| /* |
| * Copyright 2019 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "gm/gm.h" |
| |
| #include "src/core/SkCanvasPriv.h" |
| #include "src/gpu/GrCaps.h" |
| #include "src/gpu/GrDirectContextPriv.h" |
| #include "src/gpu/GrGeometryProcessor.h" |
| #include "src/gpu/GrMemoryPool.h" |
| #include "src/gpu/GrOpFlushState.h" |
| #include "src/gpu/GrOpsRenderPass.h" |
| #include "src/gpu/GrPipeline.h" |
| #include "src/gpu/GrProgramInfo.h" |
| #include "src/gpu/GrRecordingContextPriv.h" |
| #include "src/gpu/GrShaderCaps.h" |
| #include "src/gpu/GrShaderVar.h" |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "src/gpu/glsl/GrGLSLVarying.h" |
| #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" |
| #include "src/gpu/ops/GrDrawOp.h" |
| #include "src/gpu/v1/SurfaceDrawContext_v1.h" |
| |
| namespace skiagm { |
| |
| constexpr static GrGeometryProcessor::Attribute kPositionAttrib = |
| {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| |
| constexpr static std::array<float, 3> kTri1[3] = { |
| {20.5f,20.5f,1}, {170.5f,280.5f,4}, {320.5f,20.5f,1}}; |
| constexpr static std::array<float, 3> kTri2[3] = { |
| {640.5f,280.5f,3}, {490.5f,20.5f,1}, {340.5f,280.5f,6}}; |
| constexpr static SkRect kRect = {20.5f, 340.5f, 640.5f, 480.5f}; |
| |
| constexpr static int kWidth = (int)kRect.fRight + 21; |
| constexpr static int kHeight = (int)kRect.fBottom + 21; |
| |
| /** |
| * This is a GPU-backend specific test. It ensures that tessellation works as expected by drawing |
| * several triangles. The test passes as long as the triangle tessellations match the reference |
| * images on gold. |
| */ |
| class TessellationGM : public GpuGM { |
| SkString onShortName() override { return SkString("tessellation"); } |
| SkISize onISize() override { return {kWidth, kHeight}; } |
| DrawResult onDraw(GrRecordingContext*, SkCanvas*, SkString*) override; |
| }; |
| |
| |
| class TessellationTestTriShader : public GrGeometryProcessor { |
| public: |
| TessellationTestTriShader(const SkMatrix& viewMatrix) |
| : GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) { |
| this->setVertexAttributes(&kPositionAttrib, 1); |
| this->setWillUseTessellationShaders(); |
| } |
| |
| private: |
| const char* name() const final { return "TessellationTestTriShader"; } |
| void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const final {} |
| |
| class Impl : public ProgramImpl { |
| public: |
| void setData(const GrGLSLProgramDataManager& pdman, |
| const GrShaderCaps&, |
| const GrGeometryProcessor& geomProc) override { |
| pdman.setSkMatrix(fViewMatrixUniform, |
| geomProc.cast<TessellationTestTriShader>().fViewMatrix); |
| } |
| |
| private: |
| void onEmitCode(EmitArgs& args, GrGPArgs*) override { |
| args.fVaryingHandler->emitAttributes(args.fGeomProc.cast<TessellationTestTriShader>()); |
| const char* viewMatrix; |
| fViewMatrixUniform = args.fUniformHandler->addUniform( |
| nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix); |
| args.fVertBuilder->declareGlobal( |
| GrShaderVar("P_", kFloat3_GrSLType, GrShaderVar::TypeModifier::Out)); |
| args.fVertBuilder->codeAppendf(R"( |
| P_.xy = (%s * float3(position.xy, 1)).xy; |
| P_.z = position.z;)", viewMatrix); |
| // GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling. |
| this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage); |
| } |
| |
| SkString getTessControlShaderGLSL(const GrGeometryProcessor&, |
| const char* versionAndExtensionDecls, |
| const GrGLSLUniformHandler&, |
| const GrShaderCaps&) const override { |
| SkString code(versionAndExtensionDecls); |
| code.append(R"( |
| layout(vertices = 3) out; |
| |
| in vec3 P_[]; |
| out vec3 P[]; |
| |
| void main() { |
| P[gl_InvocationID] = P_[gl_InvocationID]; |
| gl_TessLevelOuter[gl_InvocationID] = P_[gl_InvocationID].z; |
| gl_TessLevelInner[0] = 2.0; |
| })"); |
| |
| return code; |
| } |
| |
| SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&, |
| const char* versionAndExtensionDecls, |
| const GrGLSLUniformHandler&, |
| const GrShaderCaps&) const override { |
| SkString code(versionAndExtensionDecls); |
| code.append(R"( |
| layout(triangles, equal_spacing, cw) in; |
| |
| uniform vec4 sk_RTAdjust; |
| |
| in vec3 P[]; |
| out vec3 barycentric_coord; |
| |
| void main() { |
| vec2 devcoord = mat3x2(P[0].xy, P[1].xy, P[2].xy) * gl_TessCoord.xyz; |
| devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds. |
| gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0); |
| |
| float i = 0.0; |
| if (gl_TessCoord.y == 0.0) { |
| i += gl_TessCoord.z * P[1].z; |
| } else { |
| i += P[1].z; |
| if (gl_TessCoord.x == 0.0) { |
| i += gl_TessCoord.y * P[0].z; |
| } else { |
| i += P[0].z; |
| if (gl_TessCoord.z == 0.0) { |
| i += gl_TessCoord.x * P[2].z; |
| } else { |
| barycentric_coord = vec3(0, 1, 0); |
| return; |
| } |
| } |
| } |
| i = abs(mod(i, 2.0) - 1.0); |
| barycentric_coord = vec3(i, 0, 1.0 - i); |
| })"); |
| |
| return code; |
| } |
| |
| void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color, |
| const char* coverage) { |
| f->declareGlobal(GrShaderVar("barycentric_coord", kFloat3_GrSLType, |
| GrShaderVar::TypeModifier::In)); |
| f->codeAppendf(R"( |
| half3 d = half3(1 - barycentric_coord/fwidth(barycentric_coord)); |
| half coverage = max(max(d.x, d.y), d.z); |
| half4 %s = half4(0, coverage, coverage, 1); |
| const half4 %s = half4(1);)", color, coverage); |
| } |
| |
| GrGLSLUniformHandler::UniformHandle fViewMatrixUniform; |
| }; |
| |
| std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final { |
| return std::make_unique<Impl>(); |
| } |
| |
| const SkMatrix fViewMatrix; |
| }; |
| |
| class TessellationTestRectShader : public GrGeometryProcessor { |
| public: |
| TessellationTestRectShader(const SkMatrix& viewMatrix) |
| : GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) { |
| this->setWillUseTessellationShaders(); |
| } |
| |
| const char* name() const final { return "TessellationTestRectShader"; } |
| |
| void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const final {} |
| |
| private: |
| class Impl : public ProgramImpl { |
| public: |
| void setData(const GrGLSLProgramDataManager& pdman, |
| const GrShaderCaps&, |
| const GrGeometryProcessor& geomProc) override { |
| pdman.setSkMatrix(fViewMatrixUniform, |
| geomProc.cast<TessellationTestRectShader>().fViewMatrix); |
| } |
| |
| private: |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { |
| const char* viewMatrix; |
| fViewMatrixUniform = args.fUniformHandler->addUniform( |
| nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix); |
| args.fVertBuilder->declareGlobal( |
| GrShaderVar("M_", kFloat3x3_GrSLType, GrShaderVar::TypeModifier::Out)); |
| args.fVertBuilder->codeAppendf("M_ = %s;", viewMatrix); |
| // GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling. |
| this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage); |
| } |
| |
| SkString getTessControlShaderGLSL(const GrGeometryProcessor&, |
| const char* versionAndExtensionDecls, |
| const GrGLSLUniformHandler&, |
| const GrShaderCaps&) const override { |
| SkString code(versionAndExtensionDecls); |
| code.append(R"( |
| layout(vertices = 1) out; |
| |
| in mat3 M_[]; |
| out mat3 M[]; |
| |
| void main() { |
| M[gl_InvocationID] = M_[gl_InvocationID]; |
| gl_TessLevelInner[0] = 8.0; |
| gl_TessLevelInner[1] = 2.0; |
| gl_TessLevelOuter[0] = 2.0; |
| gl_TessLevelOuter[1] = 8.0; |
| gl_TessLevelOuter[2] = 2.0; |
| gl_TessLevelOuter[3] = 8.0; |
| })"); |
| |
| return code; |
| } |
| |
| SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&, |
| const char* versionAndExtensionDecls, |
| const GrGLSLUniformHandler&, |
| const GrShaderCaps&) const override { |
| SkString code(versionAndExtensionDecls); |
| code.appendf(R"( |
| layout(quads, equal_spacing, cw) in; |
| |
| uniform vec4 sk_RTAdjust; |
| |
| in mat3 M[]; |
| out vec4 barycentric_coord; |
| |
| void main() { |
| vec4 R = vec4(%f, %f, %f, %f); |
| vec2 localcoord = mix(R.xy, R.zw, gl_TessCoord.xy); |
| vec2 devcoord = (M[0] * vec3(localcoord, 1)).xy; |
| devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds. |
| gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0); |
| |
| float i = gl_TessCoord.x * 8.0; |
| i = abs(mod(i, 2.0) - 1.0); |
| if (gl_TessCoord.y == 0.0 || gl_TessCoord.y == 1.0) { |
| barycentric_coord = vec4(i, 1.0 - i, 0, 0); |
| } else { |
| barycentric_coord = vec4(0, 0, i, 1.0 - i); |
| } |
| })", kRect.left(), kRect.top(), kRect.right(), kRect.bottom()); |
| |
| return code; |
| } |
| |
| void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color, |
| const char* coverage) { |
| f->declareGlobal(GrShaderVar("barycentric_coord", kFloat4_GrSLType, |
| GrShaderVar::TypeModifier::In)); |
| f->codeAppendf(R"( |
| float4 fwidths = fwidth(barycentric_coord); |
| half coverage = 0; |
| for (int i = 0; i < 4; ++i) { |
| if (fwidths[i] != 0) { |
| coverage = half(max(coverage, 1 - barycentric_coord[i]/fwidths[i])); |
| } |
| } |
| half4 %s = half4(coverage, 0, coverage, 1); |
| const half4 %s = half4(1);)", color, coverage); |
| |
| } |
| |
| GrGLSLUniformHandler::UniformHandle fViewMatrixUniform; |
| }; |
| |
| std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final { |
| return std::make_unique<Impl>(); |
| } |
| |
| const SkMatrix fViewMatrix; |
| }; |
| |
| class TessellationTestOp : public GrDrawOp { |
| DEFINE_OP_CLASS_ID |
| |
| public: |
| TessellationTestOp(const SkMatrix& viewMatrix, const std::array<float, 3>* triPositions) |
| : GrDrawOp(ClassID()), fViewMatrix(viewMatrix), fTriPositions(triPositions) { |
| this->setBounds(SkRect::MakeIWH(kWidth, kHeight), HasAABloat::kNo, IsHairline::kNo); |
| } |
| |
| private: |
| const char* name() const override { return "TessellationTestOp"; } |
| FixedFunctionFlags fixedFunctionFlags() const override { return FixedFunctionFlags::kNone; } |
| GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override { |
| return GrProcessorSet::EmptySetAnalysis(); |
| } |
| |
| void onPrePrepare(GrRecordingContext*, |
| const GrSurfaceProxyView& writeView, |
| GrAppliedClip*, |
| const GrDstProxyView&, |
| GrXferBarrierFlags renderPassXferBarriers, |
| GrLoadOp colorLoadOp) override {} |
| |
| void onPrepare(GrOpFlushState* flushState) override { |
| if (fTriPositions) { |
| if (void* vertexData = flushState->makeVertexSpace(sizeof(float) * 3, 3, &fVertexBuffer, |
| &fBaseVertex)) { |
| memcpy(vertexData, fTriPositions, sizeof(float) * 3 * 3); |
| } |
| } |
| } |
| |
| void onExecute(GrOpFlushState* state, const SkRect& chainBounds) override { |
| GrPipeline pipeline(GrScissorTest::kDisabled, SkBlendMode::kSrc, |
| state->drawOpArgs().writeView().swizzle()); |
| int tessellationPatchVertexCount; |
| std::unique_ptr<GrGeometryProcessor> shader; |
| if (fTriPositions) { |
| if (!fVertexBuffer) { |
| return; |
| } |
| tessellationPatchVertexCount = 3; |
| shader = std::make_unique<TessellationTestTriShader>(fViewMatrix); |
| } else { |
| // Use a mismatched number of vertices in the input patch vs output. |
| // (The tessellation control shader will output one vertex per patch.) |
| tessellationPatchVertexCount = 5; |
| shader = std::make_unique<TessellationTestRectShader>(fViewMatrix); |
| } |
| |
| GrProgramInfo programInfo(state->caps(), state->writeView(), state->usesMSAASurface(), |
| &pipeline, &GrUserStencilSettings::kUnused, |
| shader.get(), GrPrimitiveType::kPatches, |
| tessellationPatchVertexCount, state->renderPassBarriers(), |
| state->colorLoadOp()); |
| |
| state->bindPipeline(programInfo, SkRect::MakeIWH(kWidth, kHeight)); |
| state->bindBuffers(nullptr, nullptr, std::move(fVertexBuffer)); |
| state->draw(tessellationPatchVertexCount, fBaseVertex); |
| } |
| |
| const SkMatrix fViewMatrix; |
| const std::array<float, 3>* const fTriPositions; |
| sk_sp<const GrBuffer> fVertexBuffer; |
| int fBaseVertex = 0; |
| }; |
| |
| |
| static SkPath build_outset_triangle(const std::array<float, 3>* tri) { |
| SkPath outset; |
| for (int i = 0; i < 3; ++i) { |
| SkPoint p = {tri[i][0], tri[i][1]}; |
| SkPoint left = {tri[(i + 2) % 3][0], tri[(i + 2) % 3][1]}; |
| SkPoint right = {tri[(i + 1) % 3][0], tri[(i + 1) % 3][1]}; |
| SkPoint n0, n1; |
| n0.setNormalize(left.y() - p.y(), p.x() - left.x()); |
| n1.setNormalize(p.y() - right.y(), right.x() - p.x()); |
| p += (n0 + n1) * 3; |
| if (0 == i) { |
| outset.moveTo(p); |
| } else { |
| outset.lineTo(p); |
| } |
| } |
| return outset; |
| } |
| |
| DrawResult TessellationGM::onDraw(GrRecordingContext* rContext, |
| SkCanvas* canvas, |
| SkString* errorMsg) { |
| auto sdc = SkCanvasPriv::TopDeviceSurfaceDrawContext(canvas); |
| if (!sdc) { |
| *errorMsg = kErrorMsg_DrawSkippedGpuOnly; |
| return DrawResult::kSkip; |
| } |
| |
| if (!rContext->priv().caps()->shaderCaps()->tessellationSupport()) { |
| *errorMsg = "Requires GPU tessellation support."; |
| return DrawResult::kSkip; |
| } |
| if (!rContext->priv().caps()->shaderCaps()->shaderDerivativeSupport()) { |
| *errorMsg = "Requires shader derivatives." |
| "(These are expected to always be present when there is tessellation!!)"; |
| return DrawResult::kFail; |
| } |
| |
| canvas->clear(SK_ColorBLACK); |
| SkPaint borderPaint; |
| borderPaint.setColor4f({0,1,1,1}); |
| borderPaint.setAntiAlias(true); |
| canvas->drawPath(build_outset_triangle(kTri1), borderPaint); |
| canvas->drawPath(build_outset_triangle(kTri2), borderPaint); |
| |
| borderPaint.setColor4f({1,0,1,1}); |
| canvas->drawRect(kRect.makeOutset(1.5f, 1.5f), borderPaint); |
| |
| sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), kTri1)); |
| sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), kTri2)); |
| sdc->addDrawOp(GrOp::Make<TessellationTestOp>(rContext, canvas->getTotalMatrix(), nullptr)); |
| |
| return skiagm::DrawResult::kOk; |
| } |
| |
| DEF_GM( return new TessellationGM(); ) |
| |
| } // namespace skiagm |