blob: d77324dd6fafae56927fd0029bf10a1bee8715b6 [file] [log] [blame]
/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrCCPRCoverageProcessor.h"
#include "SkMakeUnique.h"
#include "ccpr/GrCCPRCubicShader.h"
#include "ccpr/GrCCPRQuadraticShader.h"
#include "ccpr/GrCCPRTriangleShader.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
GrCCPRCoverageProcessor::GrCCPRCoverageProcessor(RenderPass renderPass)
: INHERITED(kGrCCPRCoverageProcessor_ClassID)
, fRenderPass(renderPass) {
if (RenderPassIsCubic(fRenderPass)) {
this->addInstanceAttrib("X", kFloat4_GrVertexAttribType);
this->addInstanceAttrib("Y", kFloat4_GrVertexAttribType);
SkASSERT(offsetof(CubicInstance, fX) ==
this->getInstanceAttrib(InstanceAttribs::kX).fOffsetInRecord);
SkASSERT(offsetof(CubicInstance, fY) ==
this->getInstanceAttrib(InstanceAttribs::kY).fOffsetInRecord);
SkASSERT(sizeof(CubicInstance) == this->getInstanceStride());
} else {
this->addInstanceAttrib("X", kFloat3_GrVertexAttribType);
this->addInstanceAttrib("Y", kFloat3_GrVertexAttribType);
SkASSERT(offsetof(TriangleInstance, fX) ==
this->getInstanceAttrib(InstanceAttribs::kX).fOffsetInRecord);
SkASSERT(offsetof(TriangleInstance, fY) ==
this->getInstanceAttrib(InstanceAttribs::kY).fOffsetInRecord);
SkASSERT(sizeof(TriangleInstance) == this->getInstanceStride());
}
this->setWillUseGeoShader();
}
void GrCCPRCoverageProcessor::Shader::emitVaryings(GrGLSLVaryingHandler* varyingHandler,
SkString* code, const char* position,
const char* coverage, const char* wind) {
WindHandling windHandling = this->onEmitVaryings(varyingHandler, code, position, coverage,
wind);
if (WindHandling::kNotHandled == windHandling) {
varyingHandler->addFlatVarying("wind", &fWind);
code->appendf("%s = %s;", fWind.gsOut(), wind);
}
}
void GrCCPRCoverageProcessor::Shader::emitFragmentCode(const GrCCPRCoverageProcessor& proc,
GrGLSLPPFragmentBuilder* f,
const char* skOutputColor,
const char* skOutputCoverage) const {
f->codeAppendf("half coverage = 0;");
this->onEmitFragmentCode(f, "coverage");
if (fWind.fsIn()) {
f->codeAppendf("%s.a = coverage * %s;", skOutputColor, fWind.fsIn());
} else {
f->codeAppendf("%s.a = coverage;", skOutputColor);
}
f->codeAppendf("%s = half4(1);", skOutputCoverage);
#ifdef SK_DEBUG
if (proc.debugVisualizationsEnabled()) {
f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);",
skOutputColor, skOutputColor, skOutputColor);
}
#endif
}
void GrCCPRCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLShaderBuilder* s,
const char* leftPt,
const char* rightPt,
const char* outputDistanceEquation) {
s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
rightPt, leftPt, leftPt, rightPt);
s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
// When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we
// come up with here as long as it isn't NaN or Inf.
s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;");
s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt);
}
int GrCCPRCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f,
const char* samplesName) {
// Standard DX11 sample locations.
#if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
f->defineConstant("float2[8]", samplesName, "float2[8]("
"float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, "
"float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16."
")");
return 8;
#else
f->defineConstant("float2[16]", samplesName, "float2[16]("
"float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, "
"float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, "
"float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, "
"float2(-8, 0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16."
")");
return 16;
#endif
}
void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
GrProcessorKeyBuilder* b) const {
b->add32((int)fRenderPass);
}
GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
std::unique_ptr<Shader> shader;
switch (fRenderPass) {
using CubicType = GrCCPRCubicShader::CubicType;
case RenderPass::kTriangleHulls:
shader = skstd::make_unique<GrCCPRTriangleHullShader>();
break;
case RenderPass::kTriangleEdges:
shader = skstd::make_unique<GrCCPRTriangleEdgeShader>();
break;
case RenderPass::kTriangleCorners:
shader = skstd::make_unique<GrCCPRTriangleCornerShader>();
break;
case RenderPass::kQuadraticHulls:
shader = skstd::make_unique<GrCCPRQuadraticHullShader>();
break;
case RenderPass::kQuadraticCorners:
shader = skstd::make_unique<GrCCPRQuadraticCornerShader>();
break;
case RenderPass::kSerpentineHulls:
shader = skstd::make_unique<GrCCPRCubicHullShader>(CubicType::kSerpentine);
break;
case RenderPass::kLoopHulls:
shader = skstd::make_unique<GrCCPRCubicHullShader>(CubicType::kLoop);
break;
case RenderPass::kSerpentineCorners:
shader = skstd::make_unique<GrCCPRCubicCornerShader>(CubicType::kSerpentine);
break;
case RenderPass::kLoopCorners:
shader = skstd::make_unique<GrCCPRCubicCornerShader>(CubicType::kLoop);
break;
}
return CreateGSImpl(std::move(shader));
}
const char* GrCCPRCoverageProcessor::GetRenderPassName(RenderPass renderPass) {
switch (renderPass) {
case RenderPass::kTriangleHulls:
return "RenderPass::kTriangleHulls";
case RenderPass::kTriangleEdges:
return "RenderPass::kTriangleEdges";
case RenderPass::kTriangleCorners:
return "RenderPass::kTriangleCorners";
case RenderPass::kQuadraticHulls:
return "RenderPass::kQuadraticHulls";
case RenderPass::kQuadraticCorners:
return "RenderPass::kQuadraticCorners";
case RenderPass::kSerpentineHulls:
return "RenderPass::kSerpentineHulls";
case RenderPass::kLoopHulls:
return "RenderPass::kLoopHulls";
case RenderPass::kSerpentineCorners:
return "RenderPass::kSerpentineCorners";
case RenderPass::kLoopCorners:
return "RenderPass::kLoopCorners";
}
SK_ABORT("Unexpected GrCCPRCoverageProcessor::RenderPass.");
return nullptr;
}