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