| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrQuadPerEdgeAA.h" |
| #include "GrQuad.h" |
| #include "GrVertexWriter.h" |
| #include "glsl/GrGLSLColorSpaceXformHelper.h" |
| #include "glsl/GrGLSLGeometryProcessor.h" |
| #include "glsl/GrGLSLPrimitiveProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLVarying.h" |
| #include "glsl/GrGLSLVertexGeoBuilder.h" |
| #include "SkGr.h" |
| #include "SkNx.h" |
| |
| #define AI SK_ALWAYS_INLINE |
| |
| namespace { |
| |
| // Helper data types since there is a lot of information that needs to be passed around to |
| // avoid recalculation in the different procedures for tessellating an AA quad. |
| |
| struct Vertices { |
| // X, Y, and W coordinates in device space. If not perspective, w should be set to 1.f |
| Sk4f fX, fY, fW; |
| // U, V, and R coordinates representing local quad. Ignored depending on uvrCount (0, 1, 2). |
| Sk4f fU, fV, fR; |
| int fUVRCount; |
| }; |
| |
| struct QuadMetadata { |
| // Normalized edge vectors of the device space quad, ordered L, B, T, R (i.e. nextCCW(x) - x). |
| Sk4f fDX, fDY; |
| // 1 / edge length of the device space quad |
| Sk4f fInvLengths; |
| // Edge mask (set to all 1s if aa flags is kAll), otherwise 1.f if edge was AA, 0.f if non-AA. |
| Sk4f fMask; |
| }; |
| |
| struct Edges { |
| // a * x + b * y + c = 0; positive distance is inside the quad; ordered LBTR. |
| Sk4f fA, fB, fC; |
| // Whether or not the edge normals had to be flipped to preserve positive distance on the inside |
| bool fFlipped; |
| }; |
| |
| static constexpr float kTolerance = 1e-2f; |
| |
| static AI Sk4f fma(const Sk4f& f, const Sk4f& m, const Sk4f& a) { |
| return SkNx_fma<4, float>(f, m, a); |
| } |
| |
| // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip |
| // order. |
| static AI Sk4f nextCW(const Sk4f& v) { |
| return SkNx_shuffle<2, 0, 3, 1>(v); |
| } |
| |
| static AI Sk4f nextCCW(const Sk4f& v) { |
| return SkNx_shuffle<1, 3, 0, 2>(v); |
| } |
| |
| // Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector. |
| // e3 may be null if only 2D edges need to be corrected for. |
| static AI void correct_bad_edges(const Sk4f& bad, Sk4f* e1, Sk4f* e2, Sk4f* e3) { |
| if (bad.anyTrue()) { |
| // Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding |
| *e1 = bad.thenElse(-SkNx_shuffle<3, 2, 1, 0>(*e1), *e1); |
| *e2 = bad.thenElse(-SkNx_shuffle<3, 2, 1, 0>(*e2), *e2); |
| if (e3) { |
| *e3 = bad.thenElse(-SkNx_shuffle<3, 2, 1, 0>(*e3), *e3); |
| } |
| } |
| } |
| |
| // Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points. |
| static AI void correct_bad_coords(const Sk4f& bad, Sk4f* c1, Sk4f* c2, Sk4f* c3) { |
| if (bad.anyTrue()) { |
| *c1 = bad.thenElse(nextCCW(*c1), *c1); |
| *c2 = bad.thenElse(nextCCW(*c2), *c2); |
| if (c3) { |
| *c3 = bad.thenElse(nextCCW(*c3), *c3); |
| } |
| } |
| } |
| |
| static AI QuadMetadata get_metadata(const Vertices& vertices, GrQuadAAFlags aaFlags) { |
| Sk4f dx = nextCCW(vertices.fX) - vertices.fX; |
| Sk4f dy = nextCCW(vertices.fY) - vertices.fY; |
| Sk4f invLengths = fma(dx, dx, dy * dy).rsqrt(); |
| |
| Sk4f mask = aaFlags == GrQuadAAFlags::kAll ? Sk4f(1.f) : |
| Sk4f((GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f); |
| return { dx * invLengths, dy * invLengths, invLengths, mask }; |
| } |
| |
| static AI Edges get_edge_equations(const QuadMetadata& metadata, const Vertices& vertices) { |
| Sk4f dx = metadata.fDX; |
| Sk4f dy = metadata.fDY; |
| // Correct for bad edges by copying adjacent edge information into the bad component |
| correct_bad_edges(metadata.fInvLengths >= 1.f / kTolerance, &dx, &dy, nullptr); |
| |
| Sk4f c = fma(dx, vertices.fY, -dy * vertices.fX); |
| // Make sure normals point into the shape |
| Sk4f test = fma(dy, nextCW(vertices.fX), fma(-dx, nextCW(vertices.fY), c)); |
| if ((test < -kTolerance).anyTrue()) { |
| return {-dy, dx, -c, true}; |
| } else { |
| return {dy, -dx, c, false}; |
| } |
| } |
| |
| // Sets 'outset' to the magnitude of outset/inset to adjust each corner of a quad given the |
| // edge angles and lengths. If the quad is too small, has empty edges, or too sharp of angles, |
| // false is returned and the degenerate slow-path should be used. |
| static bool get_optimized_outset(const QuadMetadata& metadata, bool rectilinear, Sk4f* outset) { |
| if (rectilinear) { |
| *outset = 0.5f; |
| // Stay in the fast path as long as all edges are at least a pixel long (so 1/len <= 1) |
| return (metadata.fInvLengths <= 1.f).allTrue(); |
| } |
| |
| if ((metadata.fInvLengths >= 1.f / kTolerance).anyTrue()) { |
| // Have an empty edge from a degenerate quad, so there's no hope |
| return false; |
| } |
| |
| // The distance the point needs to move is 1/2sin(theta), where theta is the angle between the |
| // two edges at that point. cos(theta) is equal to dot(dxy, nextCW(dxy)) |
| Sk4f cosTheta = fma(metadata.fDX, nextCW(metadata.fDX), metadata.fDY * nextCW(metadata.fDY)); |
| // If the angle is too shallow between edges, go through the degenerate path, otherwise adding |
| // and subtracting very large vectors in almost opposite directions leads to float errors |
| if ((cosTheta.abs() >= 0.9f).anyTrue()) { |
| return false; |
| } |
| *outset = 0.5f * (1.f - cosTheta * cosTheta).rsqrt(); // 1/2sin(theta) |
| |
| // When outsetting or insetting, the current edge's AA adds to the length: |
| // cos(pi - theta)/2sin(theta) + cos(pi-ccw(theta))/2sin(ccw(theta)) |
| // Moving an adjacent edge updates the length by 1/2sin(theta|ccw(theta)) |
| Sk4f halfTanTheta = -cosTheta * (*outset); // cos(pi - theta) = -cos(theta) |
| Sk4f edgeAdjust = metadata.fMask * (halfTanTheta + nextCCW(halfTanTheta)) + |
| nextCCW(metadata.fMask) * nextCCW(*outset) + |
| nextCW(metadata.fMask) * (*outset); |
| // If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make edgeLen negative |
| // then use the slow path |
| Sk4f threshold = 0.1f - metadata.fInvLengths.invert(); |
| return (edgeAdjust > threshold).allTrue() && (edgeAdjust < -threshold).allTrue(); |
| } |
| |
| // Ignores the quad's fW, use outset_projected_vertices if it's known to need 3D. |
| static AI void outset_vertices(const Sk4f& outset, const QuadMetadata& metadata, Vertices* quad) { |
| // The mask is rotated compared to the outsets and edge vectors, since if the edge is "on" |
| // both its points need to be moved along their other edge vectors. |
| auto maskedOutset = -outset * nextCW(metadata.fMask); |
| auto maskedOutsetCW = outset * metadata.fMask; |
| // x = x + outset * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff |
| quad->fX += fma(maskedOutsetCW, nextCW(metadata.fDX), maskedOutset * metadata.fDX); |
| quad->fY += fma(maskedOutsetCW, nextCW(metadata.fDY), maskedOutset * metadata.fDY); |
| if (quad->fUVRCount > 0) { |
| // We want to extend the texture coords by the same proportion as the positions. |
| maskedOutset *= metadata.fInvLengths; |
| maskedOutsetCW *= nextCW(metadata.fInvLengths); |
| Sk4f du = nextCCW(quad->fU) - quad->fU; |
| Sk4f dv = nextCCW(quad->fV) - quad->fV; |
| quad->fU += fma(maskedOutsetCW, nextCW(du), maskedOutset * du); |
| quad->fV += fma(maskedOutsetCW, nextCW(dv), maskedOutset * dv); |
| if (quad->fUVRCount == 3) { |
| Sk4f dr = nextCCW(quad->fR) - quad->fR; |
| quad->fR += fma(maskedOutsetCW, nextCW(dr), maskedOutset * dr); |
| } |
| } |
| } |
| |
| // Updates (x,y,w) to be at (x2d,y2d) once projected. Updates (u,v,r) to match if provided. |
| // Gracefully handles 2D content if *w holds all 1s. |
| static void outset_projected_vertices(const Sk4f& x2d, const Sk4f& y2d, |
| GrQuadAAFlags aaFlags, Vertices* quad) { |
| // Left to right, in device space, for each point |
| Sk4f e1x = SkNx_shuffle<2, 3, 2, 3>(quad->fX) - SkNx_shuffle<0, 1, 0, 1>(quad->fX); |
| Sk4f e1y = SkNx_shuffle<2, 3, 2, 3>(quad->fY) - SkNx_shuffle<0, 1, 0, 1>(quad->fY); |
| Sk4f e1w = SkNx_shuffle<2, 3, 2, 3>(quad->fW) - SkNx_shuffle<0, 1, 0, 1>(quad->fW); |
| correct_bad_edges(fma(e1x, e1x, e1y * e1y) < kTolerance * kTolerance, &e1x, &e1y, &e1w); |
| |
| // // Top to bottom, in device space, for each point |
| Sk4f e2x = SkNx_shuffle<1, 1, 3, 3>(quad->fX) - SkNx_shuffle<0, 0, 2, 2>(quad->fX); |
| Sk4f e2y = SkNx_shuffle<1, 1, 3, 3>(quad->fY) - SkNx_shuffle<0, 0, 2, 2>(quad->fY); |
| Sk4f e2w = SkNx_shuffle<1, 1, 3, 3>(quad->fW) - SkNx_shuffle<0, 0, 2, 2>(quad->fW); |
| correct_bad_edges(fma(e2x, e2x, e2y * e2y) < kTolerance * kTolerance, &e2x, &e2y, &e2w); |
| |
| // Can only move along e1 and e2 to reach the new 2D point, so we have |
| // x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and |
| // y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b |
| // This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where |
| // the cNx and cNy coefficients are: |
| Sk4f c1x = e1w * x2d - e1x; |
| Sk4f c1y = e1w * y2d - e1y; |
| Sk4f c2x = e2w * x2d - e2x; |
| Sk4f c2y = e2w * y2d - e2y; |
| Sk4f c3x = quad->fW * x2d - quad->fX; |
| Sk4f c3y = quad->fW * y2d - quad->fY; |
| |
| // Solve for a and b |
| Sk4f a, b, denom; |
| if (aaFlags == GrQuadAAFlags::kAll) { |
| // When every edge is outset/inset, each corner can use both edge vectors |
| denom = c1x * c2y - c2x * c1y; |
| a = (c2x * c3y - c3x * c2y) / denom; |
| b = (c3x * c1y - c1x * c3y) / denom; |
| } else { |
| // Force a or b to be 0 if that edge cannot be used due to non-AA |
| // FIXME requires the extra > 0.f, since Sk4f's thenElse only works if true values have |
| // all their bits set to 1. |
| Sk4f aMask = Sk4f((aaFlags & GrQuadAAFlags::kLeft) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kLeft) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kRight) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kRight) ? 1.f : 0.f) > 0.f; |
| Sk4f bMask = Sk4f((aaFlags & GrQuadAAFlags::kTop) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kBottom) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kTop) ? 1.f : 0.f, |
| (aaFlags & GrQuadAAFlags::kBottom) ? 1.f : 0.f) > 0.f; |
| |
| // When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case. |
| // When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom |
| // When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, "" |
| // When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0 |
| Sk4f useC1x = c1x.abs() > c1y.abs(); |
| Sk4f useC2x = c2x.abs() > c2y.abs(); |
| // -------- A & B ------ --------- A & !B --------- |
| denom = aMask.thenElse(bMask.thenElse(c1x * c2y - c2x * c1y, useC1x.thenElse(c1x, c1y)), |
| // ------- !A & B ---------- - !A & !B - |
| bMask.thenElse(useC2x.thenElse(c2x, c2y), 1.0f)); |
| // -------- A & B ------ ---------- A & !B ---------- |
| a = aMask.thenElse(bMask.thenElse(c2x * c3y - c3x * c2y, useC1x.thenElse(-c3x, -c3y)), |
| // - !A - |
| 0.0f) / denom; |
| // -------- A & B ------ ---------- !A & B ---------- |
| b = bMask.thenElse(aMask.thenElse(c3x * c1y - c1x * c3y, useC2x.thenElse(-c3x, -c3y)), |
| // - !B - |
| 0.0f) / denom; |
| } |
| |
| quad->fX += a * e1x + b * e2x; |
| quad->fY += a * e1y + b * e2y; |
| quad->fW += a * e1w + b * e2w; |
| correct_bad_coords(denom.abs() < kTolerance, &quad->fX, &quad->fY, &quad->fW); |
| |
| if (quad->fUVRCount > 0) { |
| // Calculate R here so it can be corrected with U and V in case it's needed later |
| Sk4f e1u = SkNx_shuffle<2, 3, 2, 3>(quad->fU) - SkNx_shuffle<0, 1, 0, 1>(quad->fU); |
| Sk4f e1v = SkNx_shuffle<2, 3, 2, 3>(quad->fV) - SkNx_shuffle<0, 1, 0, 1>(quad->fV); |
| Sk4f e1r = SkNx_shuffle<2, 3, 2, 3>(quad->fR) - SkNx_shuffle<0, 1, 0, 1>(quad->fR); |
| correct_bad_edges(fma(e1u, e1u, e1v * e1v) < kTolerance * kTolerance, &e1u, &e1v, &e1r); |
| |
| Sk4f e2u = SkNx_shuffle<1, 1, 3, 3>(quad->fU) - SkNx_shuffle<0, 0, 2, 2>(quad->fU); |
| Sk4f e2v = SkNx_shuffle<1, 1, 3, 3>(quad->fV) - SkNx_shuffle<0, 0, 2, 2>(quad->fV); |
| Sk4f e2r = SkNx_shuffle<1, 1, 3, 3>(quad->fR) - SkNx_shuffle<0, 0, 2, 2>(quad->fR); |
| correct_bad_edges(fma(e2u, e2u, e2v * e2v) < kTolerance * kTolerance, &e2u, &e2v, &e2r); |
| |
| quad->fU += a * e1u + b * e2u; |
| quad->fV += a * e1v + b * e2v; |
| if (quad->fUVRCount == 3) { |
| quad->fR += a * e1r + b * e2r; |
| correct_bad_coords(denom.abs() < kTolerance, &quad->fU, &quad->fV, &quad->fR); |
| } else { |
| correct_bad_coords(denom.abs() < kTolerance, &quad->fU, &quad->fV, nullptr); |
| } |
| } |
| } |
| |
| // Calculate area of intersection between quad (xs, ys) and a pixel at 'pixelCenter'. |
| // a, b, c are edge equations of the quad, flipped is true if the line equations had their normals |
| // reversed to correct for matrix transforms. |
| static float get_exact_coverage(const SkPoint& pixelCenter, const Vertices& quad, |
| const Edges& edges) { |
| // Ordering of vertices given default tri-strip that produces CCW points |
| static const int kCCW[] = {0, 1, 3, 2}; |
| // Ordering of vertices given inverted tri-strip that produces CCW |
| static const int kFlippedCCW[] = {0, 2, 3, 1}; |
| |
| // Edge boundaries of the pixel |
| float left = pixelCenter.fX - 0.5f; |
| float right = pixelCenter.fX + 0.5f; |
| float top = pixelCenter.fY - 0.5f; |
| float bot = pixelCenter.fY + 0.5f; |
| |
| // Whether or not the 4 corners of the pixel are inside the quad geometry. Variable names are |
| // intentional to work easily with the helper macros. |
| bool topleftInside = ((edges.fA * left + edges.fB * top + edges.fC) >= 0.f).allTrue(); |
| bool botleftInside = ((edges.fA * left + edges.fB * bot + edges.fC) >= 0.f).allTrue(); |
| bool botrightInside = ((edges.fA * right + edges.fB * bot + edges.fC) >= 0.f).allTrue(); |
| bool toprightInside = ((edges.fA * right + edges.fB * top + edges.fC) >= 0.f).allTrue(); |
| if (topleftInside && botleftInside && botrightInside && toprightInside) { |
| // Quad fully contains the pixel, so we know the area will be 1.f |
| return 1.f; |
| } |
| |
| // Track whether or not the quad vertices in (xs, ys) are on the proper sides of l, t, r, and b |
| Sk4f left4f = quad.fX >= left; |
| Sk4f right4f = quad.fX <= right; |
| Sk4f top4f = quad.fY >= top; |
| Sk4f bot4f = quad.fY <= bot; |
| // Use bit casting so that overflows don't occur on WASM (will be cleaned up in SkVx port) |
| Sk4i leftValid = Sk4i::Load(&left4f); |
| Sk4i rightValid = Sk4i::Load(&right4f); |
| Sk4i topValid = Sk4i::Load(&top4f); |
| Sk4i botValid = Sk4i::Load(&bot4f); |
| |
| // Intercepts of quad lines with the 4 pixel edges |
| Sk4f leftCross = -(edges.fC + edges.fA * left) / edges.fB; |
| Sk4f rightCross = -(edges.fC + edges.fA * right) / edges.fB; |
| Sk4f topCross = -(edges.fC + edges.fB * top) / edges.fA; |
| Sk4f botCross = -(edges.fC + edges.fB * bot) / edges.fA; |
| |
| // State for implicitly tracking the intersection boundary and area |
| SkPoint firstPoint = {0.f, 0.f}; |
| SkPoint lastPoint = {0.f, 0.f}; |
| bool intersected = false; |
| float area = 0.f; |
| |
| // Adds a point to the intersection hull, remembering first point (for closing) and the |
| // current point, and updates the running area total. |
| // See http://mathworld.wolfram.com/PolygonArea.html |
| auto accumulate = [&](const SkPoint& p) { |
| if (intersected) { |
| float da = lastPoint.fX * p.fY - p.fX * lastPoint.fY; |
| area += da; |
| } else { |
| firstPoint = p; |
| intersected = true; |
| } |
| lastPoint = p; |
| }; |
| |
| // Used during iteration over the quad points to check if edge intersections are valid and |
| // should be accumulated. |
| #define ADD_EDGE_CROSSING_X(SIDE) \ |
| do { \ |
| if (SIDE##Cross[ei] >= top && SIDE##Cross[ei] <= bot) { \ |
| accumulate({SIDE, SIDE##Cross[ei]}); \ |
| addedIntersection = true; \ |
| } \ |
| } while(false) |
| #define ADD_EDGE_CROSSING_Y(SIDE) \ |
| do { \ |
| if (SIDE##Cross[ei] >= left && SIDE##Cross[ei] <= right) { \ |
| accumulate({SIDE##Cross[ei], SIDE}); \ |
| addedIntersection = true; \ |
| } \ |
| } while(false) |
| #define TEST_EDGES(SIDE, AXIS, I, NI) \ |
| do { \ |
| if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \ |
| ADD_EDGE_CROSSING_##AXIS(SIDE); \ |
| crossedEdges = true; \ |
| } \ |
| } while(false) |
| // Used during iteration over the quad points to check if a pixel corner should be included |
| // in the intersection boundary |
| #define ADD_CORNER(CHECK, SIDE_LR, SIDE_TB) \ |
| if (!CHECK##Valid[i] || !CHECK##Valid[ni]) { \ |
| if (SIDE_TB##SIDE_LR##Inside) { \ |
| accumulate({SIDE_LR, SIDE_TB}); \ |
| } \ |
| } |
| #define TEST_CORNER_X(SIDE, I, NI) \ |
| do { \ |
| if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \ |
| ADD_CORNER(top, SIDE, top) else ADD_CORNER(bot, SIDE, bot) \ |
| } \ |
| } while(false) |
| #define TEST_CORNER_Y(SIDE, I, NI) \ |
| do { \ |
| if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \ |
| ADD_CORNER(left, left, SIDE) else ADD_CORNER(right, right, SIDE) \ |
| } \ |
| } while(false) |
| |
| // Iterate over the 4 points of the quad, adding valid intersections with the pixel edges |
| // or adding interior pixel corners as it goes. This automatically keeps all accumulated points |
| // in CCW ordering so the area can be calculated on the fly and there's no need to store the |
| // list of hull points. This is somewhat inspired by the Sutherland-Hodgman algorithm but since |
| // there are only 4 points in each source polygon, there is no point list maintenance. |
| for (int j = 0; j < 4; ++j) { |
| // Current vertex |
| int i = edges.fFlipped ? kFlippedCCW[j] : kCCW[j]; |
| // Moving to this vertex |
| int ni = edges.fFlipped ? kFlippedCCW[(j + 1) % 4] : kCCW[(j + 1) % 4]; |
| // Index in edge vectors corresponding to move from i to ni |
| int ei = edges.fFlipped ? ni : i; |
| |
| bool crossedEdges = false; |
| bool addedIntersection = false; |
| |
| // First check if there are any outside -> inside edge crossings. There can be 0, 1, or 2. |
| // 2 can occur if one crossing is still outside the pixel, or if they both go through |
| // the corner (in which case a duplicate point is added, but that doesn't change area). |
| |
| // Outside to inside crossing |
| TEST_EDGES(left, X, i, ni); |
| TEST_EDGES(right, X, i, ni); |
| TEST_EDGES(top, Y, i, ni); |
| TEST_EDGES(bot, Y, i, ni); |
| // Inside to outside crossing (swapping ni and i in the boolean test) |
| TEST_EDGES(left, X, ni, i); |
| TEST_EDGES(right, X, ni, i); |
| TEST_EDGES(top, Y, ni, i); |
| TEST_EDGES(bot, Y, ni, i); |
| |
| // If we crossed edges but didn't add any intersections, check the corners of the pixel. |
| // If the pixel corners are inside the quad, include them in the boundary. |
| if (crossedEdges && !addedIntersection) { |
| // This can lead to repeated points, but those just accumulate zero area |
| TEST_CORNER_X(left, i, ni); |
| TEST_CORNER_X(right, i, ni); |
| TEST_CORNER_Y(top, i, ni); |
| TEST_CORNER_Y(bot, i, ni); |
| |
| TEST_CORNER_X(left, ni, i); |
| TEST_CORNER_X(right, ni, i); |
| TEST_CORNER_Y(top, ni, i); |
| TEST_CORNER_Y(bot, ni, i); |
| } |
| |
| // Lastly, if the next point is completely inside the pixel it gets included in the boundary |
| if (leftValid[ni] && rightValid[ni] && topValid[ni] && botValid[ni]) { |
| accumulate({quad.fX[ni], quad.fY[ni]}); |
| } |
| } |
| |
| #undef TEST_CORNER_Y |
| #undef TEST_CORNER_X |
| #undef ADD_CORNER |
| |
| #undef TEST_EDGES |
| #undef ADD_EDGE_CROSSING_Y |
| #undef ADD_EDGE_CROSSING_X |
| |
| // After all points have been considered, close the boundary to get final area. If we never |
| // added any points, it means the quad didn't intersect the pixel rectangle. |
| if (intersected) { |
| // Final equation for area of convex polygon is to multiply by -1/2 (minus since the points |
| // were in CCW order). |
| accumulate(firstPoint); |
| return -0.5f * area; |
| } else { |
| return 0.f; |
| } |
| } |
| |
| // Outsets or insets xs/ys in place. To be used when the interior is very small, edges are near |
| // parallel, or edges are very short/zero-length. Returns coverage for each vertex. |
| // Requires (dx, dy) to already be fixed for empty edges. |
| static Sk4f compute_degenerate_quad(GrQuadAAFlags aaFlags, const Sk4f& mask, const Edges& edges, |
| bool outset, Vertices* quad) { |
| // Move the edge 1/2 pixel in or out depending on 'outset'. |
| Sk4f oc = edges.fC + mask * (outset ? 0.5f : -0.5f); |
| |
| // There are 6 points that we care about to determine the final shape of the polygon, which |
| // are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the |
| // 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges). |
| Sk4f denom = edges.fA * nextCW(edges.fB) - edges.fB * nextCW(edges.fA); |
| Sk4f px = (edges.fB * nextCW(oc) - oc * nextCW(edges.fB)) / denom; |
| Sk4f py = (oc * nextCW(edges.fA) - edges.fA * nextCW(oc)) / denom; |
| correct_bad_coords(denom.abs() < kTolerance, &px, &py, nullptr); |
| |
| // Calculate the signed distances from these 4 corners to the other two edges that did not |
| // define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and |
| // p(3) to e0,e2 |
| Sk4f dists1 = px * SkNx_shuffle<3, 3, 0, 0>(edges.fA) + |
| py * SkNx_shuffle<3, 3, 0, 0>(edges.fB) + |
| SkNx_shuffle<3, 3, 0, 0>(oc); |
| Sk4f dists2 = px * SkNx_shuffle<1, 2, 1, 2>(edges.fA) + |
| py * SkNx_shuffle<1, 2, 1, 2>(edges.fB) + |
| SkNx_shuffle<1, 2, 1, 2>(oc); |
| |
| // If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as |
| // the 4 points. If any point is on the wrong side of both edges, the interior has collapsed |
| // and we need to use a central point to represent it. If all four points are only on the |
| // wrong side of 1 edge, one edge has crossed over another and we use a line to represent it. |
| // Otherwise, use a triangle that replaces the bad points with the intersections of |
| // (e1, e2) or (e0, e3) as needed. |
| Sk4f d1v0 = dists1 < kTolerance; |
| Sk4f d2v0 = dists2 < kTolerance; |
| // FIXME(michaelludwig): Sk4f has anyTrue() and allTrue(), but not & or |. Sk4i has & or | but |
| // not anyTrue() and allTrue(). Moving to SkVx from SkNx will clean this up. |
| Sk4i d1And2 = Sk4i::Load(&d1v0) & Sk4i::Load(&d2v0); |
| Sk4i d1Or2 = Sk4i::Load(&d1v0) | Sk4i::Load(&d2v0); |
| |
| Sk4f coverage; |
| if (!d1Or2[0] && !d1Or2[1] && !d1Or2[2] && !d1Or2[3]) { |
| // Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is |
| // and use full coverage |
| coverage = 1.f; |
| } else if (d1And2[0] || d1And2[1] || d1And2[2] || d1And2[3]) { |
| // A point failed against two edges, so reduce the shape to a single point, which we take as |
| // the center of the original quad to ensure it is contained in the intended geometry. Since |
| // it has collapsed, we know the shape cannot cover a pixel so update the coverage. |
| SkPoint center = {0.25f * (quad->fX[0] + quad->fX[1] + quad->fX[2] + quad->fX[3]), |
| 0.25f * (quad->fY[0] + quad->fY[1] + quad->fY[2] + quad->fY[3])}; |
| coverage = get_exact_coverage(center, *quad, edges); |
| px = center.fX; |
| py = center.fY; |
| } else if (d1Or2[0] && d1Or2[1] && d1Or2[2] && d1Or2[3]) { |
| // Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side, |
| // that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed. |
| if (dists1[2] < kTolerance && dists1[3] < kTolerance) { |
| // Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3) |
| px = 0.5f * (SkNx_shuffle<0, 1, 0, 1>(px) + SkNx_shuffle<2, 3, 2, 3>(px)); |
| py = 0.5f * (SkNx_shuffle<0, 1, 0, 1>(py) + SkNx_shuffle<2, 3, 2, 3>(py)); |
| float mc02 = get_exact_coverage({px[0], py[0]}, *quad, edges); |
| float mc13 = get_exact_coverage({px[1], py[1]}, *quad, edges); |
| coverage = Sk4f(mc02, mc13, mc02, mc13); |
| } else { |
| // Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3) |
| px = 0.5f * (SkNx_shuffle<0, 0, 2, 2>(px) + SkNx_shuffle<1, 1, 3, 3>(px)); |
| py = 0.5f * (SkNx_shuffle<0, 0, 2, 2>(py) + SkNx_shuffle<1, 1, 3, 3>(py)); |
| float mc01 = get_exact_coverage({px[0], py[0]}, *quad, edges); |
| float mc23 = get_exact_coverage({px[2], py[2]}, *quad, edges); |
| coverage = Sk4f(mc01, mc01, mc23, mc23); |
| } |
| } else { |
| // This turns into a triangle. Replace corners as needed with the intersections between |
| // (e0,e3) and (e1,e2), which must now be calculated |
| Sk2f eDenom = SkNx_shuffle<0, 1>(edges.fA) * SkNx_shuffle<3, 2>(edges.fB) - |
| SkNx_shuffle<0, 1>(edges.fB) * SkNx_shuffle<3, 2>(edges.fA); |
| Sk2f ex = (SkNx_shuffle<0, 1>(edges.fB) * SkNx_shuffle<3, 2>(oc) - |
| SkNx_shuffle<0, 1>(oc) * SkNx_shuffle<3, 2>(edges.fB)) / eDenom; |
| Sk2f ey = (SkNx_shuffle<0, 1>(oc) * SkNx_shuffle<3, 2>(edges.fA) - |
| SkNx_shuffle<0, 1>(edges.fA) * SkNx_shuffle<3, 2>(oc)) / eDenom; |
| |
| if (SkScalarAbs(eDenom[0]) > kTolerance) { |
| px = d1v0.thenElse(ex[0], px); |
| py = d1v0.thenElse(ey[0], py); |
| } |
| if (SkScalarAbs(eDenom[1]) > kTolerance) { |
| px = d2v0.thenElse(ex[1], px); |
| py = d2v0.thenElse(ey[1], py); |
| } |
| |
| coverage = 1.f; |
| } |
| |
| outset_projected_vertices(px, py, aaFlags, quad); |
| return coverage; |
| } |
| |
| // Computes the vertices for the two nested quads used to create AA edges. The original single quad |
| // should be duplicated as input in 'inner' and 'outer', and the resulting quad frame will be |
| // stored in-place on return. Returns per-vertex coverage for the inner vertices. |
| static Sk4f compute_nested_quad_vertices(GrQuadAAFlags aaFlags, bool rectilinear, |
| Vertices* inner, Vertices* outer, SkRect* domain) { |
| SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3); |
| SkASSERT(outer->fUVRCount == inner->fUVRCount); |
| |
| QuadMetadata metadata = get_metadata(*inner, aaFlags); |
| |
| // Calculate domain first before updating vertices. It's only used when not rectilinear. |
| if (!rectilinear) { |
| SkASSERT(domain); |
| // The domain is the bounding box of the quad, outset by 0.5. Don't worry about edge masks |
| // since the FP only applies the domain on the exterior triangles, which are degenerate for |
| // non-AA edges. |
| domain->fLeft = outer->fX.min() - 0.5f; |
| domain->fRight = outer->fX.max() + 0.5f; |
| domain->fTop = outer->fY.min() - 0.5f; |
| domain->fBottom = outer->fY.max() + 0.5f; |
| } |
| |
| // When outsetting, we want the new edge to be .5px away from the old line, which means the |
| // corners may need to be adjusted by more than .5px if the matrix had sheer. This adjustment |
| // is only computed if there are no empty edges, and it may signal going through the slow path. |
| Sk4f outset = 0.5f; |
| if (get_optimized_outset(metadata, rectilinear, &outset)) { |
| // Since it's not subpixel, outsetting and insetting are trivial vector additions. |
| outset_vertices(outset, metadata, outer); |
| outset_vertices(-outset, metadata, inner); |
| return 1.f; |
| } |
| |
| // Only compute edge equations once since they are the same for inner and outer quads |
| Edges edges = get_edge_equations(metadata, *inner); |
| |
| // Calculate both outset and inset, returning the coverage reported for the inset, since the |
| // outset will always have 0.0f. |
| compute_degenerate_quad(aaFlags, metadata.fMask, edges, true, outer); |
| return compute_degenerate_quad(aaFlags, metadata.fMask, edges, false, inner); |
| } |
| |
| // Generalizes compute_nested_quad_vertices to extrapolate local coords such that after perspective |
| // division of the device coordinates, the original local coordinate value is at the original |
| // un-outset device position. |
| static Sk4f compute_nested_persp_quad_vertices(const GrQuadAAFlags aaFlags, Vertices* inner, |
| Vertices* outer, SkRect* domain) { |
| SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3); |
| SkASSERT(outer->fUVRCount == inner->fUVRCount); |
| |
| // Calculate the projected 2D quad and use it to form projeccted inner/outer quads |
| // Don't use Sk4f.invert() here because it does not preserve 1/1 == 1, which creates rendering |
| // mismatches for 2D content that was batched into a 3D op, vs. 2D on its own. |
| Sk4f iw = 1.0f / inner->fW; |
| Sk4f x2d = inner->fX * iw; |
| Sk4f y2d = inner->fY * iw; |
| |
| Vertices inner2D = { x2d, y2d, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; // No uvr outsetting in 2D |
| Vertices outer2D = inner2D; |
| |
| Sk4f coverage = compute_nested_quad_vertices( |
| aaFlags, /* rect */ false, &inner2D, &outer2D, domain); |
| |
| // Now map from the 2D inset/outset back to 3D and update the local coordinates as well |
| outset_projected_vertices(inner2D.fX, inner2D.fY, aaFlags, inner); |
| outset_projected_vertices(outer2D.fX, outer2D.fY, aaFlags, outer); |
| |
| return coverage; |
| } |
| |
| enum class CoverageMode { |
| kNone, |
| kWithPosition, |
| kWithColor |
| }; |
| |
| static CoverageMode get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec& spec) { |
| if (spec.usesCoverageAA()) { |
| if (spec.compatibleWithCoverageAsAlpha() && spec.hasVertexColors() && |
| !spec.requiresGeometryDomain()) { |
| // Using a geometric domain acts as a second source of coverage and folding the original |
| // coverage into color makes it impossible to apply the color's alpha to the geometric |
| // domain's coverage when the original shape is clipped. |
| return CoverageMode::kWithColor; |
| } else { |
| return CoverageMode::kWithPosition; |
| } |
| } else { |
| return CoverageMode::kNone; |
| } |
| } |
| |
| // Writes four vertices in triangle strip order, including the additional data for local |
| // coordinates, geometry + texture domains, color, and coverage as needed to satisfy the vertex spec |
| static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec, |
| CoverageMode mode, Sk4f coverage, SkPMColor4f color4f, |
| const SkRect& geomDomain, const SkRect& texDomain, const Vertices& quad) { |
| static constexpr auto If = GrVertexWriter::If<float>; |
| |
| for (int i = 0; i < 4; ++i) { |
| // save position, this is a float2 or float3 or float4 depending on the combination of |
| // perspective and coverage mode. |
| vb->write(quad.fX[i], quad.fY[i], |
| If(spec.deviceQuadType() == GrQuadType::kPerspective, quad.fW[i]), |
| If(mode == CoverageMode::kWithPosition, coverage[i])); |
| |
| // save color |
| if (spec.hasVertexColors()) { |
| bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kHalf; |
| vb->write(GrVertexColor( |
| color4f * (mode == CoverageMode::kWithColor ? coverage[i] : 1.f), wide)); |
| } |
| |
| // save local position |
| if (spec.hasLocalCoords()) { |
| vb->write(quad.fU[i], quad.fV[i], |
| If(spec.localQuadType() == GrQuadType::kPerspective, quad.fR[i])); |
| } |
| |
| // save the geometry domain |
| if (spec.requiresGeometryDomain()) { |
| vb->write(geomDomain); |
| } |
| |
| // save the texture domain |
| if (spec.hasDomain()) { |
| vb->write(texDomain); |
| } |
| } |
| } |
| |
| GR_DECLARE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); |
| |
| static const int kVertsPerAAFillRect = 8; |
| static const int kIndicesPerAAFillRect = 30; |
| |
| static sk_sp<const GrGpuBuffer> get_index_buffer(GrResourceProvider* resourceProvider) { |
| GR_DEFINE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); |
| |
| // clang-format off |
| static const uint16_t gFillAARectIdx[] = { |
| 0, 1, 2, 1, 3, 2, |
| 0, 4, 1, 4, 5, 1, |
| 0, 6, 4, 0, 2, 6, |
| 2, 3, 6, 3, 7, 6, |
| 1, 5, 3, 3, 5, 7, |
| }; |
| // clang-format on |
| |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(gFillAARectIdx) == kIndicesPerAAFillRect); |
| return resourceProvider->findOrCreatePatternedIndexBuffer( |
| gFillAARectIdx, kIndicesPerAAFillRect, GrQuadPerEdgeAA::kNumAAQuadsInIndexBuffer, |
| kVertsPerAAFillRect, gAAFillRectIndexBufferKey); |
| } |
| |
| } // anonymous namespace |
| |
| namespace GrQuadPerEdgeAA { |
| |
| // This is a more elaborate version of SkPMColor4fNeedsWideColor that allows "no color" for white |
| ColorType MinColorType(SkPMColor4f color, GrClampType clampType, const GrCaps& caps) { |
| if (color == SK_PMColor4fWHITE) { |
| return ColorType::kNone; |
| } else { |
| return SkPMColor4fNeedsWideColor(color, clampType, caps) ? ColorType::kHalf |
| : ColorType::kByte; |
| } |
| } |
| |
| ////////////////// Tessellate Implementation |
| |
| void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad, |
| const SkPMColor4f& color4f, const GrPerspQuad& localQuad, const SkRect& domain, |
| GrQuadAAFlags aaFlags) { |
| CoverageMode mode = get_mode_for_spec(spec); |
| |
| // Load position data into Sk4fs (always x, y, and load w to avoid branching down the road) |
| Vertices outer; |
| outer.fX = deviceQuad.x4f(); |
| outer.fY = deviceQuad.y4f(); |
| outer.fW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective |
| |
| // Load local position data into Sk4fs (either none, just u,v or all three) |
| outer.fUVRCount = spec.localDimensionality(); |
| if (spec.hasLocalCoords()) { |
| outer.fU = localQuad.x4f(); |
| outer.fV = localQuad.y4f(); |
| outer.fR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective |
| } |
| |
| GrVertexWriter vb{vertices}; |
| if (spec.usesCoverageAA()) { |
| SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor); |
| // Must calculate two new quads, an outset and inset by .5 in projected device space, so |
| // duplicate the original quad for the inner space |
| Vertices inner = outer; |
| |
| SkRect geomDomain; |
| Sk4f maxCoverage = 1.f; |
| if (spec.deviceQuadType() == GrQuadType::kPerspective) { |
| // For perspective, send quads with all edges non-AA through the tessellation to ensure |
| // their corners are processed the same as adjacent quads. This approach relies on |
| // solving edge equations to reconstruct corners, which can create seams if an inner |
| // fully non-AA quad is not similarly processed. |
| maxCoverage = compute_nested_persp_quad_vertices(aaFlags, &inner, &outer, &geomDomain); |
| } else if (aaFlags != GrQuadAAFlags::kNone) { |
| // In 2D, the simpler corner math does not cause issues with seaming against non-AA |
| // inner quads. |
| maxCoverage = compute_nested_quad_vertices( |
| aaFlags, spec.deviceQuadType() <= GrQuadType::kRectilinear, &inner, &outer, |
| &geomDomain); |
| } else if (spec.requiresGeometryDomain()) { |
| // The quad itself wouldn't need a geometric domain, but the batch does, so set the |
| // domain to the bounds of the X/Y coords. Since it's non-AA, this won't actually be |
| // evaluated by the shader, but make sure not to upload uninitialized data. |
| geomDomain.fLeft = outer.fX.min(); |
| geomDomain.fRight = outer.fX.max(); |
| geomDomain.fTop = outer.fY.min(); |
| geomDomain.fBottom = outer.fY.max(); |
| } |
| |
| // Write two quads for inner and outer, inner will use the |
| write_quad(&vb, spec, mode, maxCoverage, color4f, geomDomain, domain, inner); |
| write_quad(&vb, spec, mode, 0.f, color4f, geomDomain, domain, outer); |
| } else { |
| // No outsetting needed, just write a single quad with full coverage |
| SkASSERT(mode == CoverageMode::kNone && !spec.requiresGeometryDomain()); |
| write_quad(&vb, spec, mode, 1.f, color4f, SkRect::MakeEmpty(), domain, outer); |
| } |
| |
| return vb.fPtr; |
| } |
| |
| bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec, |
| int quadCount) { |
| if (spec.usesCoverageAA()) { |
| // AA quads use 8 vertices, basically nested rectangles |
| sk_sp<const GrGpuBuffer> ibuffer = get_index_buffer(target->resourceProvider()); |
| if (!ibuffer) { |
| return false; |
| } |
| |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangles); |
| mesh->setIndexedPatterned(std::move(ibuffer), kIndicesPerAAFillRect, kVertsPerAAFillRect, |
| quadCount, kNumAAQuadsInIndexBuffer); |
| } else { |
| // Non-AA quads use 4 vertices, and regular triangle strip layout |
| if (quadCount > 1) { |
| sk_sp<const GrGpuBuffer> ibuffer = target->resourceProvider()->refQuadIndexBuffer(); |
| if (!ibuffer) { |
| return false; |
| } |
| |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangles); |
| mesh->setIndexedPatterned(std::move(ibuffer), 6, 4, quadCount, |
| GrResourceProvider::QuadCountOfQuadBuffer()); |
| } else { |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangleStrip); |
| mesh->setNonIndexedNonInstanced(4); |
| } |
| } |
| |
| return true; |
| } |
| |
| ////////////////// VertexSpec Implementation |
| |
| int VertexSpec::deviceDimensionality() const { |
| return this->deviceQuadType() == GrQuadType::kPerspective ? 3 : 2; |
| } |
| |
| int VertexSpec::localDimensionality() const { |
| return fHasLocalCoords ? (this->localQuadType() == GrQuadType::kPerspective ? 3 : 2) : 0; |
| } |
| |
| ////////////////// Geometry Processor Implementation |
| |
| class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor { |
| public: |
| |
| static sk_sp<GrGeometryProcessor> Make(const VertexSpec& spec) { |
| return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(spec)); |
| } |
| |
| static sk_sp<GrGeometryProcessor> Make(const VertexSpec& vertexSpec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, |
| uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) { |
| return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor( |
| vertexSpec, caps, textureType, textureConfig, samplerState, extraSamplerKey, |
| std::move(textureColorSpaceXform))); |
| } |
| |
| const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; } |
| |
| void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override { |
| // texturing, device-dimensions are single bit flags |
| uint32_t x = fTexDomain.isInitialized() ? 0 : 1; |
| x |= fSampler.isInitialized() ? 0 : 2; |
| x |= fNeedsPerspective ? 0 : 4; |
| // local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d |
| if (fLocalCoord.isInitialized()) { |
| x |= kFloat3_GrVertexAttribType == fLocalCoord.cpuType() ? 8 : 16; |
| } |
| // similar for colors, 00 for none, 01 for bytes, 10 for half-floats |
| if (fColor.isInitialized()) { |
| x |= kUByte4_norm_GrVertexAttribType == fColor.cpuType() ? 32 : 64; |
| } |
| // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for |
| // position+geomdomain |
| SkASSERT(!fGeomDomain.isInitialized() || fCoverageMode == CoverageMode::kWithPosition); |
| if (fCoverageMode != CoverageMode::kNone) { |
| x |= fGeomDomain.isInitialized() ? |
| 384 : (CoverageMode::kWithPosition == fCoverageMode ? 128 : 256); |
| } |
| |
| b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get())); |
| b->add32(x); |
| } |
| |
| GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps& caps) const override { |
| class GLSLProcessor : public GrGLSLGeometryProcessor { |
| public: |
| void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc, |
| FPCoordTransformIter&& transformIter) override { |
| const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>(); |
| if (gp.fLocalCoord.isInitialized()) { |
| this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); |
| } |
| fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get()); |
| } |
| |
| private: |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { |
| using Interpolation = GrGLSLVaryingHandler::Interpolation; |
| |
| const auto& gp = args.fGP.cast<QuadPerEdgeAAGeometryProcessor>(); |
| fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler, |
| gp.fTextureColorSpaceXform.get()); |
| |
| args.fVaryingHandler->emitAttributes(gp); |
| |
| if (gp.fCoverageMode == CoverageMode::kWithPosition) { |
| // Strip last channel from the vertex attribute to remove coverage and get the |
| // actual position |
| if (gp.fNeedsPerspective) { |
| args.fVertBuilder->codeAppendf("float3 position = %s.xyz;", |
| gp.fPosition.name()); |
| } else { |
| args.fVertBuilder->codeAppendf("float2 position = %s.xy;", |
| gp.fPosition.name()); |
| } |
| gpArgs->fPositionVar = {"position", |
| gp.fNeedsPerspective ? kFloat3_GrSLType |
| : kFloat2_GrSLType, |
| GrShaderVar::kNone_TypeModifier}; |
| } else { |
| // No coverage to eliminate |
| gpArgs->fPositionVar = gp.fPosition.asShaderVar(); |
| } |
| |
| // Handle local coordinates if they exist |
| if (gp.fLocalCoord.isInitialized()) { |
| // NOTE: If the only usage of local coordinates is for the inline texture fetch |
| // before FPs, then there are no registered FPCoordTransforms and this ends up |
| // emitting nothing, so there isn't a duplication of local coordinates |
| this->emitTransforms(args.fVertBuilder, |
| args.fVaryingHandler, |
| args.fUniformHandler, |
| gp.fLocalCoord.asShaderVar(), |
| args.fFPCoordTransformHandler); |
| } |
| |
| // Solid color before any texturing gets modulated in |
| if (gp.fColor.isInitialized()) { |
| SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective); |
| // The color cannot be flat if the varying coverage has been modulated into it |
| args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor, |
| gp.fCoverageMode == CoverageMode::kWithColor ? |
| Interpolation::kInterpolated : Interpolation::kCanBeFlat); |
| } else { |
| // Output color must be initialized to something |
| args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor); |
| } |
| |
| // If there is a texture, must also handle texture coordinates and reading from |
| // the texture in the fragment shader before continuing to fragment processors. |
| if (gp.fSampler.isInitialized()) { |
| // Texture coordinates clamped by the domain on the fragment shader; if the GP |
| // has a texture, it's guaranteed to have local coordinates |
| args.fFragBuilder->codeAppend("float2 texCoord;"); |
| if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) { |
| // Can't do a pass through since we need to perform perspective division |
| GrGLSLVarying v(gp.fLocalCoord.gpuType()); |
| args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v); |
| args.fVertBuilder->codeAppendf("%s = %s;", |
| v.vsOut(), gp.fLocalCoord.name()); |
| args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;", |
| v.fsIn(), v.fsIn()); |
| } else { |
| args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord"); |
| } |
| |
| // Clamp the now 2D localCoordName variable by the domain if it is provided |
| if (gp.fTexDomain.isInitialized()) { |
| args.fFragBuilder->codeAppend("float4 domain;"); |
| args.fVaryingHandler->addPassThroughAttribute(gp.fTexDomain, "domain", |
| Interpolation::kCanBeFlat); |
| args.fFragBuilder->codeAppend( |
| "texCoord = clamp(texCoord, domain.xy, domain.zw);"); |
| } |
| |
| // Now modulate the starting output color by the texture lookup |
| args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor); |
| args.fFragBuilder->appendTextureLookupAndModulate( |
| args.fOutputColor, args.fTexSamplers[0], "texCoord", kFloat2_GrSLType, |
| &fTextureColorSpaceXformHelper); |
| args.fFragBuilder->codeAppend(";"); |
| } |
| |
| // And lastly, output the coverage calculation code |
| if (gp.fCoverageMode == CoverageMode::kWithPosition) { |
| GrGLSLVarying coverage(kFloat_GrSLType); |
| args.fVaryingHandler->addVarying("coverage", &coverage); |
| if (gp.fNeedsPerspective) { |
| // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in |
| // the fragment shader to get screen-space linear coverage. |
| args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;", |
| coverage.vsOut(), gp.fPosition.name(), |
| gp.fPosition.name()); |
| args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;", |
| coverage.fsIn()); |
| } else { |
| args.fVertBuilder->codeAppendf("%s = %s.z;", |
| coverage.vsOut(), gp.fPosition.name()); |
| args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn()); |
| } |
| |
| if (gp.fGeomDomain.isInitialized()) { |
| // Calculate distance from sk_FragCoord to the 4 edges of the domain |
| // and clamp them to (0, 1). Use the minimum of these and the original |
| // coverage. This only has to be done in the exterior triangles, the |
| // interior of the quad geometry can never be clipped by the domain box. |
| args.fFragBuilder->codeAppend("float4 geoDomain;"); |
| args.fVaryingHandler->addPassThroughAttribute(gp.fGeomDomain, "geoDomain", |
| Interpolation::kCanBeFlat); |
| args.fFragBuilder->codeAppend( |
| "if (coverage < 0.5) {" |
| " float4 dists4 = clamp(float4(1, 1, -1, -1) * " |
| "(sk_FragCoord.xyxy - geoDomain), 0, 1);" |
| " float2 dists2 = dists4.xy * dists4.zw;" |
| " coverage = min(coverage, dists2.x * dists2.y);" |
| "}"); |
| } |
| |
| args.fFragBuilder->codeAppendf("%s = half4(half(coverage));", |
| args.fOutputCoverage); |
| } else { |
| // Set coverage to 1, since it's either non-AA or the coverage was already |
| // folded into the output color |
| SkASSERT(!gp.fGeomDomain.isInitialized()); |
| args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage); |
| } |
| } |
| GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper; |
| }; |
| return new GLSLProcessor; |
| } |
| |
| private: |
| QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec) |
| : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) |
| , fTextureColorSpaceXform(nullptr) { |
| SkASSERT(!spec.hasDomain()); |
| this->initializeAttrs(spec); |
| this->setTextureSamplerCnt(0); |
| } |
| |
| QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, |
| uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) |
| : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) |
| , fTextureColorSpaceXform(std::move(textureColorSpaceXform)) |
| , fSampler(textureType, textureConfig, samplerState, extraSamplerKey) { |
| SkASSERT(spec.hasLocalCoords()); |
| this->initializeAttrs(spec); |
| this->setTextureSamplerCnt(1); |
| } |
| |
| void initializeAttrs(const VertexSpec& spec) { |
| fNeedsPerspective = spec.deviceDimensionality() == 3; |
| fCoverageMode = get_mode_for_spec(spec); |
| |
| if (fCoverageMode == CoverageMode::kWithPosition) { |
| if (fNeedsPerspective) { |
| fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } else { |
| fPosition = {"positionWithCoverage", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } |
| } else { |
| if (fNeedsPerspective) { |
| fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } else { |
| fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; |
| } |
| } |
| |
| // Need a geometry domain when the quads are AA and not rectilinear, since their AA |
| // outsetting can go beyond a half pixel. |
| if (spec.requiresGeometryDomain()) { |
| fGeomDomain = {"geomDomain", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } |
| |
| int localDim = spec.localDimensionality(); |
| if (localDim == 3) { |
| fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } else if (localDim == 2) { |
| fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; |
| } // else localDim == 0 and attribute remains uninitialized |
| |
| if (ColorType::kByte == spec.colorType()) { |
| fColor = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}; |
| } else if (ColorType::kHalf == spec.colorType()) { |
| fColor = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType}; |
| } |
| |
| if (spec.hasDomain()) { |
| fTexDomain = {"texDomain", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } |
| |
| this->setVertexAttributes(&fPosition, 5); |
| } |
| |
| const TextureSampler& onTextureSampler(int) const override { return fSampler; } |
| |
| Attribute fPosition; // May contain coverage as last channel |
| Attribute fColor; // May have coverage modulated in if the FPs support it |
| Attribute fLocalCoord; |
| Attribute fGeomDomain; // Screen-space bounding box on geometry+aa outset |
| Attribute fTexDomain; // Texture-space bounding box on local coords |
| |
| // The positions attribute may have coverage built into it, so float3 is an ambiguous type |
| // and may mean 2d with coverage, or 3d with no coverage |
| bool fNeedsPerspective; |
| CoverageMode fCoverageMode; |
| |
| // Color space will be null and fSampler.isInitialized() returns false when the GP is configured |
| // to skip texturing. |
| sk_sp<GrColorSpaceXform> fTextureColorSpaceXform; |
| TextureSampler fSampler; |
| |
| typedef GrGeometryProcessor INHERITED; |
| }; |
| |
| sk_sp<GrGeometryProcessor> MakeProcessor(const VertexSpec& spec) { |
| return QuadPerEdgeAAGeometryProcessor::Make(spec); |
| } |
| |
| sk_sp<GrGeometryProcessor> MakeTexturedProcessor(const VertexSpec& spec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) { |
| return QuadPerEdgeAAGeometryProcessor::Make(spec, caps, textureType, textureConfig, |
| samplerState, extraSamplerKey, |
| std::move(textureColorSpaceXform)); |
| } |
| |
| } // namespace GrQuadPerEdgeAA |