| /* |
| * 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/GrGLSLPrimitiveProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLVarying.h" |
| #include "glsl/GrGLSLVertexGeoBuilder.h" |
| #include "SkNx.h" |
| |
| #define AI SK_ALWAYS_INLINE |
| |
| namespace { |
| |
| 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); |
| } |
| |
| // Fills Sk4f with 1f if edge bit is set, 0f otherwise. Edges are ordered LBTR to match CCW ordering |
| // of vertices in the quad. |
| static AI Sk4f compute_edge_mask(GrQuadAAFlags aaFlags) { |
| return 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); |
| } |
| |
| // Outputs normalized edge vectors in xdiff and ydiff, as well as the reciprocal of the original |
| // edge lengths in invLengths |
| static AI void compute_edge_vectors(const Sk4f& x, const Sk4f& y, const Sk4f& xnext, |
| const Sk4f& ynext, Sk4f* xdiff, Sk4f* ydiff, Sk4f* invLengths) { |
| *xdiff = xnext - x; |
| *ydiff = ynext - y; |
| *invLengths = fma(*xdiff, *xdiff, *ydiff * *ydiff).rsqrt(); |
| *xdiff *= *invLengths; |
| *ydiff *= *invLengths; |
| } |
| |
| static AI void outset_masked_vertices(const Sk4f& xdiff, const Sk4f& ydiff, const Sk4f& invLengths, |
| const Sk4f& mask, Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, |
| int uvrCount) { |
| auto halfMask = 0.5f * mask; |
| auto maskCW = nextCW(halfMask); |
| *x += maskCW * -xdiff + halfMask * nextCW(xdiff); |
| *y += maskCW * -ydiff + halfMask * nextCW(ydiff); |
| if (uvrCount > 0) { |
| // We want to extend the texture coords by the same proportion as the positions. |
| maskCW *= invLengths; |
| halfMask *= nextCW(invLengths); |
| Sk4f udiff = nextCCW(*u) - *u; |
| Sk4f vdiff = nextCCW(*v) - *v; |
| *u += maskCW * -udiff + halfMask * nextCW(udiff); |
| *v += maskCW * -vdiff + halfMask * nextCW(vdiff); |
| if (uvrCount == 3) { |
| Sk4f rdiff = nextCCW(*r) - *r; |
| *r += maskCW * -rdiff + halfMask * nextCW(rdiff); |
| } |
| } |
| } |
| |
| static AI void outset_vertices(const Sk4f& xdiff, const Sk4f& ydiff, const Sk4f& invLengths, |
| Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) { |
| *x += 0.5f * (-xdiff + nextCW(xdiff)); |
| *y += 0.5f * (-ydiff + nextCW(ydiff)); |
| if (uvrCount > 0) { |
| Sk4f t = 0.5f * invLengths; |
| Sk4f udiff = nextCCW(*u) - *u; |
| Sk4f vdiff = nextCCW(*v) - *v; |
| *u += t * -udiff + nextCW(t) * nextCW(udiff); |
| *v += t * -vdiff + nextCW(t) * nextCW(vdiff); |
| if (uvrCount == 3) { |
| Sk4f rdiff = nextCCW(*r) - *r; |
| *r += t * -rdiff + nextCW(t) * nextCW(rdiff); |
| } |
| } |
| } |
| |
| static AI void compute_edge_distances(const Sk4f& a, const Sk4f& b, const Sk4f& c, const Sk4f& x, |
| const Sk4f& y, const Sk4f& w, Sk4f edgeDistances[]) { |
| for (int i = 0; i < 4; ++i) { |
| edgeDistances[i] = a * x[i] + b * y[i] + c * w[i]; |
| } |
| } |
| |
| static AI float get_max_coverage(const Sk4f& lengths) { |
| float minWidth = SkMinScalar(lengths[0], lengths[3]); |
| float minHeight = SkMinScalar(lengths[1], lengths[2]); |
| // Calculate approximate area of the quad, pinning dimensions to 1 in case the quad is larger |
| // than a pixel. Sub-pixel quads that are rotated may in fact have a different true maximum |
| // coverage than this calculation, but this will be close and is stable. |
| return SkMinScalar(minWidth, 1.f) * SkMinScalar(minHeight, 1.f); |
| } |
| |
| // This computes the four edge equations for a quad, then outsets them and optionally computes a new |
| // quad as the intersection points of the outset edges. 'x' and 'y' contain the original points as |
| // input and the outset points as output. In order to be used as a component of perspective edge |
| // distance calculation, this exports edge equations in 'a', 'b', and 'c'. Use |
| // compute_edge_distances to turn these equations into the distances needed by the shader. The |
| // values in x, y, u, v, and r are possibly updated if outsetting is needed. r is the local |
| // position's w component if it exists. |
| // |
| // Returns maximum coverage allowed for any given pixel. |
| static float compute_quad_edges_and_outset_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y, |
| Sk4f* a, Sk4f* b, Sk4f* c, Sk4f* u, Sk4f* v, Sk4f* r, int uvrChannelCount, bool outset) { |
| SkASSERT(uvrChannelCount == 0 || uvrChannelCount == 2 || uvrChannelCount == 3); |
| |
| // Compute edge vectors for the quad. |
| auto xnext = nextCCW(*x); |
| auto ynext = nextCCW(*y); |
| // xdiff and ydiff will comprise the normalized vectors pointing along each quad edge. |
| Sk4f xdiff, ydiff, invLengths; |
| compute_edge_vectors(*x, *y, xnext, ynext, &xdiff, &ydiff, &invLengths); |
| |
| // Use above vectors to compute edge equations (importantly before we outset positions). |
| *c = fma(xnext, *y, -ynext * *x) * invLengths; |
| // Make sure the edge equations have their normals facing into the quad in device space. |
| auto test = fma(ydiff, nextCW(*x), fma(-xdiff, nextCW(*y), *c)); |
| if ((test < Sk4f(0)).anyTrue()) { |
| *a = -ydiff; |
| *b = xdiff; |
| *c = -*c; |
| } else { |
| *a = ydiff; |
| *b = -xdiff; |
| } |
| // Outset the edge equations so aa coverage evaluates to zero half a pixel away from the |
| // original quad edge. |
| *c += 0.5f; |
| |
| if (aaFlags != GrQuadAAFlags::kAll) { |
| // This order is the same order the edges appear in xdiff/ydiff and therefore as the |
| // edges in a/b/c. |
| Sk4f mask = compute_edge_mask(aaFlags); |
| |
| // Outset edge equations for masked out edges another pixel so that they always evaluate |
| // >= 1. |
| *c += (1.f - mask); |
| if (outset) { |
| outset_masked_vertices(xdiff, ydiff, invLengths, mask, x, y, u, v, r, uvrChannelCount); |
| } |
| } else if (outset) { |
| outset_vertices(xdiff, ydiff, invLengths, x, y, u, v, r, uvrChannelCount); |
| } |
| |
| return get_max_coverage(invLengths.invert()); |
| } |
| |
| // A specialization of the above function that can compute edge distances very quickly when it knows |
| // that the edges intersect at right angles, i.e. any transform other than skew and perspective |
| // (GrQuadType::kRectilinear). Unlike the above function, this always outsets the corners since it |
| // cannot be reused in the perspective case. |
| static float compute_rectilinear_dists_and_outset_vertices(GrQuadAAFlags aaFlags, Sk4f* x, |
| Sk4f* y, Sk4f edgeDistances[4], Sk4f* u, Sk4f* v, Sk4f* r, int uvrChannelCount) { |
| SkASSERT(uvrChannelCount == 0 || uvrChannelCount == 2 || uvrChannelCount == 3); |
| // xdiff and ydiff will comprise the normalized vectors pointing along each quad edge. |
| Sk4f xdiff, ydiff, invLengths; |
| compute_edge_vectors(*x, *y, nextCCW(*x), nextCCW(*y), &xdiff, &ydiff, &invLengths); |
| Sk4f lengths = invLengths.invert(); |
| |
| // Since the quad is rectilinear, the edge distances are predictable and independent of the |
| // actual orientation of the quad. The lengths vector stores |p1-p0|, |p3-p1|, |p0-p2|, |p2-p3|, |
| // matching the CCW order. For instance, edge distances for p0 are 0 for e0 and e2 since they |
| // intersect at p0. Distance to e1 is the same as p0 to p1. Distance to e3 is p0 to p2 since |
| // e3 goes through p2 and since the quad is rectilinear, we know that's the shortest distance. |
| edgeDistances[0] = Sk4f(0.f, lengths[0], 0.f, lengths[2]); |
| edgeDistances[1] = Sk4f(0.f, 0.f, lengths[0], lengths[1]); |
| edgeDistances[2] = Sk4f(lengths[2], lengths[3], 0.f, 0.f); |
| edgeDistances[3] = Sk4f(lengths[1], 0.f, lengths[3], 0.f); |
| |
| if (aaFlags != GrQuadAAFlags::kAll) { |
| // This order is the same order the edges appear in xdiff/ydiff and therefore as the |
| // edges in a/b/c. |
| Sk4f mask = compute_edge_mask(aaFlags); |
| |
| // Update opposite corner distances by 1 (when enabled by the mask). The distance |
| // calculations used in compute_quad_edges_... calculates the edge equations from original |
| // positions and then shifts the coefficient by 0.5. If the opposite edges are also outset |
| // then must add an additional 0.5 to account for its shift away from that edge. |
| Sk4f maskWithOpposites = mask + SkNx_shuffle<3, 2, 1, 0>(mask); |
| edgeDistances[0] += Sk4f(0.f, 0.5f, 0.f, 0.5f) * maskWithOpposites; |
| edgeDistances[1] += Sk4f(0.f, 0.f, 0.5f, 0.5f) * maskWithOpposites; |
| edgeDistances[2] += Sk4f(0.5f, 0.5f, 0.f, 0.f) * maskWithOpposites; |
| edgeDistances[3] += Sk4f(0.5f, 0.f, 0.5f, 0.f) * maskWithOpposites; |
| |
| // Outset edge equations for masked out edges another pixel so that they always evaluate |
| // So add 1-mask to each point's edge distances vector so that coverage >= 1 on non-aa |
| for (int i = 0; i < 4; ++i) { |
| edgeDistances[i] += (1.f - mask); |
| } |
| outset_masked_vertices(xdiff, ydiff, invLengths, mask, x, y, u, v, r, uvrChannelCount); |
| } else { |
| // Update opposite corner distances by 0.5 pixel and 0.5 edge shift, skipping the need for |
| // mask since that's 1s |
| edgeDistances[0] += Sk4f(0.f, 1.f, 0.f, 1.f); |
| edgeDistances[1] += Sk4f(0.f, 0.f, 1.f, 1.f); |
| edgeDistances[2] += Sk4f(1.f, 1.f, 0.f, 0.f); |
| edgeDistances[3] += Sk4f(1.f, 0.f, 1.f, 0.f); |
| |
| outset_vertices(xdiff, ydiff, invLengths, x, y, u, v, r, uvrChannelCount); |
| } |
| |
| return get_max_coverage(lengths); |
| } |
| |
| // Generalizes compute_quad_edge_distances_and_outset_vertices to extrapolate local coords such that |
| // after perspective division of the device coordinate, the original local coordinate value is at |
| // the original un-outset device position. r is the local coordinate's w component. |
| static float compute_quad_dists_and_outset_persp_vertices(GrQuadAAFlags aaFlags, Sk4f* x, |
| Sk4f* y, Sk4f* w, Sk4f edgeDistances[4], Sk4f* u, Sk4f* v, Sk4f* r, int uvrChannelCount) { |
| SkASSERT(uvrChannelCount == 0 || uvrChannelCount == 2 || uvrChannelCount == 3); |
| |
| auto iw = (*w).invert(); |
| auto x2d = (*x) * iw; |
| auto y2d = (*y) * iw; |
| Sk4f a, b, c; |
| // Don't compute outset corners in the normalized space, which means u, v, and r don't need |
| // to be provided here (outset separately below). Since this is computing distances for a |
| // projected quad, there is a very good chance it's not rectilinear so use the general 2D path. |
| float maxProjectedCoverage = compute_quad_edges_and_outset_vertices(aaFlags, &x2d, &y2d, |
| &a, &b, &c, nullptr, nullptr, nullptr, /* uvr ct */ 0, /* outsetCorners */ false); |
| |
| static const float kOutset = 0.5f; |
| if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) { |
| // For each entry in x the equivalent entry in opX is the left/right opposite and so on. |
| Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(*x); |
| Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(*w); |
| Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(*y); |
| // vx/vy holds the device space left-to-right vectors along top and bottom of the quad. |
| Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d); |
| Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d); |
| Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt(); |
| // For each device space corner, devP, label its left/right opposite device space point |
| // opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is |
| // (length(devPt - opDevPt) + 0.5) / length(devPt - opDevPt); |
| Sk4f s = SkNx_shuffle<0, 1, 0, 1>((len + kOutset) / len); |
| // Compute t in homogeneous space from s using similar triangles so that we can produce |
| // homogeneous outset vertices for perspective-correct interpolation. |
| Sk4f sOpW = s * opW; |
| Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); |
| // mask is used to make the t values be 1 when the left/right side is not antialiased. |
| Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f); |
| t = t * mask + (1.f - mask); |
| *x = opX + t * (*x - opX); |
| *y = opY + t * (*y - opY); |
| *w = opW + t * (*w - opW); |
| |
| if (uvrChannelCount > 0) { |
| Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(*u); |
| Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(*v); |
| *u = opU + t * (*u - opU); |
| *v = opV + t * (*v - opV); |
| if (uvrChannelCount == 3) { |
| Sk4f opR = SkNx_shuffle<2, 3, 0, 1>(*r); |
| *r = opR + t * (*r - opR); |
| } |
| } |
| |
| if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { |
| // Update the 2D points for the top/bottom calculation. |
| iw = (*w).invert(); |
| x2d = (*x) * iw; |
| y2d = (*y) * iw; |
| } |
| } |
| |
| if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { |
| // This operates the same as above but for top/bottom rather than left/right. |
| Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(*x); |
| Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(*w); |
| Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(*y); |
| |
| Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d); |
| Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d); |
| Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt(); |
| |
| Sk4f s = SkNx_shuffle<0, 0, 1, 1>((len + kOutset) / len); |
| |
| Sk4f sOpW = s * opW; |
| Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); |
| |
| Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f); |
| t = t * mask + (1.f - mask); |
| *x = opX + t * (*x - opX); |
| *y = opY + t * (*y - opY); |
| *w = opW + t * (*w - opW); |
| |
| if (uvrChannelCount > 0) { |
| Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(*u); |
| Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(*v); |
| *u = opU + t * (*u - opU); |
| *v = opV + t * (*v - opV); |
| if (uvrChannelCount == 3) { |
| Sk4f opR = SkNx_shuffle<1, 0, 3, 2>(*r); |
| *r = opR + t * (*r - opR); |
| } |
| } |
| } |
| |
| // Use the original edge equations with the outset homogeneous coordinates to get the edge |
| // distance (technically multiplied by w, so that the fragment shader can do perspective |
| // interpolation when it multiplies by 1/w later). |
| compute_edge_distances(a, b, c, *x, *y, *w, edgeDistances); |
| |
| return maxProjectedCoverage; |
| } |
| |
| // Calculate safe edge distances for non-aa quads that have been batched with aa quads. Since the |
| // fragment shader multiples by 1/w, so the edge distance cannot just be set to 1. It cannot just |
| // be set to w either due to interpolation across the triangle. If iA, iB, and iC are the |
| // barycentric weights of the triangle, and we set the edge distance to w, the fragment shader |
| // actually sees d = (iA*wA + iB*wB + iC*wC) * (iA/wA + iB/wB + iC/wC). Without perspective this |
| // simplifies to 1 as necessary, but we must choose something other than w when there is perspective |
| // to ensure that d >= 1 and the edge shows as non-aa. |
| static float compute_nonaa_edge_distances(const Sk4f& w, bool hasPersp, Sk4f edgeDistances[4]) { |
| // Let n = min(w1,w2,w3,w4) and m = max(w1,w2,w3,w4) and rewrite |
| // d = (iA*wA + iB*wB + iC*wC) * (iA*wB*wC + iB*wA*wC + iC*wA*wB) / (wA*wB*wC) |
| // | e=attr from VS | | fragCoord.w = 1/w | |
| // Since the weights are the interior of the primitive then we have: |
| // n <= (iA*wA + iB*wB + iC*wC) <= m and |
| // n^2 <= (iA*wB*wC + iB*wA*wC + iC*wA*wB) <= m^2 and |
| // n^3 <= wA*wB*wC <= m^3 regardless of the choice of A, B, and C verts in the quad |
| // Thus if we set e = m^3/n^3, it guarantees d >= 1 for any perspective. |
| float e; |
| if (hasPersp) { |
| float m = w.max(); |
| float n = w.min(); |
| e = (m * m * m) / (n * n * n); |
| } else { |
| e = 1.f; |
| } |
| |
| // All edge distances set to the same |
| for (int i = 0; i < 4; ++i) { |
| edgeDistances[i] = e; |
| } |
| |
| // Non-aa, so always use full coverage |
| return 1.f; |
| } |
| |
| } // anonymous namespace |
| |
| namespace GrQuadPerEdgeAA { |
| |
| ////////////////// Tessellate Implementation |
| |
| void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad, |
| const SkPMColor4f& color4f, const GrPerspQuad& localQuad, const SkRect& domain, |
| GrQuadAAFlags aaFlags) { |
| bool deviceHasPerspective = spec.deviceQuadType() == GrQuadType::kPerspective; |
| bool localHasPerspective = spec.localQuadType() == GrQuadType::kPerspective; |
| GrVertexColor color(color4f, GrQuadPerEdgeAA::ColorType::kHalf == spec.colorType()); |
| |
| // Load position data into Sk4fs (always x, y, and load w to avoid branching down the road) |
| Sk4f x = deviceQuad.x4f(); |
| Sk4f y = deviceQuad.y4f(); |
| Sk4f w = 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) |
| Sk4f u, v, r; |
| if (spec.hasLocalCoords()) { |
| u = localQuad.x4f(); |
| v = localQuad.y4f(); |
| |
| if (localHasPerspective) { |
| r = localQuad.w4f(); |
| } |
| } |
| |
| // Index into array refers to vertex. Index into particular Sk4f refers to edge. |
| Sk4f edgeDistances[4]; |
| float maxCoverage = 1.f; |
| if (spec.usesCoverageAA()) { |
| // Must calculate edges and possibly outside the positions |
| if (aaFlags == GrQuadAAFlags::kNone) { |
| // A non-AA quad that got batched into an AA group, so it should have full coverage |
| maxCoverage = compute_nonaa_edge_distances(w, deviceHasPerspective, edgeDistances); |
| } else if (deviceHasPerspective) { |
| // For simplicity, pointers to u, v, and r are always provided, but the local dim param |
| // ensures that only loaded Sk4fs are modified in the compute functions. |
| maxCoverage = compute_quad_dists_and_outset_persp_vertices(aaFlags, &x, &y, &w, |
| edgeDistances, &u, &v, &r, spec.localDimensionality()); |
| } else if (spec.deviceQuadType() <= GrQuadType::kRectilinear) { |
| maxCoverage = compute_rectilinear_dists_and_outset_vertices(aaFlags, &x, &y, |
| edgeDistances, &u, &v, &r, spec.localDimensionality()); |
| } else { |
| Sk4f a, b, c; |
| maxCoverage = compute_quad_edges_and_outset_vertices(aaFlags, &x, &y, &a, &b, &c, |
| &u, &v, &r, spec.localDimensionality(), /*outset*/ true); |
| compute_edge_distances(a, b, c, x, y, w, edgeDistances); // w holds 1.f as desired |
| } |
| } |
| |
| // Now rearrange the Sk4fs into the interleaved vertex layout: |
| // i.e. x1x2x3x4 y1y2y3y4 -> x1y1 x2y2 x3y3 x4y |
| GrVertexWriter vb{vertices}; |
| for (int i = 0; i < 4; ++i) { |
| // save position, always send a vec4 because we embed max coverage in the last component. |
| // For 2D quads, we know w holds the correct 1.f, so just write it out without branching |
| vb.write(x[i], y[i], w[i], maxCoverage); |
| |
| // save color |
| if (spec.hasVertexColors()) { |
| vb.write(color); |
| } |
| |
| // save local position |
| if (spec.hasLocalCoords()) { |
| if (localHasPerspective) { |
| vb.write<SkPoint3>({u[i], v[i], r[i]}); |
| } else { |
| vb.write<SkPoint>({u[i], v[i]}); |
| } |
| } |
| |
| // save the domain |
| if (spec.hasDomain()) { |
| vb.write(domain); |
| } |
| |
| // save the edges |
| if (spec.usesCoverageAA()) { |
| vb.write(edgeDistances[i]); |
| } |
| } |
| |
| return vb.fPtr; |
| } |
| |
| ////////////////// 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; |
| } |
| |
| ////////////////// GPAttributes Implementation |
| |
| GPAttributes::GPAttributes(const VertexSpec& spec) { |
| fNeedsPerspective = spec.deviceDimensionality() == 3; |
| fPositions = {"position", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| |
| int localDim = spec.localDimensionality(); |
| if (localDim == 3) { |
| fLocalCoords = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } else if (localDim == 2) { |
| fLocalCoords = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; |
| } // else localDim == 0 and attribute remains uninitialized |
| |
| if (ColorType::kByte == spec.colorType()) { |
| fColors = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}; |
| } else if (ColorType::kHalf == spec.colorType()) { |
| fColors = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType}; |
| } |
| |
| if (spec.hasDomain()) { |
| fDomain = {"domain", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } |
| |
| if (spec.usesCoverageAA()) { |
| fAAEdgeDistances = {"aaEdgeDist", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } |
| } |
| |
| bool GPAttributes::needsPerspectiveInterpolation() const { |
| // This only needs to check the position; local position having perspective does not change |
| // how the varyings are interpolated |
| return fNeedsPerspective; |
| } |
| |
| uint32_t GPAttributes::getKey() const { |
| // aa, domain are single bit flags |
| uint32_t x = this->usesCoverageAA() ? 0 : 1; |
| x |= this->hasDomain() ? 0 : 2; |
| // regular position has two options as well |
| x |= fNeedsPerspective ? 0 : 4; |
| // local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d |
| if (this->hasLocalCoords()) { |
| x |= kFloat3_GrVertexAttribType == fLocalCoords.cpuType() ? 8 : 16; |
| } |
| // similar for colors, 00 for none, 01 for bytes, 10 for half-floats |
| if (this->hasVertexColors()) { |
| x |= kUByte4_norm_GrVertexAttribType == fColors.cpuType() ? 32 : 64; |
| } |
| return x; |
| } |
| |
| GrShaderVar GPAttributes::emitPosition(GrGLSLPrimitiveProcessor::EmitArgs& args, |
| const char* posVarName) const { |
| if (fNeedsPerspective) { |
| args.fVertBuilder->codeAppendf("float3 %s = %s.xyz;", posVarName, fPositions.name()); |
| return {posVarName, kFloat3_GrSLType, GrShaderVar::kNone_TypeModifier}; |
| } else { |
| args.fVertBuilder->codeAppendf("float2 %s = %s.xy;", posVarName, fPositions.name()); |
| return {posVarName, kFloat2_GrSLType, GrShaderVar::kNone_TypeModifier}; |
| } |
| } |
| |
| void GPAttributes::emitColor(GrGLSLPrimitiveProcessor::EmitArgs& args, |
| const char* colorVarName) const { |
| using Interpolation = GrGLSLVaryingHandler::Interpolation; |
| if (fColors.isInitialized()) { |
| args.fVaryingHandler->addPassThroughAttribute(fColors, args.fOutputColor, |
| Interpolation::kCanBeFlat); |
| } |
| } |
| |
| void GPAttributes::emitExplicitLocalCoords( |
| GrGLSLPrimitiveProcessor::EmitArgs& args, const char* localCoordName, |
| const char* domainName) const { |
| using Interpolation = GrGLSLVaryingHandler::Interpolation; |
| if (!this->hasLocalCoords()) { |
| return; |
| } |
| |
| args.fFragBuilder->codeAppendf("float2 %s;", localCoordName); |
| bool localHasPerspective = fLocalCoords.cpuType() == kFloat3_GrVertexAttribType; |
| if (localHasPerspective) { |
| // Can't do a pass through since we need to perform perspective division |
| GrGLSLVarying v(fLocalCoords.gpuType()); |
| args.fVaryingHandler->addVarying(fLocalCoords.name(), &v); |
| args.fVertBuilder->codeAppendf("%s = %s;", v.vsOut(), fLocalCoords.name()); |
| args.fFragBuilder->codeAppendf("%s = %s.xy / %s.z;", localCoordName, v.fsIn(), v.fsIn()); |
| } else { |
| args.fVaryingHandler->addPassThroughAttribute(fLocalCoords, localCoordName); |
| } |
| |
| // Clamp the now 2D localCoordName variable by the domain if it is provided |
| if (this->hasDomain()) { |
| args.fFragBuilder->codeAppendf("float4 %s;", domainName); |
| args.fVaryingHandler->addPassThroughAttribute(fDomain, domainName, |
| Interpolation::kCanBeFlat); |
| args.fFragBuilder->codeAppendf("%s = clamp(%s, %s.xy, %s.zw);", |
| localCoordName, localCoordName, domainName, domainName); |
| } |
| } |
| |
| void GPAttributes::emitCoverage(GrGLSLPrimitiveProcessor::EmitArgs& args, |
| const char* edgeDistName) const { |
| if (this->usesCoverageAA()) { |
| GrGLSLVarying maxCoverage(kFloat_GrSLType); |
| args.fVaryingHandler->addVarying("maxCoverage", &maxCoverage); |
| args.fVertBuilder->codeAppendf("%s = %s.w;", maxCoverage.vsOut(), fPositions.name()); |
| |
| args.fFragBuilder->codeAppendf("float4 %s;", edgeDistName); |
| args.fVaryingHandler->addPassThroughAttribute(fAAEdgeDistances, edgeDistName); |
| |
| args.fFragBuilder->codeAppendf( |
| "float min%s = min(min(%s.x, %s.y), min(%s.z, %s.w));", |
| edgeDistName, edgeDistName, edgeDistName, edgeDistName, edgeDistName); |
| if (fNeedsPerspective) { |
| // The distance from edge equation e to homogeneous point p=sk_Position is e.x*p.x/p.w + |
| // e.y*p.y/p.w + e.z. However, we want screen space interpolation of this distance. We |
| // can do this by multiplying the vertex attribute by p.w and then multiplying by |
| // sk_FragCoord.w in the FS. So we output e.x*p.x + e.y*p.y + e.z * p.w |
| args.fFragBuilder->codeAppendf("min%s *= sk_FragCoord.w;", edgeDistName); |
| } |
| // Clamp to max coverage after the perspective divide since perspective quads calculated |
| // the max coverage in projected space. |
| args.fFragBuilder->codeAppendf("%s = float4(clamp(min%s, 0.0, %s));", |
| args.fOutputCoverage, edgeDistName, maxCoverage.fsIn()); |
| } else { |
| // Set coverage to 1 |
| args.fFragBuilder->codeAppendf("%s = float4(1);", args.fOutputCoverage); |
| } |
| } |
| |
| } // namespace GrQuadPerEdgeAA |