass_size + subpass_target, // pass_target + subpass_coverage->origin, // global_pass_position + subpass_coverage->origin - + global_pass_position, // local_pass_position + ++pass_depth, // pass_depth + stencil_coverage_stack, // stencil_coverage_stack + subpass->stencil_depth_, // stencil_depth_floor + subpass_backdrop_filter_contents // backdrop_filter_contents + )) { // Validation error messages are triggered for all `OnRender()` failure // cases. return EntityPass::EntityResult::Failure();