| 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/GrGSCoverageProcessor.h" | 
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| 9 |  | 
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| 10 | #include "src/gpu/GrOpsRenderPass.h" | 
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| 11 | #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" | 
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| 12 | #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" | 
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| 13 |  | 
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| 14 | using InputType = GrGLSLGeometryBuilder::InputType; | 
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| 15 | using OutputType = GrGLSLGeometryBuilder::OutputType; | 
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| 16 |  | 
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| 17 | /** | 
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| 18 | * This class and its subclasses implement the coverage processor with geometry shaders. | 
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| 19 | */ | 
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| 20 | class GrGSCoverageProcessor::Impl : public GrGLSLGeometryProcessor { | 
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| 21 | protected: | 
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| 22 | Impl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {} | 
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| 23 |  | 
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| 24 | virtual bool hasCoverage(const GrGSCoverageProcessor& proc) const { return false; } | 
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| 25 |  | 
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| 26 | void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&, | 
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| 27 | const CoordTransformRange& transformRange) final { | 
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| 28 | this->setTransformDataHelper(SkMatrix::I(), pdman, transformRange); | 
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| 29 | } | 
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| 30 |  | 
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| 31 | void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final { | 
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| 32 | const GrGSCoverageProcessor& proc = args.fGP.cast<GrGSCoverageProcessor>(); | 
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| 33 |  | 
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| 34 | // The vertex shader simply forwards transposed x or y values to the geometry shader. | 
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| 35 | SkASSERT(1 == proc.numVertexAttributes()); | 
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| 36 | gpArgs->fPositionVar = proc.fInputXOrYValues.asShaderVar(); | 
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| 37 |  | 
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| 38 | // Geometry shader. | 
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| 39 | GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; | 
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| 40 | this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName); | 
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| 41 | varyingHandler->emitAttributes(proc); | 
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| 42 | varyingHandler->setNoPerspective(); | 
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| 43 | SkASSERT(!*args.fFPCoordTransformHandler); | 
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| 44 |  | 
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| 45 | // Fragment shader. | 
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| 46 | GrGLSLFPFragmentBuilder* f = args.fFragBuilder; | 
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| 47 | f->codeAppendf( "half coverage;"); | 
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| 48 | fShader->emitFragmentCoverageCode(f, "coverage"); | 
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| 49 | f->codeAppendf( "%s = half4(coverage);", args.fOutputColor); | 
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| 50 | f->codeAppendf( "%s = half4(1);", args.fOutputCoverage); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | void emitGeometryShader( | 
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| 54 | const GrGSCoverageProcessor& proc, GrGLSLVaryingHandler* varyingHandler, | 
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| 55 | GrGLSLGeometryBuilder* g, const char* rtAdjust) const { | 
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| 56 | int numInputPoints = proc.numInputPoints(); | 
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| 57 | SkASSERT(3 == numInputPoints || 4 == numInputPoints); | 
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| 58 |  | 
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| 59 | int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3; | 
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| 60 | const char* posValues = (4 == inputWidth) ? "sk_Position": "sk_Position.xyz"; | 
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| 61 | g->codeAppendf( "float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));", | 
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| 62 | inputWidth, inputWidth, posValues, posValues); | 
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| 63 |  | 
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| 64 | GrShaderVar wind( "wind", kHalf_GrSLType); | 
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| 65 | g->declareGlobal(wind); | 
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| 66 | Shader::CalcWind(proc, g, "pts", wind.c_str()); | 
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| 67 | if (PrimitiveType::kWeightedTriangles == proc.primitiveType()) { | 
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| 68 | SkASSERT(3 == numInputPoints); | 
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| 69 | SkASSERT(kFloat4_GrVertexAttribType == proc.fInputXOrYValues.cpuType()); | 
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| 70 | g->codeAppendf( "%s *= half(sk_in[0].sk_Position.w);", wind.c_str()); | 
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| 71 | } | 
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| 72 |  | 
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| 73 | SkString emitVertexFn; | 
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| 74 | SkSTArray<3, GrShaderVar> emitArgs; | 
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| 75 | const char* corner = emitArgs.emplace_back( "corner", kFloat2_GrSLType).c_str(); | 
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| 76 | const char* bloatdir = emitArgs.emplace_back( "bloatdir", kFloat2_GrSLType).c_str(); | 
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| 77 | const char* inputCoverage = nullptr; | 
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| 78 | if (this->hasCoverage(proc)) { | 
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| 79 | inputCoverage = emitArgs.emplace_back( "coverage", kHalf_GrSLType).c_str(); | 
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| 80 | } | 
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| 81 | const char* cornerCoverage = nullptr; | 
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| 82 | if (Subpass::kCorners == proc.fSubpass) { | 
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| 83 | cornerCoverage = emitArgs.emplace_back( "corner_coverage", kHalf2_GrSLType).c_str(); | 
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| 84 | } | 
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| 85 | g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() { | 
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| 86 | SkString fnBody; | 
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| 87 | fnBody.appendf( "float2 vertexpos = fma(%s, float2(bloat), %s);", bloatdir, corner); | 
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| 88 | const char* coverage = inputCoverage; | 
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| 89 | if (!coverage) { | 
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| 90 | if (!fShader->calculatesOwnEdgeCoverage()) { | 
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| 91 | // Flat edge opposite the curve. Coverages need full precision since distance | 
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| 92 | // to the opposite edge can be large. | 
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| 93 | fnBody.appendf( "float coverage = dot(float3(vertexpos, 1), %s);", | 
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| 94 | fEdgeDistanceEquation.c_str()); | 
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| 95 | } else { | 
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| 96 | // The "coverage" param should hold only the signed winding value. | 
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| 97 | fnBody.appendf( "float coverage = 1;"); | 
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| 98 | } | 
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| 99 | coverage = "coverage"; | 
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| 100 | } | 
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| 101 | fnBody.appendf( "%s *= %s;", coverage, wind.c_str()); | 
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| 102 | if (cornerCoverage) { | 
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| 103 | fnBody.appendf( "%s.x *= %s;", cornerCoverage, wind.c_str()); | 
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| 104 | } | 
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| 105 | fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody, | 
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| 106 | "vertexpos", coverage, cornerCoverage, wind.c_str()); | 
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| 107 | g->emitVertex(&fnBody, "vertexpos", rtAdjust); | 
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| 108 | return fnBody; | 
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| 109 | }().c_str(), &emitVertexFn); | 
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| 110 |  | 
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| 111 | float bloat = kAABloatRadius; | 
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| 112 | #ifdef SK_DEBUG | 
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| 113 | if (proc.debugBloatEnabled()) { | 
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| 114 | bloat *= proc.debugBloat(); | 
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| 115 | } | 
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| 116 | #endif | 
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| 117 | g->defineConstant( "bloat", bloat); | 
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| 118 |  | 
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| 119 | if (!this->hasCoverage(proc) && !fShader->calculatesOwnEdgeCoverage()) { | 
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| 120 | // Determine the amount of coverage to subtract out for the flat edge of the curve. | 
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| 121 | g->declareGlobal(fEdgeDistanceEquation); | 
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| 122 | g->codeAppendf( "float2 p0 = pts[0], p1 = pts[%i];", numInputPoints - 1); | 
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| 123 | g->codeAppendf( "float2 n = float2(p0.y - p1.y, p1.x - p0.x);"); | 
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| 124 | g->codeAppend ( "float nwidth = bloat*2 * (abs(n.x) + abs(n.y));"); | 
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| 125 | // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter | 
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| 126 | // what we come up with here as long as it isn't NaN or Inf. | 
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| 127 | g->codeAppend ( "n /= (0 != nwidth) ? nwidth : 1;"); | 
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| 128 | g->codeAppendf( "%s = float3(-n, dot(n, p0) - .5*sign(%s));", | 
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| 129 | fEdgeDistanceEquation.c_str(), wind.c_str()); | 
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| 130 | } | 
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| 131 |  | 
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| 132 | this->onEmitGeometryShader(proc, g, wind, emitVertexFn.c_str()); | 
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| 133 | } | 
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| 134 |  | 
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| 135 | virtual void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder*, | 
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| 136 | const GrShaderVar& wind, const char* emitVertexFn) const = 0; | 
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| 137 |  | 
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| 138 | const std::unique_ptr<Shader> fShader; | 
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| 139 | const GrShaderVar fEdgeDistanceEquation{ "edge_distance_equation", kFloat3_GrSLType}; | 
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| 140 |  | 
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| 141 | typedef GrGLSLGeometryProcessor INHERITED; | 
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| 142 | }; | 
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| 143 |  | 
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| 144 | /** | 
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| 145 | * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps. | 
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| 146 | * | 
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| 147 | * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire | 
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| 148 | * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a | 
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| 149 | * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges | 
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| 150 | * into smooth, antialiased ones. | 
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| 151 | * | 
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| 152 | * The final corners get touched up in a later step by TriangleCornerImpl. | 
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| 153 | */ | 
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| 154 | class GrGSCoverageProcessor::TriangleHullImpl : public GrGSCoverageProcessor::Impl { | 
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| 155 | public: | 
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| 156 | TriangleHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {} | 
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| 157 |  | 
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| 158 | bool hasCoverage(const GrGSCoverageProcessor& proc) const override { return true; } | 
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| 159 |  | 
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| 160 | void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g, | 
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| 161 | const GrShaderVar& wind, const char* emitVertexFn) const override { | 
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| 162 | fShader->emitSetupCode(g, "pts"); | 
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| 163 |  | 
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| 164 | // Visualize the input triangle as upright and equilateral, with a flat base. Paying special | 
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| 165 | // attention to wind, we can identify the points as top, bottom-left, and bottom-right. | 
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| 166 | // | 
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| 167 | // NOTE: We generate the rasters in 5 independent invocations, so each invocation designates | 
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| 168 | // the corner it will begin with as the top. | 
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| 169 | g->codeAppendf( "int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;", | 
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| 170 | wind.c_str()); | 
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| 171 | g->codeAppend ( "float2 top = pts[i];"); | 
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| 172 | g->codeAppendf( "float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str()); | 
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| 173 | g->codeAppendf( "float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str()); | 
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| 174 |  | 
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| 175 | // Determine which direction to outset the conservative raster from each of the three edges. | 
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| 176 | g->codeAppend ( "float2 leftbloat = sign(top - left);"); | 
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| 177 | g->codeAppend ( "leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, " | 
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| 178 | "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);"); | 
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| 179 |  | 
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| 180 | g->codeAppend ( "float2 rightbloat = sign(right - top);"); | 
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| 181 | g->codeAppend ( "rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, " | 
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| 182 | "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);"); | 
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| 183 |  | 
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| 184 | g->codeAppend ( "float2 downbloat = sign(left - right);"); | 
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| 185 | g->codeAppend ( "downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, " | 
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| 186 | "0 != downbloat.x ? -downbloat.x : -downbloat.y);"); | 
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| 187 |  | 
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| 188 | // The triangle's conservative raster has a coverage of +1 all around. | 
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| 189 | g->codeAppend ( "half4 coverages = half4(+1);"); | 
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| 190 |  | 
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| 191 | // Edges have coverage ramps. | 
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| 192 | g->codeAppend ( "if (sk_InvocationID >= 2) {"); // Are we an edge? | 
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| 193 | Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right", | 
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| 194 | "float2(+rightbloat.y, -rightbloat.x)", | 
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| 195 | "coverages[0]"); | 
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| 196 | g->codeAppend ( "coverages.yzw = half3(-1, 0, -1 - coverages[0]);"); | 
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| 197 | // Reassign bloats to characterize a conservative raster around a single edge, rather than | 
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| 198 | // the entire triangle. | 
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| 199 | g->codeAppend ( "leftbloat = downbloat = -rightbloat;"); | 
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| 200 | g->codeAppend ( "}"); | 
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| 201 |  | 
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| 202 | // Here we generate the conservative raster geometry. The triangle's conservative raster is | 
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| 203 | // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a | 
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| 204 | // convex polygon with either one, two, or three vertices at each input point (depending on | 
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| 205 | // how sharp the corner is) that we split between two invocations. Edge conservative rasters | 
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| 206 | // are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on | 
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| 207 | // conservative raster, see: | 
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| 208 | // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html | 
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| 209 | g->codeAppendf( "bool2 left_right_notequal = notEqual(leftbloat, rightbloat);"); | 
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| 210 | g->codeAppend ( "if (all(left_right_notequal)) {"); | 
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| 211 | // The top corner will have three conservative raster vertices. Emit the | 
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| 212 | // middle one first to the triangle strip. | 
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| 213 | g->codeAppendf( "%s(top, float2(-leftbloat.y, +leftbloat.x), coverages[0]);", | 
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| 214 | emitVertexFn); | 
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| 215 | g->codeAppend ( "}"); | 
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| 216 | g->codeAppend ( "if (any(left_right_notequal)) {"); | 
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| 217 | // Second conservative raster vertex for the top corner. | 
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| 218 | g->codeAppendf( "%s(top, rightbloat, coverages[1]);", emitVertexFn); | 
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| 219 | g->codeAppend ( "}"); | 
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| 220 |  | 
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| 221 | // Main interior body. | 
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| 222 | g->codeAppendf( "%s(top, leftbloat, coverages[2]);", emitVertexFn); | 
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| 223 | g->codeAppendf( "%s(right, rightbloat, coverages[1]);", emitVertexFn); | 
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| 224 |  | 
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| 225 | // Here the invocations diverge slightly. We can't symmetrically divide three triangle | 
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| 226 | // points between two invocations, so each does the following: | 
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| 227 | // | 
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| 228 | // sk_InvocationID=0: Finishes the main interior body of the triangle hull. | 
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| 229 | // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner. | 
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| 230 | // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge. | 
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| 231 | g->codeAppendf( "bool2 right_down_notequal = notEqual(rightbloat, downbloat);"); | 
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| 232 | g->codeAppend ( "if (any(right_down_notequal) || 0 == sk_InvocationID) {"); | 
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| 233 | g->codeAppendf( "%s((0 == sk_InvocationID) ? left : right, " | 
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| 234 | "(0 == sk_InvocationID) ? leftbloat : downbloat, " | 
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| 235 | "coverages[2]);", emitVertexFn); | 
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| 236 | g->codeAppend ( "}"); | 
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| 237 | g->codeAppend ( "if (all(right_down_notequal) && 0 != sk_InvocationID) {"); | 
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| 238 | g->codeAppendf( "%s(right, float2(-rightbloat.y, +rightbloat.x), coverages[3]);", | 
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| 239 | emitVertexFn); | 
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| 240 | g->codeAppend ( "}"); | 
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| 241 |  | 
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| 242 | // 5 invocations: 2 triangle hull invocations and 3 edges. | 
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| 243 | g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5); | 
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| 244 | } | 
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| 245 | }; | 
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| 246 |  | 
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| 247 | /** | 
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| 248 | * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic. | 
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| 249 | */ | 
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| 250 | class GrGSCoverageProcessor::CurveHullImpl : public GrGSCoverageProcessor::Impl { | 
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| 251 | public: | 
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| 252 | CurveHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {} | 
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| 253 |  | 
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| 254 | void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g, | 
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| 255 | const GrShaderVar& wind, const char* emitVertexFn) const override { | 
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| 256 | const char* hullPts = "pts"; | 
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| 257 | fShader->emitSetupCode(g, "pts", &hullPts); | 
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| 258 |  | 
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| 259 | // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind, | 
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| 260 | // we can identify the points by their corresponding corner. | 
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| 261 | // | 
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| 262 | // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate | 
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| 263 | // the hull in two independent invocations. Each invocation designates the corner it will | 
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| 264 | // begin with as top-left. | 
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| 265 | g->codeAppend ( "int i = sk_InvocationID * 2;"); | 
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| 266 | g->codeAppendf( "float2 topleft = %s[i];", hullPts); | 
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| 267 | g->codeAppendf( "float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str()); | 
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| 268 | g->codeAppendf( "float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str()); | 
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| 269 | g->codeAppendf( "float2 bottomright = %s[2 - i];", hullPts); | 
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| 270 |  | 
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| 271 | // Determine how much to outset the conservative raster hull from the relevant edges. | 
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| 272 | g->codeAppend ( "float2 leftbloat = float2(topleft.y > bottomleft.y ? +1 : -1, " | 
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| 273 | "topleft.x > bottomleft.x ? -1 : +1);"); | 
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| 274 | g->codeAppend ( "float2 upbloat = float2(topright.y > topleft.y ? +1 : -1, " | 
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| 275 | "topright.x > topleft.x ? -1 : +1);"); | 
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| 276 | g->codeAppend ( "float2 rightbloat = float2(bottomright.y > topright.y ? +1 : -1, " | 
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| 277 | "bottomright.x > topright.x ? -1 : +1);"); | 
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| 278 |  | 
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| 279 | // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size | 
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| 280 | // boxes centered on the input points, split evenly between two invocations. This translates | 
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| 281 | // to a polygon with either one, two, or three vertices at each input point, depending on | 
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| 282 | // how sharp the corner is. For more details on conservative raster, see: | 
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| 283 | // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html | 
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| 284 | g->codeAppendf( "bool2 left_up_notequal = notEqual(leftbloat, upbloat);"); | 
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| 285 | g->codeAppend ( "if (all(left_up_notequal)) {"); | 
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| 286 | // The top-left corner will have three conservative raster vertices. | 
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| 287 | // Emit the middle one first to the triangle strip. | 
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| 288 | g->codeAppendf( "%s(topleft, float2(-leftbloat.y, leftbloat.x));", emitVertexFn); | 
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| 289 | g->codeAppend ( "}"); | 
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| 290 | g->codeAppend ( "if (any(left_up_notequal)) {"); | 
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| 291 | // Second conservative raster vertex for the top-left corner. | 
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| 292 | g->codeAppendf( "%s(topleft, leftbloat);", emitVertexFn); | 
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| 293 | g->codeAppend ( "}"); | 
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| 294 |  | 
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| 295 | // Main interior body of this invocation's half of the hull. | 
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| 296 | g->codeAppendf( "%s(topleft, upbloat);", emitVertexFn); | 
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| 297 | g->codeAppendf( "%s(bottomleft, leftbloat);", emitVertexFn); | 
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| 298 | g->codeAppendf( "%s(topright, upbloat);", emitVertexFn); | 
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| 299 |  | 
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| 300 | // Remaining two conservative raster vertices for the top-right corner. | 
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| 301 | g->codeAppendf( "bool2 up_right_notequal = notEqual(upbloat, rightbloat);"); | 
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| 302 | g->codeAppend ( "if (any(up_right_notequal)) {"); | 
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| 303 | g->codeAppendf( "%s(topright, rightbloat);", emitVertexFn); | 
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| 304 | g->codeAppend ( "}"); | 
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| 305 | g->codeAppend ( "if (all(up_right_notequal)) {"); | 
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| 306 | g->codeAppendf( "%s(topright, float2(-upbloat.y, upbloat.x));", emitVertexFn); | 
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| 307 | g->codeAppend ( "}"); | 
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| 308 |  | 
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| 309 | g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2); | 
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| 310 | } | 
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| 311 | }; | 
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| 312 |  | 
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| 313 | /** | 
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| 314 | * Generates conservative rasters around corners (aka pixel-size boxes) and calculates | 
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| 315 | * coverage and attenuation ramps to fix up the coverage values written by the hulls. | 
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| 316 | */ | 
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| 317 | class GrGSCoverageProcessor::CornerImpl : public GrGSCoverageProcessor::Impl { | 
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| 318 | public: | 
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| 319 | CornerImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {} | 
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| 320 |  | 
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| 321 | bool hasCoverage(const GrGSCoverageProcessor& proc) const override { | 
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| 322 | return proc.isTriangles(); | 
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| 323 | } | 
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| 324 |  | 
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| 325 | void onEmitGeometryShader(const GrGSCoverageProcessor& proc, GrGLSLGeometryBuilder* g, | 
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| 326 | const GrShaderVar& wind, const char* emitVertexFn) const override { | 
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| 327 | fShader->emitSetupCode(g, "pts"); | 
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| 328 |  | 
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| 329 | g->codeAppendf( "int corneridx = sk_InvocationID;"); | 
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| 330 | if (!proc.isTriangles()) { | 
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| 331 | g->codeAppendf( "corneridx *= %i;", proc.numInputPoints() - 1); | 
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| 332 | } | 
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| 333 |  | 
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| 334 | g->codeAppendf( "float2 corner = pts[corneridx];"); | 
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| 335 | g->codeAppendf( "float2 left = pts[(corneridx + (%s > 0 ? %i : 1)) %% %i];", | 
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| 336 | wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints()); | 
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| 337 | g->codeAppendf( "float2 right = pts[(corneridx + (%s > 0 ? 1 : %i)) %% %i];", | 
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| 338 | wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints()); | 
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| 339 |  | 
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| 340 | g->codeAppend ( "float2 leftdir = corner - left;"); | 
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| 341 | g->codeAppend ( "leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);"); | 
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| 342 |  | 
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| 343 | g->codeAppend ( "float2 rightdir = right - corner;"); | 
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| 344 | g->codeAppend ( "rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);"); | 
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| 345 |  | 
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| 346 | // Find "outbloat" and "crossbloat" at our corner. The outbloat points diagonally out of the | 
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| 347 | // triangle, in the direction that should ramp to zero coverage with attenuation. The | 
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| 348 | // crossbloat runs perpindicular to outbloat. | 
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| 349 | g->codeAppend ( "float2 outbloat = float2(leftdir.x > rightdir.x ? +1 : -1, " | 
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| 350 | "leftdir.y > rightdir.y ? +1 : -1);"); | 
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| 351 | g->codeAppend ( "float2 crossbloat = float2(-outbloat.y, +outbloat.x);"); | 
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| 352 |  | 
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| 353 | g->codeAppend ( "half attenuation; {"); | 
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| 354 | Shader::CalcCornerAttenuation(g, "leftdir", "rightdir", "attenuation"); | 
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| 355 | g->codeAppend ( "}"); | 
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| 356 |  | 
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| 357 | if (proc.isTriangles()) { | 
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| 358 | g->codeAppend ( "half2 left_coverages; {"); | 
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| 359 | Shader::CalcEdgeCoveragesAtBloatVertices(g, "left", "corner", "-outbloat", | 
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| 360 | "-crossbloat", "left_coverages"); | 
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| 361 | g->codeAppend ( "}"); | 
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| 362 |  | 
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| 363 | g->codeAppend ( "half2 right_coverages; {"); | 
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| 364 | Shader::CalcEdgeCoveragesAtBloatVertices(g, "corner", "right", "-outbloat", | 
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| 365 | "crossbloat", "right_coverages"); | 
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| 366 | g->codeAppend ( "}"); | 
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| 367 |  | 
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| 368 | // Emit a corner box. The first coverage argument erases the values that were written | 
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| 369 | // previously by the hull and edge geometry. The second pair are multiplied together by | 
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| 370 | // the fragment shader. They ramp to 0 with attenuation in the direction of outbloat, | 
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| 371 | // and linearly from left-edge coverage to right-edge coverage in the direction of | 
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| 372 | // crossbloat. | 
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| 373 | // | 
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| 374 | // NOTE: Since this is not a linear mapping, it is important that the box's diagonal | 
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| 375 | // shared edge points in the direction of outbloat. | 
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| 376 | g->codeAppendf( "%s(corner, -crossbloat, right_coverages[1] - left_coverages[1]," | 
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| 377 | "half2(1 + left_coverages[1], 1));", | 
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| 378 | emitVertexFn); | 
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| 379 |  | 
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| 380 | g->codeAppendf( "%s(corner, outbloat, 1 + left_coverages[0] + right_coverages[0], " | 
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| 381 | "half2(0, attenuation));", | 
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| 382 | emitVertexFn); | 
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| 383 |  | 
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| 384 | g->codeAppendf( "%s(corner, -outbloat, -1 - left_coverages[0] - right_coverages[0], " | 
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| 385 | "half2(1 + left_coverages[0] + right_coverages[0], 1));", | 
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| 386 | emitVertexFn); | 
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| 387 |  | 
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| 388 | g->codeAppendf( "%s(corner, crossbloat, left_coverages[1] - right_coverages[1]," | 
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| 389 | "half2(1 + right_coverages[1], 1));", | 
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| 390 | emitVertexFn); | 
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| 391 | } else { | 
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| 392 | // Curves are simpler. Setting "wind = -wind" causes the Shader to erase what it had | 
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| 393 | // written in the previous pass hull. Then, at each vertex of the corner box, the Shader | 
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| 394 | // will calculate the curve's local coverage value, interpolate it alongside our | 
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| 395 | // attenuation parameter, and multiply the two together for a final coverage value. | 
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| 396 | g->codeAppendf( "%s = -%s;", wind.c_str(), wind.c_str()); | 
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| 397 | if (!fShader->calculatesOwnEdgeCoverage()) { | 
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| 398 | g->codeAppendf( "%s = -%s;", | 
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| 399 | fEdgeDistanceEquation.c_str(), fEdgeDistanceEquation.c_str()); | 
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| 400 | } | 
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| 401 | g->codeAppendf( "%s(corner, -crossbloat, half2(-1, 1));", emitVertexFn); | 
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| 402 | g->codeAppendf( "%s(corner, outbloat, half2(0, attenuation));", | 
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| 403 | emitVertexFn); | 
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| 404 | g->codeAppendf( "%s(corner, -outbloat, half2(-1, 1));", emitVertexFn); | 
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| 405 | g->codeAppendf( "%s(corner, crossbloat, half2(-1, 1));", emitVertexFn); | 
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| 406 | } | 
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| 407 |  | 
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| 408 | g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, proc.isTriangles() ? 3 : 2); | 
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| 409 | } | 
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| 410 | }; | 
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| 411 |  | 
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| 412 | void GrGSCoverageProcessor::reset(PrimitiveType primitiveType, int subpassIdx, | 
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| 413 | GrResourceProvider*) { | 
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| 414 | fPrimitiveType = primitiveType;  // This will affect the return values for numInputPoints, etc. | 
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| 415 |  | 
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| 416 | if (4 == this->numInputPoints() || this->hasInputWeight()) { | 
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| 417 | fInputXOrYValues = | 
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| 418 | { "x_or_y_values", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; | 
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| 419 | static_assert(sizeof(QuadPointInstance) == | 
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| 420 | 2 * GrVertexAttribTypeSize(kFloat4_GrVertexAttribType)); | 
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| 421 | static_assert(offsetof(QuadPointInstance, fY) == | 
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| 422 | GrVertexAttribTypeSize(kFloat4_GrVertexAttribType)); | 
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| 423 | } else { | 
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| 424 | fInputXOrYValues = | 
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| 425 | { "x_or_y_values", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; | 
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| 426 | static_assert(sizeof(TriPointInstance) == | 
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| 427 | 2 * GrVertexAttribTypeSize(kFloat3_GrVertexAttribType)); | 
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| 428 | } | 
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| 429 |  | 
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| 430 | this->setVertexAttributes(&fInputXOrYValues, 1); | 
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| 431 |  | 
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| 432 | SkASSERT(subpassIdx == 0 || subpassIdx == 1); | 
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| 433 | fSubpass = (Subpass)subpassIdx; | 
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| 434 | } | 
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| 435 |  | 
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| 436 | void GrGSCoverageProcessor::bindBuffers(GrOpsRenderPass* renderPass, | 
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| 437 | const GrBuffer* instanceBuffer) const { | 
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| 438 | renderPass->bindBuffers(nullptr, nullptr, instanceBuffer); | 
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| 439 | } | 
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| 440 |  | 
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| 441 | void GrGSCoverageProcessor::drawInstances(GrOpsRenderPass* renderPass, int instanceCount, | 
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| 442 | int baseInstance) const { | 
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| 443 | // We don't actually make instanced draw calls. Instead, we feed transposed x,y point values to | 
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| 444 | // the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex invocation | 
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| 445 | // receives either the shape's x or y values as inputs, which it forwards to the geometry | 
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| 446 | // shader. | 
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| 447 | renderPass->draw(instanceCount * 2, baseInstance * 2); | 
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| 448 | } | 
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| 449 |  | 
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| 450 | GrGLSLPrimitiveProcessor* GrGSCoverageProcessor::onCreateGLSLInstance( | 
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| 451 | std::unique_ptr<Shader> shader) const { | 
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| 452 | if (Subpass::kHulls == fSubpass) { | 
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| 453 | return this->isTriangles() | 
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| 454 | ? (Impl*) new TriangleHullImpl(std::move(shader)) | 
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| 455 | : (Impl*) new CurveHullImpl(std::move(shader)); | 
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| 456 | } | 
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| 457 | SkASSERT(Subpass::kCorners == fSubpass); | 
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| 458 | return new CornerImpl(std::move(shader)); | 
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| 459 | } | 
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| 460 |  | 
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