1 | /* |
2 | * Copyright 2019 Google LLC |
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/geometry/GrQuadUtils.h" |
9 | |
10 | #include "include/core/SkRect.h" |
11 | #include "include/private/GrTypesPriv.h" |
12 | #include "include/private/SkVx.h" |
13 | #include "src/core/SkPathPriv.h" |
14 | #include "src/gpu/geometry/GrQuad.h" |
15 | |
16 | using V4f = skvx::Vec<4, float>; |
17 | using M4f = skvx::Vec<4, int32_t>; |
18 | |
19 | #define AI SK_ALWAYS_INLINE |
20 | |
21 | // General tolerance used for denominators, checking div-by-0 |
22 | static constexpr float kTolerance = 1e-9f; |
23 | // Increased slop when comparing signed distances / lengths |
24 | static constexpr float kDistTolerance = 1e-2f; |
25 | static constexpr float kDist2Tolerance = kDistTolerance * kDistTolerance; |
26 | static constexpr float kInvDistTolerance = 1.f / kDistTolerance; |
27 | |
28 | // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip |
29 | // order. |
30 | static AI V4f next_cw(const V4f& v) { |
31 | return skvx::shuffle<2, 0, 3, 1>(v); |
32 | } |
33 | |
34 | static AI V4f next_ccw(const V4f& v) { |
35 | return skvx::shuffle<1, 3, 0, 2>(v); |
36 | } |
37 | |
38 | static AI V4f next_diag(const V4f& v) { |
39 | // Same as next_ccw(next_ccw(v)), or next_cw(next_cw(v)), e.g. two rotations either direction. |
40 | return skvx::shuffle<3, 2, 1, 0>(v); |
41 | } |
42 | |
43 | // Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector. |
44 | // e3 may be null if only 2D edges need to be corrected for. |
45 | static AI void correct_bad_edges(const M4f& bad, V4f* e1, V4f* e2, V4f* e3) { |
46 | if (any(bad)) { |
47 | // Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding |
48 | *e1 = if_then_else(bad, -next_diag(*e1), *e1); |
49 | *e2 = if_then_else(bad, -next_diag(*e2), *e2); |
50 | if (e3) { |
51 | *e3 = if_then_else(bad, -next_diag(*e3), *e3); |
52 | } |
53 | } |
54 | } |
55 | |
56 | // Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points. |
57 | static AI void correct_bad_coords(const M4f& bad, V4f* c1, V4f* c2, V4f* c3) { |
58 | if (any(bad)) { |
59 | *c1 = if_then_else(bad, next_ccw(*c1), *c1); |
60 | *c2 = if_then_else(bad, next_ccw(*c2), *c2); |
61 | if (c3) { |
62 | *c3 = if_then_else(bad, next_ccw(*c3), *c3); |
63 | } |
64 | } |
65 | } |
66 | |
67 | // Since the local quad may not be type kRect, this uses the opposites for each vertex when |
68 | // interpolating, and calculates new ws in addition to new xs, ys. |
69 | static void interpolate_local(float alpha, int v0, int v1, int v2, int v3, |
70 | float lx[4], float ly[4], float lw[4]) { |
71 | SkASSERT(v0 >= 0 && v0 < 4); |
72 | SkASSERT(v1 >= 0 && v1 < 4); |
73 | SkASSERT(v2 >= 0 && v2 < 4); |
74 | SkASSERT(v3 >= 0 && v3 < 4); |
75 | |
76 | float beta = 1.f - alpha; |
77 | lx[v0] = alpha * lx[v0] + beta * lx[v2]; |
78 | ly[v0] = alpha * ly[v0] + beta * ly[v2]; |
79 | lw[v0] = alpha * lw[v0] + beta * lw[v2]; |
80 | |
81 | lx[v1] = alpha * lx[v1] + beta * lx[v3]; |
82 | ly[v1] = alpha * ly[v1] + beta * ly[v3]; |
83 | lw[v1] = alpha * lw[v1] + beta * lw[v3]; |
84 | } |
85 | |
86 | // Crops v0 to v1 based on the clipDevRect. v2 is opposite of v0, v3 is opposite of v1. |
87 | // It is written to not modify coordinates if there's no intersection along the edge. |
88 | // Ideally this would have been detected earlier and the entire draw is skipped. |
89 | static bool crop_rect_edge(const SkRect& clipDevRect, int v0, int v1, int v2, int v3, |
90 | float x[4], float y[4], float lx[4], float ly[4], float lw[4]) { |
91 | SkASSERT(v0 >= 0 && v0 < 4); |
92 | SkASSERT(v1 >= 0 && v1 < 4); |
93 | SkASSERT(v2 >= 0 && v2 < 4); |
94 | SkASSERT(v3 >= 0 && v3 < 4); |
95 | |
96 | if (SkScalarNearlyEqual(x[v0], x[v1])) { |
97 | // A vertical edge |
98 | if (x[v0] < clipDevRect.fLeft && x[v2] >= clipDevRect.fLeft) { |
99 | // Overlapping with left edge of clipDevRect |
100 | if (lx) { |
101 | float alpha = (x[v2] - clipDevRect.fLeft) / (x[v2] - x[v0]); |
102 | interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); |
103 | } |
104 | x[v0] = clipDevRect.fLeft; |
105 | x[v1] = clipDevRect.fLeft; |
106 | return true; |
107 | } else if (x[v0] > clipDevRect.fRight && x[v2] <= clipDevRect.fRight) { |
108 | // Overlapping with right edge of clipDevRect |
109 | if (lx) { |
110 | float alpha = (clipDevRect.fRight - x[v2]) / (x[v0] - x[v2]); |
111 | interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); |
112 | } |
113 | x[v0] = clipDevRect.fRight; |
114 | x[v1] = clipDevRect.fRight; |
115 | return true; |
116 | } |
117 | } else { |
118 | // A horizontal edge |
119 | SkASSERT(SkScalarNearlyEqual(y[v0], y[v1])); |
120 | if (y[v0] < clipDevRect.fTop && y[v2] >= clipDevRect.fTop) { |
121 | // Overlapping with top edge of clipDevRect |
122 | if (lx) { |
123 | float alpha = (y[v2] - clipDevRect.fTop) / (y[v2] - y[v0]); |
124 | interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); |
125 | } |
126 | y[v0] = clipDevRect.fTop; |
127 | y[v1] = clipDevRect.fTop; |
128 | return true; |
129 | } else if (y[v0] > clipDevRect.fBottom && y[v2] <= clipDevRect.fBottom) { |
130 | // Overlapping with bottom edge of clipDevRect |
131 | if (lx) { |
132 | float alpha = (clipDevRect.fBottom - y[v2]) / (y[v0] - y[v2]); |
133 | interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); |
134 | } |
135 | y[v0] = clipDevRect.fBottom; |
136 | y[v1] = clipDevRect.fBottom; |
137 | return true; |
138 | } |
139 | } |
140 | |
141 | // No overlap so don't crop it |
142 | return false; |
143 | } |
144 | |
145 | // Updates x and y to intersect with clipDevRect. lx, ly, and lw are updated appropriately and may |
146 | // be null to skip calculations. Returns bit mask of edges that were clipped. |
147 | static GrQuadAAFlags crop_rect(const SkRect& clipDevRect, float x[4], float y[4], |
148 | float lx[4], float ly[4], float lw[4]) { |
149 | GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone; |
150 | |
151 | // The quad's left edge may not align with the SkRect notion of left due to 90 degree rotations |
152 | // or mirrors. So, this processes the logical edges of the quad and clamps it to the 4 sides of |
153 | // clipDevRect. |
154 | |
155 | // Quad's left is v0 to v1 (op. v2 and v3) |
156 | if (crop_rect_edge(clipDevRect, 0, 1, 2, 3, x, y, lx, ly, lw)) { |
157 | clipEdgeFlags |= GrQuadAAFlags::kLeft; |
158 | } |
159 | // Quad's top edge is v0 to v2 (op. v1 and v3) |
160 | if (crop_rect_edge(clipDevRect, 0, 2, 1, 3, x, y, lx, ly, lw)) { |
161 | clipEdgeFlags |= GrQuadAAFlags::kTop; |
162 | } |
163 | // Quad's right edge is v2 to v3 (op. v0 and v1) |
164 | if (crop_rect_edge(clipDevRect, 2, 3, 0, 1, x, y, lx, ly, lw)) { |
165 | clipEdgeFlags |= GrQuadAAFlags::kRight; |
166 | } |
167 | // Quad's bottom edge is v1 to v3 (op. v0 and v2) |
168 | if (crop_rect_edge(clipDevRect, 1, 3, 0, 2, x, y, lx, ly, lw)) { |
169 | clipEdgeFlags |= GrQuadAAFlags::kBottom; |
170 | } |
171 | |
172 | return clipEdgeFlags; |
173 | } |
174 | |
175 | // Similar to crop_rect, but assumes that both the device coordinates and optional local coordinates |
176 | // geometrically match the TL, BL, TR, BR vertex ordering, i.e. axis-aligned but not flipped, etc. |
177 | static GrQuadAAFlags crop_simple_rect(const SkRect& clipDevRect, float x[4], float y[4], |
178 | float lx[4], float ly[4]) { |
179 | GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone; |
180 | |
181 | // Update local coordinates proportionately to how much the device rect edge was clipped |
182 | const SkScalar dx = lx ? (lx[2] - lx[0]) / (x[2] - x[0]) : 0.f; |
183 | const SkScalar dy = ly ? (ly[1] - ly[0]) / (y[1] - y[0]) : 0.f; |
184 | if (clipDevRect.fLeft > x[0]) { |
185 | if (lx) { |
186 | lx[0] += (clipDevRect.fLeft - x[0]) * dx; |
187 | lx[1] = lx[0]; |
188 | } |
189 | x[0] = clipDevRect.fLeft; |
190 | x[1] = clipDevRect.fLeft; |
191 | clipEdgeFlags |= GrQuadAAFlags::kLeft; |
192 | } |
193 | if (clipDevRect.fTop > y[0]) { |
194 | if (ly) { |
195 | ly[0] += (clipDevRect.fTop - y[0]) * dy; |
196 | ly[2] = ly[0]; |
197 | } |
198 | y[0] = clipDevRect.fTop; |
199 | y[2] = clipDevRect.fTop; |
200 | clipEdgeFlags |= GrQuadAAFlags::kTop; |
201 | } |
202 | if (clipDevRect.fRight < x[2]) { |
203 | if (lx) { |
204 | lx[2] -= (x[2] - clipDevRect.fRight) * dx; |
205 | lx[3] = lx[2]; |
206 | } |
207 | x[2] = clipDevRect.fRight; |
208 | x[3] = clipDevRect.fRight; |
209 | clipEdgeFlags |= GrQuadAAFlags::kRight; |
210 | } |
211 | if (clipDevRect.fBottom < y[1]) { |
212 | if (ly) { |
213 | ly[1] -= (y[1] - clipDevRect.fBottom) * dy; |
214 | ly[3] = ly[1]; |
215 | } |
216 | y[1] = clipDevRect.fBottom; |
217 | y[3] = clipDevRect.fBottom; |
218 | clipEdgeFlags |= GrQuadAAFlags::kBottom; |
219 | } |
220 | |
221 | return clipEdgeFlags; |
222 | } |
223 | // Consistent with GrQuad::asRect()'s return value but requires fewer operations since we don't need |
224 | // to calculate the bounds of the quad. |
225 | static bool is_simple_rect(const GrQuad& quad) { |
226 | if (quad.quadType() != GrQuad::Type::kAxisAligned) { |
227 | return false; |
228 | } |
229 | // v0 at the geometric top-left is unique, so we only need to compare x[0] < x[2] for left |
230 | // and y[0] < y[1] for top, but add a little padding to protect against numerical precision |
231 | // on R90 and R270 transforms tricking this check. |
232 | return ((quad.x(0) + SK_ScalarNearlyZero) < quad.x(2)) && |
233 | ((quad.y(0) + SK_ScalarNearlyZero) < quad.y(1)); |
234 | } |
235 | |
236 | // Calculates barycentric coordinates for each point in (testX, testY) in the triangle formed by |
237 | // (x0,y0) - (x1,y1) - (x2, y2) and stores them in u, v, w. |
238 | static bool barycentric_coords(float x0, float y0, float x1, float y1, float x2, float y2, |
239 | const V4f& testX, const V4f& testY, |
240 | V4f* u, V4f* v, V4f* w) { |
241 | // The 32-bit calculations can have catastrophic cancellation if the device-space coordinates |
242 | // are really big, and this code needs to handle that because we evaluate barycentric coords |
243 | // pre-cropping to the render target bounds. This preserves some precision by shrinking the |
244 | // coordinate space if the bounds are large. |
245 | static constexpr float kCoordLimit = 1e7f; // Big but somewhat arbitrary, fixes crbug:10141204 |
246 | float scaleX = std::max(std::max(x0, x1), x2) - std::min(std::min(x0, x1), x2); |
247 | float scaleY = std::max(std::max(y0, y1), y2) - std::min(std::min(y0, y1), y2); |
248 | if (scaleX > kCoordLimit) { |
249 | scaleX = kCoordLimit / scaleX; |
250 | x0 *= scaleX; |
251 | x1 *= scaleX; |
252 | x2 *= scaleX; |
253 | } else { |
254 | // Don't scale anything |
255 | scaleX = 1.f; |
256 | } |
257 | if (scaleY > kCoordLimit) { |
258 | scaleY = kCoordLimit / scaleY; |
259 | y0 *= scaleY; |
260 | y1 *= scaleY; |
261 | y2 *= scaleY; |
262 | } else { |
263 | scaleY = 1.f; |
264 | } |
265 | |
266 | // Modeled after SkPathOpsQuad::pointInTriangle() but uses float instead of double, is |
267 | // vectorized and outputs normalized barycentric coordinates instead of inside/outside test |
268 | float v0x = x2 - x0; |
269 | float v0y = y2 - y0; |
270 | float v1x = x1 - x0; |
271 | float v1y = y1 - y0; |
272 | |
273 | float dot00 = v0x * v0x + v0y * v0y; |
274 | float dot01 = v0x * v1x + v0y * v1y; |
275 | float dot11 = v1x * v1x + v1y * v1y; |
276 | |
277 | // Not yet 1/d, first check d != 0 with a healthy tolerance (worst case is we end up not |
278 | // cropping something we could have, which is better than cropping something we shouldn't have). |
279 | // The tolerance is partly so large because these comparisons operate in device px^4 units, |
280 | // with plenty of subtractions thrown in. The SkPathOpsQuad code's use of doubles helped, and |
281 | // because it only needed to return "inside triangle", it could compare against [0, denom] and |
282 | // skip the normalization entirely. |
283 | float invDenom = dot00 * dot11 - dot01 * dot01; |
284 | static constexpr SkScalar kEmptyTriTolerance = SK_Scalar1 / (1 << 5); |
285 | if (SkScalarNearlyZero(invDenom, kEmptyTriTolerance)) { |
286 | // The triangle was degenerate/empty, which can cause the following UVW calculations to |
287 | // return (0,0,1) for every test point. This in turn makes the cropping code think that the |
288 | // empty triangle contains the crop rect and we turn the draw into a fullscreen clear, which |
289 | // is definitely the utter opposite of what we'd expect for an empty shape. |
290 | return false; |
291 | } else { |
292 | // Safe to divide |
293 | invDenom = sk_ieee_float_divide(1.f, invDenom); |
294 | } |
295 | |
296 | V4f v2x = (scaleX * testX) - x0; |
297 | V4f v2y = (scaleY * testY) - y0; |
298 | |
299 | V4f dot02 = v0x * v2x + v0y * v2y; |
300 | V4f dot12 = v1x * v2x + v1y * v2y; |
301 | |
302 | // These are relative to the vertices, so there's no need to undo the scale factor |
303 | *u = (dot11 * dot02 - dot01 * dot12) * invDenom; |
304 | *v = (dot00 * dot12 - dot01 * dot02) * invDenom; |
305 | *w = 1.f - *u - *v; |
306 | |
307 | return true; |
308 | } |
309 | |
310 | static M4f inside_triangle(const V4f& u, const V4f& v, const V4f& w) { |
311 | return ((u >= 0.f) & (u <= 1.f)) & ((v >= 0.f) & (v <= 1.f)) & ((w >= 0.f) & (w <= 1.f)); |
312 | } |
313 | |
314 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
315 | |
316 | SkRect GrQuad::projectedBounds() const { |
317 | V4f xs = this->x4f(); |
318 | V4f ys = this->y4f(); |
319 | V4f ws = this->w4f(); |
320 | M4f clipW = ws < SkPathPriv::kW0PlaneDistance; |
321 | if (any(clipW)) { |
322 | V4f x2d = xs / ws; |
323 | V4f y2d = ys / ws; |
324 | // Bounds of just the projected points in front of w = epsilon |
325 | SkRect frontBounds = { |
326 | min(if_then_else(clipW, V4f(SK_ScalarInfinity), x2d)), |
327 | min(if_then_else(clipW, V4f(SK_ScalarInfinity), y2d)), |
328 | max(if_then_else(clipW, V4f(SK_ScalarNegativeInfinity), x2d)), |
329 | max(if_then_else(clipW, V4f(SK_ScalarNegativeInfinity), y2d)) |
330 | }; |
331 | // Calculate clipped coordinates by following CCW edges, only keeping points where the w |
332 | // actually changes sign between the vertices. |
333 | V4f t = (SkPathPriv::kW0PlaneDistance - ws) / (next_ccw(ws) - ws); |
334 | x2d = (t * next_ccw(xs) + (1.f - t) * xs) / SkPathPriv::kW0PlaneDistance; |
335 | y2d = (t * next_ccw(ys) + (1.f - t) * ys) / SkPathPriv::kW0PlaneDistance; |
336 | // True if (w < e) xor (ccw(w) < e), i.e. crosses the w = epsilon plane |
337 | clipW = clipW ^ (next_ccw(ws) < SkPathPriv::kW0PlaneDistance); |
338 | return { |
339 | min(if_then_else(clipW, x2d, V4f(frontBounds.fLeft))), |
340 | min(if_then_else(clipW, y2d, V4f(frontBounds.fTop))), |
341 | max(if_then_else(clipW, x2d, V4f(frontBounds.fRight))), |
342 | max(if_then_else(clipW, y2d, V4f(frontBounds.fBottom))) |
343 | }; |
344 | } else { |
345 | // Nothing is behind the viewer, so the projection is straight forward and valid |
346 | ws = 1.f / ws; |
347 | V4f x2d = xs * ws; |
348 | V4f y2d = ys * ws; |
349 | return {min(x2d), min(y2d), max(x2d), max(y2d)}; |
350 | } |
351 | } |
352 | |
353 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
354 | |
355 | namespace GrQuadUtils { |
356 | |
357 | void ResolveAAType(GrAAType requestedAAType, GrQuadAAFlags requestedEdgeFlags, const GrQuad& quad, |
358 | GrAAType* outAAType, GrQuadAAFlags* outEdgeFlags) { |
359 | // Most cases will keep the requested types unchanged |
360 | *outAAType = requestedAAType; |
361 | *outEdgeFlags = requestedEdgeFlags; |
362 | |
363 | switch (requestedAAType) { |
364 | // When aa type is coverage, disable AA if the edge configuration doesn't actually need it |
365 | case GrAAType::kCoverage: |
366 | if (requestedEdgeFlags == GrQuadAAFlags::kNone) { |
367 | // Turn off anti-aliasing |
368 | *outAAType = GrAAType::kNone; |
369 | } else { |
370 | // For coverage AA, if the quad is a rect and it lines up with pixel boundaries |
371 | // then overall aa and per-edge aa can be completely disabled |
372 | if (quad.quadType() == GrQuad::Type::kAxisAligned && !quad.aaHasEffectOnRect()) { |
373 | *outAAType = GrAAType::kNone; |
374 | *outEdgeFlags = GrQuadAAFlags::kNone; |
375 | } |
376 | } |
377 | break; |
378 | // For no or msaa anti aliasing, override the edge flags since edge flags only make sense |
379 | // when coverage aa is being used. |
380 | case GrAAType::kNone: |
381 | *outEdgeFlags = GrQuadAAFlags::kNone; |
382 | break; |
383 | case GrAAType::kMSAA: |
384 | *outEdgeFlags = GrQuadAAFlags::kAll; |
385 | break; |
386 | } |
387 | } |
388 | |
389 | int ClipToW0(DrawQuad* quad, DrawQuad* ) { |
390 | using Vertices = TessellationHelper::Vertices; |
391 | |
392 | SkASSERT(quad && extraVertices); |
393 | |
394 | if (quad->fDevice.quadType() < GrQuad::Type::kPerspective) { |
395 | // W implicitly 1s for each vertex, so nothing to do but draw unmodified 'quad' |
396 | return 1; |
397 | } |
398 | |
399 | M4f validW = quad->fDevice.w4f() >= SkPathPriv::kW0PlaneDistance; |
400 | if (all(validW)) { |
401 | // Nothing to clip, can proceed normally drawing just 'quad' |
402 | return 1; |
403 | } else if (!any(validW)) { |
404 | // Everything is clipped, so draw nothing |
405 | return 0; |
406 | } |
407 | |
408 | // The clipped local coordinates will most likely not remain rectilinear |
409 | GrQuad::Type localType = quad->fLocal.quadType(); |
410 | if (localType < GrQuad::Type::kGeneral) { |
411 | localType = GrQuad::Type::kGeneral; |
412 | } |
413 | |
414 | // If we got here, there are 1, 2, or 3 points behind the w = 0 plane. If 2 or 3 points are |
415 | // clipped we can define a new quad that covers the clipped shape directly. If there's 1 clipped |
416 | // out, the new geometry is a pentagon. |
417 | Vertices v; |
418 | v.reset(quad->fDevice, &quad->fLocal); |
419 | |
420 | int clipCount = (validW[0] ? 0 : 1) + (validW[1] ? 0 : 1) + |
421 | (validW[2] ? 0 : 1) + (validW[3] ? 0 : 1); |
422 | SkASSERT(clipCount >= 1 && clipCount <= 3); |
423 | |
424 | // FIXME de-duplicate from the projectedBounds() calculations. |
425 | V4f t = (SkPathPriv::kW0PlaneDistance - v.fW) / (next_ccw(v.fW) - v.fW); |
426 | |
427 | Vertices clip; |
428 | clip.fX = (t * next_ccw(v.fX) + (1.f - t) * v.fX); |
429 | clip.fY = (t * next_ccw(v.fY) + (1.f - t) * v.fY); |
430 | clip.fW = SkPathPriv::kW0PlaneDistance; |
431 | |
432 | clip.fU = (t * next_ccw(v.fU) + (1.f - t) * v.fU); |
433 | clip.fV = (t * next_ccw(v.fV) + (1.f - t) * v.fV); |
434 | clip.fR = (t * next_ccw(v.fR) + (1.f - t) * v.fR); |
435 | |
436 | M4f ccwValid = next_ccw(v.fW) >= SkPathPriv::kW0PlaneDistance; |
437 | M4f cwValid = next_cw(v.fW) >= SkPathPriv::kW0PlaneDistance; |
438 | |
439 | if (clipCount != 1) { |
440 | // Simplest case, replace behind-w0 points with their clipped points by following CCW edge |
441 | // or CW edge, depending on if the edge crosses from neg. to pos. w or pos. to neg. |
442 | SkASSERT(clipCount == 2 || clipCount == 3); |
443 | |
444 | // NOTE: when 3 vertices are clipped, this results in a degenerate quad where one vertex |
445 | // is replicated. This is preferably to inserting a 3rd vertex on the w = 0 intersection |
446 | // line because two parallel edges make inset/outset math unstable for large quads. |
447 | v.fX = if_then_else(validW, v.fX, |
448 | if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fX), |
449 | if_then_else(ccwValid, clip.fX, /* cwValid */ next_cw(clip.fX)))); |
450 | v.fY = if_then_else(validW, v.fY, |
451 | if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fY), |
452 | if_then_else(ccwValid, clip.fY, /* cwValid */ next_cw(clip.fY)))); |
453 | v.fW = if_then_else(validW, v.fW, clip.fW); |
454 | |
455 | v.fU = if_then_else(validW, v.fU, |
456 | if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fU), |
457 | if_then_else(ccwValid, clip.fU, /* cwValid */ next_cw(clip.fU)))); |
458 | v.fV = if_then_else(validW, v.fV, |
459 | if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fV), |
460 | if_then_else(ccwValid, clip.fV, /* cwValid */ next_cw(clip.fV)))); |
461 | v.fR = if_then_else(validW, v.fR, |
462 | if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fR), |
463 | if_then_else(ccwValid, clip.fR, /* cwValid */ next_cw(clip.fR)))); |
464 | |
465 | // For 2 or 3 clipped vertices, the resulting shape is a quad or a triangle, so it can be |
466 | // entirely represented in 'quad'. |
467 | v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective, |
468 | &quad->fLocal, localType); |
469 | return 1; |
470 | } else { |
471 | // The clipped geometry is a pentagon, so it will be represented as two quads connected by |
472 | // a new non-AA edge. Use the midpoint along one of the unclipped edges as a split vertex. |
473 | Vertices mid; |
474 | mid.fX = 0.5f * (v.fX + next_ccw(v.fX)); |
475 | mid.fY = 0.5f * (v.fY + next_ccw(v.fY)); |
476 | mid.fW = 0.5f * (v.fW + next_ccw(v.fW)); |
477 | |
478 | mid.fU = 0.5f * (v.fU + next_ccw(v.fU)); |
479 | mid.fV = 0.5f * (v.fV + next_ccw(v.fV)); |
480 | mid.fR = 0.5f * (v.fR + next_ccw(v.fR)); |
481 | |
482 | // Make a quad formed by the 2 clipped points, the inserted mid point, and the good vertex |
483 | // that is CCW rotated from the clipped vertex. |
484 | Vertices v2; |
485 | v2.fUVRCount = v.fUVRCount; |
486 | v2.fX = if_then_else((!validW) | (!ccwValid), clip.fX, |
487 | if_then_else(cwValid, next_cw(mid.fX), v.fX)); |
488 | v2.fY = if_then_else((!validW) | (!ccwValid), clip.fY, |
489 | if_then_else(cwValid, next_cw(mid.fY), v.fY)); |
490 | v2.fW = if_then_else((!validW) | (!ccwValid), clip.fW, |
491 | if_then_else(cwValid, next_cw(mid.fW), v.fW)); |
492 | |
493 | v2.fU = if_then_else((!validW) | (!ccwValid), clip.fU, |
494 | if_then_else(cwValid, next_cw(mid.fU), v.fU)); |
495 | v2.fV = if_then_else((!validW) | (!ccwValid), clip.fV, |
496 | if_then_else(cwValid, next_cw(mid.fV), v.fV)); |
497 | v2.fR = if_then_else((!validW) | (!ccwValid), clip.fR, |
498 | if_then_else(cwValid, next_cw(mid.fR), v.fR)); |
499 | // The non-AA edge for this quad is the opposite of the clipped vertex's edge |
500 | GrQuadAAFlags v2EdgeFlag = (!validW[0] ? GrQuadAAFlags::kRight : // left clipped -> right |
501 | (!validW[1] ? GrQuadAAFlags::kTop : // bottom clipped -> top |
502 | (!validW[2] ? GrQuadAAFlags::kBottom : // top clipped -> bottom |
503 | GrQuadAAFlags::kLeft))); // right clipped -> left |
504 | extraVertices->fEdgeFlags = quad->fEdgeFlags & ~v2EdgeFlag; |
505 | |
506 | // Make a quad formed by the remaining two good vertices, one clipped point, and the |
507 | // inserted mid point. |
508 | v.fX = if_then_else(!validW, next_cw(clip.fX), |
509 | if_then_else(!cwValid, mid.fX, v.fX)); |
510 | v.fY = if_then_else(!validW, next_cw(clip.fY), |
511 | if_then_else(!cwValid, mid.fY, v.fY)); |
512 | v.fW = if_then_else(!validW, clip.fW, |
513 | if_then_else(!cwValid, mid.fW, v.fW)); |
514 | |
515 | v.fU = if_then_else(!validW, next_cw(clip.fU), |
516 | if_then_else(!cwValid, mid.fU, v.fU)); |
517 | v.fV = if_then_else(!validW, next_cw(clip.fV), |
518 | if_then_else(!cwValid, mid.fV, v.fV)); |
519 | v.fR = if_then_else(!validW, next_cw(clip.fR), |
520 | if_then_else(!cwValid, mid.fR, v.fR)); |
521 | // The non-AA edge for this quad is the clipped vertex's edge |
522 | GrQuadAAFlags v1EdgeFlag = (!validW[0] ? GrQuadAAFlags::kLeft : |
523 | (!validW[1] ? GrQuadAAFlags::kBottom : |
524 | (!validW[2] ? GrQuadAAFlags::kTop : |
525 | GrQuadAAFlags::kRight))); |
526 | |
527 | v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective, |
528 | &quad->fLocal, localType); |
529 | quad->fEdgeFlags &= ~v1EdgeFlag; |
530 | |
531 | v2.asGrQuads(&extraVertices->fDevice, GrQuad::Type::kPerspective, |
532 | &extraVertices->fLocal, localType); |
533 | // Caller must draw both 'quad' and 'extraVertices' to cover the clipped geometry |
534 | return 2; |
535 | } |
536 | } |
537 | |
538 | bool CropToRect(const SkRect& cropRect, GrAA cropAA, DrawQuad* quad, bool computeLocal) { |
539 | SkASSERT(quad->fDevice.isFinite()); |
540 | |
541 | if (quad->fDevice.quadType() == GrQuad::Type::kAxisAligned) { |
542 | // crop_rect and crop_rect_simple keep the rectangles as rectangles, so the intersection |
543 | // of the crop and quad can be calculated exactly. Some care must be taken if the quad |
544 | // is axis-aligned but does not satisfy asRect() due to flips, etc. |
545 | GrQuadAAFlags clippedEdges; |
546 | if (computeLocal) { |
547 | if (is_simple_rect(quad->fDevice) && is_simple_rect(quad->fLocal)) { |
548 | clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), |
549 | quad->fLocal.xs(), quad->fLocal.ys()); |
550 | } else { |
551 | clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), |
552 | quad->fLocal.xs(), quad->fLocal.ys(), quad->fLocal.ws()); |
553 | } |
554 | } else { |
555 | if (is_simple_rect(quad->fDevice)) { |
556 | clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), |
557 | nullptr, nullptr); |
558 | } else { |
559 | clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), |
560 | nullptr, nullptr, nullptr); |
561 | } |
562 | } |
563 | |
564 | // Apply the clipped edge updates to the original edge flags |
565 | if (cropAA == GrAA::kYes) { |
566 | // Turn on all edges that were clipped |
567 | quad->fEdgeFlags |= clippedEdges; |
568 | } else { |
569 | // Turn off all edges that were clipped |
570 | quad->fEdgeFlags &= ~clippedEdges; |
571 | } |
572 | return true; |
573 | } |
574 | |
575 | if (computeLocal) { |
576 | // FIXME (michaelludwig) Calculate cropped local coordinates when not kAxisAligned |
577 | return false; |
578 | } |
579 | |
580 | V4f devX = quad->fDevice.x4f(); |
581 | V4f devY = quad->fDevice.y4f(); |
582 | // Project the 3D coordinates to 2D |
583 | if (quad->fDevice.quadType() == GrQuad::Type::kPerspective) { |
584 | V4f devW = quad->fDevice.w4f(); |
585 | if (any(devW < SkPathPriv::kW0PlaneDistance)) { |
586 | // The rest of this function assumes the quad is in front of w = 0 |
587 | return false; |
588 | } |
589 | devW = 1.f / devW; |
590 | devX *= devW; |
591 | devY *= devW; |
592 | } |
593 | |
594 | V4f clipX = {cropRect.fLeft, cropRect.fLeft, cropRect.fRight, cropRect.fRight}; |
595 | V4f clipY = {cropRect.fTop, cropRect.fBottom, cropRect.fTop, cropRect.fBottom}; |
596 | |
597 | // Calculate barycentric coordinates for the 4 rect corners in the 2 triangles that the quad |
598 | // is tessellated into when drawn. |
599 | V4f u1, v1, w1; |
600 | V4f u2, v2, w2; |
601 | if (!barycentric_coords(devX[0], devY[0], devX[1], devY[1], devX[2], devY[2], clipX, clipY, |
602 | &u1, &v1, &w1) || |
603 | !barycentric_coords(devX[1], devY[1], devX[3], devY[3], devX[2], devY[2], clipX, clipY, |
604 | &u2, &v2, &w2)) { |
605 | // Bad triangles, skip cropping |
606 | return false; |
607 | } |
608 | |
609 | // clipDevRect is completely inside this quad if each corner is in at least one of two triangles |
610 | M4f inTri1 = inside_triangle(u1, v1, w1); |
611 | M4f inTri2 = inside_triangle(u2, v2, w2); |
612 | if (all(inTri1 | inTri2)) { |
613 | // We can crop to exactly the clipDevRect. |
614 | // FIXME (michaelludwig) - there are other ways to have determined quad covering the clip |
615 | // rect, but the barycentric coords will be useful to derive local coordinates in the future |
616 | |
617 | // Since we are cropped to exactly clipDevRect, we have discarded any perspective and the |
618 | // type becomes kRect. If updated locals were requested, they will incorporate perspective. |
619 | // FIXME (michaelludwig) - once we have local coordinates handled, it may be desirable to |
620 | // keep the draw as perspective so that the hardware does perspective interpolation instead |
621 | // of pushing it into a local coord w and having the shader do an extra divide. |
622 | clipX.store(quad->fDevice.xs()); |
623 | clipY.store(quad->fDevice.ys()); |
624 | quad->fDevice.setQuadType(GrQuad::Type::kAxisAligned); |
625 | |
626 | // Update the edge flags to match the clip setting since all 4 edges have been clipped |
627 | quad->fEdgeFlags = cropAA == GrAA::kYes ? GrQuadAAFlags::kAll : GrQuadAAFlags::kNone; |
628 | |
629 | return true; |
630 | } |
631 | |
632 | // FIXME (michaelludwig) - use TessellationHelper's inset/outset math to move |
633 | // edges to the closest clip corner they are outside of |
634 | |
635 | return false; |
636 | } |
637 | |
638 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
639 | // TessellationHelper implementation and helper struct implementations |
640 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
641 | |
642 | //** EdgeVectors implementation |
643 | |
644 | void TessellationHelper::EdgeVectors::reset(const skvx::Vec<4, float>& xs, |
645 | const skvx::Vec<4, float>& ys, |
646 | const skvx::Vec<4, float>& ws, |
647 | GrQuad::Type quadType) { |
648 | // Calculate all projected edge vector values for this quad. |
649 | if (quadType == GrQuad::Type::kPerspective) { |
650 | V4f iw = 1.f / ws; |
651 | fX2D = xs * iw; |
652 | fY2D = ys * iw; |
653 | } else { |
654 | fX2D = xs; |
655 | fY2D = ys; |
656 | } |
657 | |
658 | fDX = next_ccw(fX2D) - fX2D; |
659 | fDY = next_ccw(fY2D) - fY2D; |
660 | fInvLengths = 1.f / sqrt(mad(fDX, fDX, fDY * fDY)); |
661 | |
662 | // Normalize edge vectors |
663 | fDX *= fInvLengths; |
664 | fDY *= fInvLengths; |
665 | |
666 | // Calculate angles between vectors |
667 | if (quadType <= GrQuad::Type::kRectilinear) { |
668 | fCosTheta = 0.f; |
669 | fInvSinTheta = 1.f; |
670 | } else { |
671 | fCosTheta = mad(fDX, next_cw(fDX), fDY * next_cw(fDY)); |
672 | // NOTE: if cosTheta is close to 1, inset/outset math will avoid the fast paths that rely |
673 | // on thefInvSinTheta since it will approach infinity. |
674 | fInvSinTheta = 1.f / sqrt(1.f - fCosTheta * fCosTheta); |
675 | } |
676 | } |
677 | |
678 | //** EdgeEquations implementation |
679 | |
680 | void TessellationHelper::EdgeEquations::reset(const EdgeVectors& edgeVectors) { |
681 | V4f dx = edgeVectors.fDX; |
682 | V4f dy = edgeVectors.fDY; |
683 | // Correct for bad edges by copying adjacent edge information into the bad component |
684 | correct_bad_edges(edgeVectors.fInvLengths >= kInvDistTolerance, &dx, &dy, nullptr); |
685 | |
686 | V4f c = mad(dx, edgeVectors.fY2D, -dy * edgeVectors.fX2D); |
687 | // Make sure normals point into the shape |
688 | V4f test = mad(dy, next_cw(edgeVectors.fX2D), mad(-dx, next_cw(edgeVectors.fY2D), c)); |
689 | if (any(test < -kDistTolerance)) { |
690 | fA = -dy; |
691 | fB = dx; |
692 | fC = -c; |
693 | } else { |
694 | fA = dy; |
695 | fB = -dx; |
696 | fC = c; |
697 | } |
698 | } |
699 | |
700 | V4f TessellationHelper::EdgeEquations::estimateCoverage(const V4f& x2d, const V4f& y2d) const { |
701 | // Calculate distance of the 4 inset points (px, py) to the 4 edges |
702 | V4f d0 = mad(fA[0], x2d, mad(fB[0], y2d, fC[0])); |
703 | V4f d1 = mad(fA[1], x2d, mad(fB[1], y2d, fC[1])); |
704 | V4f d2 = mad(fA[2], x2d, mad(fB[2], y2d, fC[2])); |
705 | V4f d3 = mad(fA[3], x2d, mad(fB[3], y2d, fC[3])); |
706 | |
707 | // For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal |
708 | // axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis |
709 | // so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage |
710 | // at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an |
711 | // accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not |
712 | // mathematically accurate but qualitatively provides a stable value proportional to the size of |
713 | // the shape. |
714 | V4f w = max(0.f, min(1.f, d0 + d3)); |
715 | V4f h = max(0.f, min(1.f, d1 + d2)); |
716 | return w * h; |
717 | } |
718 | |
719 | int TessellationHelper::EdgeEquations::computeDegenerateQuad(const V4f& signedEdgeDistances, |
720 | V4f* x2d, V4f* y2d) const { |
721 | // Move the edge by the signed edge adjustment. |
722 | V4f oc = fC + signedEdgeDistances; |
723 | |
724 | // There are 6 points that we care about to determine the final shape of the polygon, which |
725 | // are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the |
726 | // 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges). |
727 | V4f denom = fA * next_cw(fB) - fB * next_cw(fA); |
728 | V4f px = (fB * next_cw(oc) - oc * next_cw(fB)) / denom; |
729 | V4f py = (oc * next_cw(fA) - fA * next_cw(oc)) / denom; |
730 | correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr); |
731 | |
732 | // Calculate the signed distances from these 4 corners to the other two edges that did not |
733 | // define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and |
734 | // p(3) to e0,e2 |
735 | V4f dists1 = px * skvx::shuffle<3, 3, 0, 0>(fA) + |
736 | py * skvx::shuffle<3, 3, 0, 0>(fB) + |
737 | skvx::shuffle<3, 3, 0, 0>(oc); |
738 | V4f dists2 = px * skvx::shuffle<1, 2, 1, 2>(fA) + |
739 | py * skvx::shuffle<1, 2, 1, 2>(fB) + |
740 | skvx::shuffle<1, 2, 1, 2>(oc); |
741 | |
742 | // If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as |
743 | // the 4 points. If any point is on the wrong side of both edges, the interior has collapsed |
744 | // and we need to use a central point to represent it. If all four points are only on the |
745 | // wrong side of 1 edge, one edge has crossed over another and we use a line to represent it. |
746 | // Otherwise, use a triangle that replaces the bad points with the intersections of |
747 | // (e1, e2) or (e0, e3) as needed. |
748 | M4f d1v0 = dists1 < kDistTolerance; |
749 | M4f d2v0 = dists2 < kDistTolerance; |
750 | M4f d1And2 = d1v0 & d2v0; |
751 | M4f d1Or2 = d1v0 | d2v0; |
752 | |
753 | if (!any(d1Or2)) { |
754 | // Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is |
755 | // and use full coverage |
756 | *x2d = px; |
757 | *y2d = py; |
758 | return 4; |
759 | } else if (any(d1And2)) { |
760 | // A point failed against two edges, so reduce the shape to a single point, which we take as |
761 | // the center of the original quad to ensure it is contained in the intended geometry. Since |
762 | // it has collapsed, we know the shape cannot cover a pixel so update the coverage. |
763 | SkPoint center = {0.25f * ((*x2d)[0] + (*x2d)[1] + (*x2d)[2] + (*x2d)[3]), |
764 | 0.25f * ((*y2d)[0] + (*y2d)[1] + (*y2d)[2] + (*y2d)[3])}; |
765 | *x2d = center.fX; |
766 | *y2d = center.fY; |
767 | return 1; |
768 | } else if (all(d1Or2)) { |
769 | // Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side, |
770 | // that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed. |
771 | if (dists1[2] < kDistTolerance && dists1[3] < kDistTolerance) { |
772 | // Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3) |
773 | *x2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px)); |
774 | *y2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py)); |
775 | } else { |
776 | // Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3) |
777 | *x2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px)); |
778 | *y2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py)); |
779 | } |
780 | return 2; |
781 | } else { |
782 | // This turns into a triangle. Replace corners as needed with the intersections between |
783 | // (e0,e3) and (e1,e2), which must now be calculated |
784 | using V2f = skvx::Vec<2, float>; |
785 | V2f eDenom = skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(fB) - |
786 | skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(fA); |
787 | V2f ex = (skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(oc) - |
788 | skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fB)) / eDenom; |
789 | V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fA) - |
790 | skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(oc)) / eDenom; |
791 | |
792 | if (SkScalarAbs(eDenom[0]) > kTolerance) { |
793 | px = if_then_else(d1v0, V4f(ex[0]), px); |
794 | py = if_then_else(d1v0, V4f(ey[0]), py); |
795 | } |
796 | if (SkScalarAbs(eDenom[1]) > kTolerance) { |
797 | px = if_then_else(d2v0, V4f(ex[1]), px); |
798 | py = if_then_else(d2v0, V4f(ey[1]), py); |
799 | } |
800 | |
801 | *x2d = px; |
802 | *y2d = py; |
803 | return 3; |
804 | } |
805 | } |
806 | |
807 | //** OutsetRequest implementation |
808 | |
809 | void TessellationHelper::OutsetRequest::reset(const EdgeVectors& edgeVectors, GrQuad::Type quadType, |
810 | const skvx::Vec<4, float>& edgeDistances) { |
811 | fEdgeDistances = edgeDistances; |
812 | |
813 | // Based on the edge distances, determine if it's acceptable to use fInvSinTheta to |
814 | // calculate the inset or outset geometry. |
815 | if (quadType <= GrQuad::Type::kRectilinear) { |
816 | // Since it's rectangular, the width (edge[1] or edge[2]) collapses if subtracting |
817 | // (dist[0] + dist[3]) makes the new width negative (minus for inset, outsetting will |
818 | // never be degenerate in this case). The same applies for height (edge[0] or edge[3]) |
819 | // and (dist[1] + dist[2]). |
820 | fOutsetDegenerate = false; |
821 | float widthChange = edgeDistances[0] + edgeDistances[3]; |
822 | float heightChange = edgeDistances[1] + edgeDistances[2]; |
823 | // (1/len > 1/(edge sum) implies len - edge sum < 0. |
824 | fInsetDegenerate = |
825 | (widthChange > 0.f && edgeVectors.fInvLengths[1] > 1.f / widthChange) || |
826 | (heightChange > 0.f && edgeVectors.fInvLengths[0] > 1.f / heightChange); |
827 | } else if (any(edgeVectors.fInvLengths >= kInvDistTolerance)) { |
828 | // Have an edge that is effectively length 0, so we're dealing with a triangle, which |
829 | // must always go through the degenerate code path. |
830 | fOutsetDegenerate = true; |
831 | fInsetDegenerate = true; |
832 | } else { |
833 | // If possible, the corners will move +/-edgeDistances * 1/sin(theta). The entire |
834 | // request is degenerate if 1/sin(theta) -> infinity (or cos(theta) -> 1). |
835 | if (any(abs(edgeVectors.fCosTheta) >= 0.9f)) { |
836 | fOutsetDegenerate = true; |
837 | fInsetDegenerate = true; |
838 | } else { |
839 | // With an edge-centric view, an edge's length changes by |
840 | // edgeDistance * cos(pi - theta) / sin(theta) for each of its corners (the second |
841 | // corner uses ccw theta value). An edge's length also changes when its adjacent |
842 | // edges move, in which case it's updated by edgeDistance / sin(theta) |
843 | // (or cos(theta) for the other edge). |
844 | |
845 | // cos(pi - theta) = -cos(theta) |
846 | V4f halfTanTheta = -edgeVectors.fCosTheta * edgeVectors.fInvSinTheta; |
847 | V4f edgeAdjust = edgeDistances * (halfTanTheta + next_ccw(halfTanTheta)) + |
848 | next_ccw(edgeDistances) * next_ccw(edgeVectors.fInvSinTheta) + |
849 | next_cw(edgeDistances) * edgeVectors.fInvSinTheta; |
850 | |
851 | // If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make |
852 | // the edge lengths negative, then it's degenerate. |
853 | V4f threshold = 0.1f - (1.f / edgeVectors.fInvLengths); |
854 | fOutsetDegenerate = any(edgeAdjust < threshold); |
855 | fInsetDegenerate = any(edgeAdjust > -threshold); |
856 | } |
857 | } |
858 | } |
859 | |
860 | //** Vertices implementation |
861 | |
862 | void TessellationHelper::Vertices::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) { |
863 | // Set vertices to match the device and local quad |
864 | fX = deviceQuad.x4f(); |
865 | fY = deviceQuad.y4f(); |
866 | fW = deviceQuad.w4f(); |
867 | |
868 | if (localQuad) { |
869 | fU = localQuad->x4f(); |
870 | fV = localQuad->y4f(); |
871 | fR = localQuad->w4f(); |
872 | fUVRCount = localQuad->hasPerspective() ? 3 : 2; |
873 | } else { |
874 | fUVRCount = 0; |
875 | } |
876 | } |
877 | |
878 | void TessellationHelper::Vertices::asGrQuads(GrQuad* deviceOut, GrQuad::Type deviceType, |
879 | GrQuad* localOut, GrQuad::Type localType) const { |
880 | SkASSERT(deviceOut); |
881 | SkASSERT(fUVRCount == 0 || localOut); |
882 | |
883 | fX.store(deviceOut->xs()); |
884 | fY.store(deviceOut->ys()); |
885 | if (deviceType == GrQuad::Type::kPerspective) { |
886 | fW.store(deviceOut->ws()); |
887 | } |
888 | deviceOut->setQuadType(deviceType); // This sets ws == 1 when device type != perspective |
889 | |
890 | if (fUVRCount > 0) { |
891 | fU.store(localOut->xs()); |
892 | fV.store(localOut->ys()); |
893 | if (fUVRCount == 3) { |
894 | fR.store(localOut->ws()); |
895 | } |
896 | localOut->setQuadType(localType); |
897 | } |
898 | } |
899 | |
900 | void TessellationHelper::Vertices::moveAlong(const EdgeVectors& edgeVectors, |
901 | const V4f& signedEdgeDistances) { |
902 | // This shouldn't be called if fInvSinTheta is close to infinity (cosTheta close to 1). |
903 | // FIXME (michaelludwig) - Temporarily allow NaNs on debug builds here, for crbug:224618's GM |
904 | // Once W clipping is implemented, shouldn't see NaNs unless it's actually time to fail. |
905 | SkASSERT(all(abs(edgeVectors.fCosTheta) < 0.9f) || |
906 | any(edgeVectors.fCosTheta != edgeVectors.fCosTheta)); |
907 | |
908 | // When the projected device quad is not degenerate, the vertex corners can move |
909 | // cornerOutsetLen along their edge and their cw-rotated edge. The vertex's edge points |
910 | // inwards and the cw-rotated edge points outwards, hence the minus-sign. |
911 | // The edge distances are rotated compared to the corner outsets and (dx, dy), since if |
912 | // the edge is "on" both its corners need to be moved along their other edge vectors. |
913 | V4f signedOutsets = -edgeVectors.fInvSinTheta * next_cw(signedEdgeDistances); |
914 | V4f signedOutsetsCW = edgeVectors.fInvSinTheta * signedEdgeDistances; |
915 | |
916 | // x = x + outset * mask * next_cw(xdiff) - outset * next_cw(mask) * xdiff |
917 | fX += mad(signedOutsetsCW, next_cw(edgeVectors.fDX), signedOutsets * edgeVectors.fDX); |
918 | fY += mad(signedOutsetsCW, next_cw(edgeVectors.fDY), signedOutsets * edgeVectors.fDY); |
919 | if (fUVRCount > 0) { |
920 | // We want to extend the texture coords by the same proportion as the positions. |
921 | signedOutsets *= edgeVectors.fInvLengths; |
922 | signedOutsetsCW *= next_cw(edgeVectors.fInvLengths); |
923 | V4f du = next_ccw(fU) - fU; |
924 | V4f dv = next_ccw(fV) - fV; |
925 | fU += mad(signedOutsetsCW, next_cw(du), signedOutsets * du); |
926 | fV += mad(signedOutsetsCW, next_cw(dv), signedOutsets * dv); |
927 | if (fUVRCount == 3) { |
928 | V4f dr = next_ccw(fR) - fR; |
929 | fR += mad(signedOutsetsCW, next_cw(dr), signedOutsets * dr); |
930 | } |
931 | } |
932 | } |
933 | |
934 | void TessellationHelper::Vertices::moveTo(const V4f& x2d, const V4f& y2d, const M4f& mask) { |
935 | // Left to right, in device space, for each point |
936 | V4f e1x = skvx::shuffle<2, 3, 2, 3>(fX) - skvx::shuffle<0, 1, 0, 1>(fX); |
937 | V4f e1y = skvx::shuffle<2, 3, 2, 3>(fY) - skvx::shuffle<0, 1, 0, 1>(fY); |
938 | V4f e1w = skvx::shuffle<2, 3, 2, 3>(fW) - skvx::shuffle<0, 1, 0, 1>(fW); |
939 | M4f e1Bad = mad(e1x, e1x, e1y * e1y) < kDist2Tolerance; |
940 | correct_bad_edges(e1Bad, &e1x, &e1y, &e1w); |
941 | |
942 | // // Top to bottom, in device space, for each point |
943 | V4f e2x = skvx::shuffle<1, 1, 3, 3>(fX) - skvx::shuffle<0, 0, 2, 2>(fX); |
944 | V4f e2y = skvx::shuffle<1, 1, 3, 3>(fY) - skvx::shuffle<0, 0, 2, 2>(fY); |
945 | V4f e2w = skvx::shuffle<1, 1, 3, 3>(fW) - skvx::shuffle<0, 0, 2, 2>(fW); |
946 | M4f e2Bad = mad(e2x, e2x, e2y * e2y) < kDist2Tolerance; |
947 | correct_bad_edges(e2Bad, &e2x, &e2y, &e2w); |
948 | |
949 | // Can only move along e1 and e2 to reach the new 2D point, so we have |
950 | // x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and |
951 | // y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b |
952 | // This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where |
953 | // the cNx and cNy coefficients are: |
954 | V4f c1x = e1w * x2d - e1x; |
955 | V4f c1y = e1w * y2d - e1y; |
956 | V4f c2x = e2w * x2d - e2x; |
957 | V4f c2y = e2w * y2d - e2y; |
958 | V4f c3x = fW * x2d - fX; |
959 | V4f c3y = fW * y2d - fY; |
960 | |
961 | // Solve for a and b |
962 | V4f a, b, denom; |
963 | if (all(mask)) { |
964 | // When every edge is outset/inset, each corner can use both edge vectors |
965 | denom = c1x * c2y - c2x * c1y; |
966 | a = (c2x * c3y - c3x * c2y) / denom; |
967 | b = (c3x * c1y - c1x * c3y) / denom; |
968 | } else { |
969 | // Force a or b to be 0 if that edge cannot be used due to non-AA |
970 | M4f aMask = skvx::shuffle<0, 0, 3, 3>(mask); |
971 | M4f bMask = skvx::shuffle<2, 1, 2, 1>(mask); |
972 | |
973 | // When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case. |
974 | // When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom |
975 | // When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, "" |
976 | // When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0 |
977 | M4f useC1x = abs(c1x) > abs(c1y); |
978 | M4f useC2x = abs(c2x) > abs(c2y); |
979 | |
980 | denom = if_then_else(aMask, |
981 | if_then_else(bMask, |
982 | c1x * c2y - c2x * c1y, /* A & B */ |
983 | if_then_else(useC1x, c1x, c1y)), /* A & !B */ |
984 | if_then_else(bMask, |
985 | if_then_else(useC2x, c2x, c2y), /* !A & B */ |
986 | V4f(1.f))); /* !A & !B */ |
987 | |
988 | a = if_then_else(aMask, |
989 | if_then_else(bMask, |
990 | c2x * c3y - c3x * c2y, /* A & B */ |
991 | if_then_else(useC1x, -c3x, -c3y)), /* A & !B */ |
992 | V4f(0.f)) / denom; /* !A */ |
993 | b = if_then_else(bMask, |
994 | if_then_else(aMask, |
995 | c3x * c1y - c1x * c3y, /* A & B */ |
996 | if_then_else(useC2x, -c3x, -c3y)), /* !A & B */ |
997 | V4f(0.f)) / denom; /* !B */ |
998 | } |
999 | |
1000 | fX += a * e1x + b * e2x; |
1001 | fY += a * e1y + b * e2y; |
1002 | fW += a * e1w + b * e2w; |
1003 | |
1004 | // If fW has gone negative, flip the point to the other side of w=0. This only happens if the |
1005 | // edge was approaching a vanishing point and it was physically impossible to outset 1/2px in |
1006 | // screen space w/o going behind the viewer and being mirrored. Scaling by -1 preserves the |
1007 | // computed screen space position but moves the 3D point off of the original quad. So far, this |
1008 | // seems to be a reasonable compromise. |
1009 | if (any(fW < 0.f)) { |
1010 | V4f scale = if_then_else(fW < 0.f, V4f(-1.f), V4f(1.f)); |
1011 | fX *= scale; |
1012 | fY *= scale; |
1013 | fW *= scale; |
1014 | } |
1015 | |
1016 | correct_bad_coords(abs(denom) < kTolerance, &fX, &fY, &fW); |
1017 | |
1018 | if (fUVRCount > 0) { |
1019 | // Calculate R here so it can be corrected with U and V in case it's needed later |
1020 | V4f e1u = skvx::shuffle<2, 3, 2, 3>(fU) - skvx::shuffle<0, 1, 0, 1>(fU); |
1021 | V4f e1v = skvx::shuffle<2, 3, 2, 3>(fV) - skvx::shuffle<0, 1, 0, 1>(fV); |
1022 | V4f e1r = skvx::shuffle<2, 3, 2, 3>(fR) - skvx::shuffle<0, 1, 0, 1>(fR); |
1023 | correct_bad_edges(e1Bad, &e1u, &e1v, &e1r); |
1024 | |
1025 | V4f e2u = skvx::shuffle<1, 1, 3, 3>(fU) - skvx::shuffle<0, 0, 2, 2>(fU); |
1026 | V4f e2v = skvx::shuffle<1, 1, 3, 3>(fV) - skvx::shuffle<0, 0, 2, 2>(fV); |
1027 | V4f e2r = skvx::shuffle<1, 1, 3, 3>(fR) - skvx::shuffle<0, 0, 2, 2>(fR); |
1028 | correct_bad_edges(e2Bad, &e2u, &e2v, &e2r); |
1029 | |
1030 | fU += a * e1u + b * e2u; |
1031 | fV += a * e1v + b * e2v; |
1032 | if (fUVRCount == 3) { |
1033 | fR += a * e1r + b * e2r; |
1034 | correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, &fR); |
1035 | } else { |
1036 | correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, nullptr); |
1037 | } |
1038 | } |
1039 | } |
1040 | |
1041 | //** TessellationHelper implementation |
1042 | |
1043 | void TessellationHelper::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) { |
1044 | // Record basic state that isn't recorded on the Vertices struct itself |
1045 | fDeviceType = deviceQuad.quadType(); |
1046 | fLocalType = localQuad ? localQuad->quadType() : GrQuad::Type::kAxisAligned; |
1047 | |
1048 | // Reset metadata validity |
1049 | fOutsetRequestValid = false; |
1050 | fEdgeEquationsValid = false; |
1051 | |
1052 | // Compute vertex properties that are always needed for a quad, so no point in doing it lazily. |
1053 | fOriginal.reset(deviceQuad, localQuad); |
1054 | fEdgeVectors.reset(fOriginal.fX, fOriginal.fY, fOriginal.fW, fDeviceType); |
1055 | |
1056 | fVerticesValid = true; |
1057 | } |
1058 | |
1059 | V4f TessellationHelper::inset(const skvx::Vec<4, float>& edgeDistances, |
1060 | GrQuad* deviceInset, GrQuad* localInset) { |
1061 | SkASSERT(fVerticesValid); |
1062 | |
1063 | Vertices inset = fOriginal; |
1064 | const OutsetRequest& request = this->getOutsetRequest(edgeDistances); |
1065 | int vertexCount; |
1066 | if (request.fInsetDegenerate) { |
1067 | vertexCount = this->adjustDegenerateVertices(-request.fEdgeDistances, &inset); |
1068 | } else { |
1069 | this->adjustVertices(-request.fEdgeDistances, &inset); |
1070 | vertexCount = 4; |
1071 | } |
1072 | |
1073 | inset.asGrQuads(deviceInset, fDeviceType, localInset, fLocalType); |
1074 | if (vertexCount < 3) { |
1075 | // The interior has less than a full pixel's area so estimate reduced coverage using |
1076 | // the distance of the inset's projected corners to the original edges. |
1077 | return this->getEdgeEquations().estimateCoverage(inset.fX / inset.fW, |
1078 | inset.fY / inset.fW); |
1079 | } else { |
1080 | return 1.f; |
1081 | } |
1082 | } |
1083 | |
1084 | void TessellationHelper::outset(const skvx::Vec<4, float>& edgeDistances, |
1085 | GrQuad* deviceOutset, GrQuad* localOutset) { |
1086 | SkASSERT(fVerticesValid); |
1087 | |
1088 | Vertices outset = fOriginal; |
1089 | const OutsetRequest& request = this->getOutsetRequest(edgeDistances); |
1090 | if (request.fOutsetDegenerate) { |
1091 | this->adjustDegenerateVertices(request.fEdgeDistances, &outset); |
1092 | } else { |
1093 | this->adjustVertices(request.fEdgeDistances, &outset); |
1094 | } |
1095 | |
1096 | outset.asGrQuads(deviceOutset, fDeviceType, localOutset, fLocalType); |
1097 | } |
1098 | |
1099 | const TessellationHelper::OutsetRequest& TessellationHelper::getOutsetRequest( |
1100 | const skvx::Vec<4, float>& edgeDistances) { |
1101 | // Much of the code assumes that we start from positive distances and apply it unmodified to |
1102 | // create an outset; knowing that it's outset simplifies degeneracy checking. |
1103 | SkASSERT(all(edgeDistances >= 0.f)); |
1104 | |
1105 | // Rebuild outset request if invalid or if the edge distances have changed. |
1106 | if (!fOutsetRequestValid || any(edgeDistances != fOutsetRequest.fEdgeDistances)) { |
1107 | fOutsetRequest.reset(fEdgeVectors, fDeviceType, edgeDistances); |
1108 | fOutsetRequestValid = true; |
1109 | } |
1110 | return fOutsetRequest; |
1111 | } |
1112 | |
1113 | const TessellationHelper::EdgeEquations& TessellationHelper::getEdgeEquations() { |
1114 | if (!fEdgeEquationsValid) { |
1115 | fEdgeEquations.reset(fEdgeVectors); |
1116 | fEdgeEquationsValid = true; |
1117 | } |
1118 | return fEdgeEquations; |
1119 | } |
1120 | |
1121 | void TessellationHelper::adjustVertices(const skvx::Vec<4, float>& signedEdgeDistances, |
1122 | Vertices* vertices) { |
1123 | SkASSERT(vertices); |
1124 | SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3); |
1125 | |
1126 | if (fDeviceType < GrQuad::Type::kPerspective) { |
1127 | // For non-perspective, non-degenerate quads, moveAlong is correct and most efficient |
1128 | vertices->moveAlong(fEdgeVectors, signedEdgeDistances); |
1129 | } else { |
1130 | // For perspective, non-degenerate quads, use moveAlong for the projected points and then |
1131 | // reconstruct Ws with moveTo. |
1132 | Vertices projected = { fEdgeVectors.fX2D, fEdgeVectors.fY2D, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; |
1133 | projected.moveAlong(fEdgeVectors, signedEdgeDistances); |
1134 | vertices->moveTo(projected.fX, projected.fY, signedEdgeDistances != 0.f); |
1135 | } |
1136 | } |
1137 | |
1138 | int TessellationHelper::adjustDegenerateVertices(const skvx::Vec<4, float>& signedEdgeDistances, |
1139 | Vertices* vertices) { |
1140 | SkASSERT(vertices); |
1141 | SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3); |
1142 | |
1143 | if (fDeviceType <= GrQuad::Type::kRectilinear) { |
1144 | // For rectilinear, degenerate quads, can use moveAlong if the edge distances are adjusted |
1145 | // to not cross over each other. |
1146 | SkASSERT(all(signedEdgeDistances <= 0.f)); // Only way rectilinear can degenerate is insets |
1147 | V4f halfLengths = -0.5f / next_cw(fEdgeVectors.fInvLengths); // Negate to inset |
1148 | M4f crossedEdges = halfLengths > signedEdgeDistances; |
1149 | V4f safeInsets = if_then_else(crossedEdges, halfLengths, signedEdgeDistances); |
1150 | vertices->moveAlong(fEdgeVectors, safeInsets); |
1151 | |
1152 | // A degenerate rectilinear quad is either a point (both w and h crossed), or a line |
1153 | return all(crossedEdges) ? 1 : 2; |
1154 | } else { |
1155 | // Degenerate non-rectangular shape, must go through slowest path (which automatically |
1156 | // handles perspective). |
1157 | V4f x2d = fEdgeVectors.fX2D; |
1158 | V4f y2d = fEdgeVectors.fY2D; |
1159 | int vertexCount = this->getEdgeEquations().computeDegenerateQuad(signedEdgeDistances, |
1160 | &x2d, &y2d); |
1161 | vertices->moveTo(x2d, y2d, signedEdgeDistances != 0.f); |
1162 | return vertexCount; |
1163 | } |
1164 | } |
1165 | |
1166 | }; // namespace GrQuadUtils |
1167 | |