| 1 | /* | 
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| 2 | * Copyright 2017 Google Inc. | 
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| 3 | * | 
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| 4 | * Use of this source code is governed by a BSD-style license that can be | 
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| 5 | * found in the LICENSE file. | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #include "src/gpu/ccpr/GrCCQuadraticShader.h" | 
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| 9 |  | 
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| 10 | #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" | 
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| 11 | #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" | 
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| 12 |  | 
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| 13 | void GrCCQuadraticShader::emitSetupCode( | 
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| 14 | GrGLSLVertexGeoBuilder* s, const char* pts, const char** outHull4) const { | 
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| 15 | s->declareGlobal(fQCoordMatrix); | 
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| 16 | s->codeAppendf( "%s = float2x2(1, 1, .5, 0) * inverse(float2x2(%s[2] - %s[0], %s[1] - %s[0]));", | 
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| 17 | fQCoordMatrix.c_str(), pts, pts, pts, pts); | 
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| 18 |  | 
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| 19 | s->declareGlobal(fQCoord0); | 
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| 20 | s->codeAppendf( "%s = %s[0];", fQCoord0.c_str(), pts); | 
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| 21 |  | 
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| 22 | if (outHull4) { | 
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| 23 | // Clip the bezier triangle by the tangent line at maximum height. Quadratics have the nice | 
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| 24 | // property that maximum height always occurs at T=.5. This is a simple application for | 
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| 25 | // De Casteljau's algorithm. | 
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| 26 | s->codeAppend ( "float2 quadratic_hull[4];"); | 
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| 27 | s->codeAppendf( "quadratic_hull[0] = %s[0];", pts); | 
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| 28 | s->codeAppendf( "quadratic_hull[1] = (%s[0] + %s[1]) * .5;", pts, pts); | 
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| 29 | s->codeAppendf( "quadratic_hull[2] = (%s[1] + %s[2]) * .5;", pts, pts); | 
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| 30 | s->codeAppendf( "quadratic_hull[3] = %s[2];", pts); | 
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| 31 | *outHull4 = "quadratic_hull"; | 
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| 32 | } | 
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| 33 | } | 
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| 34 |  | 
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| 35 | void GrCCQuadraticShader::onEmitVaryings( | 
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| 36 | GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, | 
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| 37 | const char* position, const char* coverage, const char* cornerCoverage, const char* wind) { | 
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| 38 | fCoord_fGrad.reset(kFloat4_GrSLType, scope); | 
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| 39 | varyingHandler->addVarying( "coord_and_grad", &fCoord_fGrad); | 
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| 40 | code->appendf( "%s.xy = %s * (%s - %s);",  // Quadratic coords. | 
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| 41 | OutName(fCoord_fGrad), fQCoordMatrix.c_str(), position, fQCoord0.c_str()); | 
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| 42 | code->appendf( "%s.zw = 2*bloat * float2(2 * %s.x, -1) * %s;",  // Gradient. | 
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| 43 | OutName(fCoord_fGrad), OutName(fCoord_fGrad), fQCoordMatrix.c_str()); | 
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| 44 |  | 
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| 45 | if (coverage) { | 
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| 46 | // Coverages need full precision since distance to the opposite edge can be large. | 
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| 47 | fEdge_fWind_fCorner.reset((cornerCoverage) ? kFloat4_GrSLType : kFloat2_GrSLType, scope); | 
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| 48 | varyingHandler->addVarying((cornerCoverage) ? "edge_and_wind_and_corner": "edge_and_wind", | 
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| 49 | &fEdge_fWind_fCorner); | 
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| 50 | code->appendf( "%s.x = %s;", OutName(fEdge_fWind_fCorner), coverage); | 
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| 51 | code->appendf( "%s.y = %s;", OutName(fEdge_fWind_fCorner), wind); | 
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| 52 | } | 
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| 53 |  | 
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| 54 | if (cornerCoverage) { | 
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| 55 | SkASSERT(coverage); | 
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| 56 | code->appendf( "half hull_coverage;"); | 
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| 57 | this->calcHullCoverage(code, OutName(fCoord_fGrad), coverage, "hull_coverage"); | 
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| 58 | code->appendf( "%s.zw = half2(hull_coverage, 1) * %s;", | 
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| 59 | OutName(fEdge_fWind_fCorner), cornerCoverage); | 
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| 60 | } | 
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| 61 | } | 
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| 62 |  | 
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| 63 | void GrCCQuadraticShader::emitFragmentCoverageCode( | 
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| 64 | GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const { | 
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| 65 | this->calcHullCoverage(&AccessCodeString(f), fCoord_fGrad.fsIn(), | 
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| 66 | SkStringPrintf( "%s.x", fEdge_fWind_fCorner.fsIn()).c_str(), | 
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| 67 | outputCoverage); | 
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| 68 | f->codeAppendf( "%s *= half(%s.y);", outputCoverage, fEdge_fWind_fCorner.fsIn());  // Wind. | 
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| 69 |  | 
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| 70 | if (kFloat4_GrSLType == fEdge_fWind_fCorner.type()) { | 
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| 71 | f->codeAppendf( "%s = half(%s.z * %s.w) + %s;",  // Attenuated corner coverage. | 
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| 72 | outputCoverage, fEdge_fWind_fCorner.fsIn(), fEdge_fWind_fCorner.fsIn(), | 
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| 73 | outputCoverage); | 
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| 74 | } | 
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| 75 | } | 
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| 76 |  | 
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| 77 | void GrCCQuadraticShader::calcHullCoverage(SkString* code, const char* coordAndGrad, | 
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| 78 | const char* edge, const char* outputCoverage) const { | 
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| 79 | code->appendf( "float x = %s.x, y = %s.y;", coordAndGrad, coordAndGrad); | 
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| 80 | code->appendf( "float2 grad = %s.zw;", coordAndGrad); | 
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| 81 | code->append ( "float f = x*x - y;"); | 
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| 82 | code->append ( "float fwidth = abs(grad.x) + abs(grad.y);"); | 
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| 83 | code->appendf( "float curve_coverage = min(0.5 - f/fwidth, 1);"); | 
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| 84 | // Flat edge opposite the curve. | 
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| 85 | code->appendf( "float edge_coverage = min(%s, 0);", edge); | 
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| 86 | // Total hull coverage. | 
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| 87 | code->appendf( "%s = max(half(curve_coverage + edge_coverage), 0);", outputCoverage); | 
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| 88 | } | 
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| 89 |  | 
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| 90 | void GrCCQuadraticShader::emitSampleMaskCode(GrGLSLFPFragmentBuilder* f) const { | 
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| 91 | f->codeAppendf( "float x = %s.x, y = %s.y;", fCoord_fGrad.fsIn(), fCoord_fGrad.fsIn()); | 
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| 92 | f->codeAppendf( "float f = x*x - y;"); | 
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| 93 | f->codeAppendf( "float2 grad = %s.zw;", fCoord_fGrad.fsIn()); | 
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| 94 | f->applyFnToMultisampleMask( "f", "grad", GrGLSLFPFragmentBuilder::ScopeFlags::kTopLevel); | 
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| 95 | } | 
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| 96 |  | 
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