| /* |
| * 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 "GrAAFillRRectOp.h" |
| |
| #include "GrCaps.h" |
| #include "GrGpuCommandBuffer.h" |
| #include "GrMemoryPool.h" |
| #include "GrOpFlushState.h" |
| #include "GrRecordingContext.h" |
| #include "GrRecordingContextPriv.h" |
| #include "SkRRectPriv.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLGeometryProcessor.h" |
| #include "glsl/GrGLSLVarying.h" |
| #include "glsl/GrGLSLVertexGeoBuilder.h" |
| |
| // Hardware derivatives are not always accurate enough for highly elliptical corners. This method |
| // checks to make sure the corners will still all look good if we use HW derivatives. |
| static bool can_use_hw_derivatives(const GrShaderCaps&, const SkMatrix&, const SkRRect&); |
| |
| std::unique_ptr<GrAAFillRRectOp> GrAAFillRRectOp::Make( |
| GrRecordingContext* ctx, const SkMatrix& viewMatrix, const SkRRect& rrect, |
| const GrCaps& caps, GrPaint&& paint) { |
| if (!caps.instanceAttribSupport()) { |
| return nullptr; |
| } |
| |
| // TODO: Support perspective in a follow-on CL. This shouldn't be difficult, since we already |
| // use HW derivatives. The only trick will be adjusting the AA outset to account for |
| // perspective. (i.e., outset = 0.5 * z.) |
| if (viewMatrix.hasPerspective()) { |
| return nullptr; |
| } |
| |
| GrOpMemoryPool* pool = ctx->priv().opMemoryPool(); |
| return pool->allocate<GrAAFillRRectOp>(*caps.shaderCaps(), viewMatrix, rrect, std::move(paint)); |
| } |
| |
| GrAAFillRRectOp::GrAAFillRRectOp(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix, |
| const SkRRect& rrect, GrPaint&& paint) |
| : GrDrawOp(ClassID()) |
| , fOriginalColor(paint.getColor4f()) |
| , fLocalRect(rrect.rect()) |
| , fProcessors(std::move(paint)) { |
| if (can_use_hw_derivatives(shaderCaps, viewMatrix, rrect)) { |
| fFlags |= Flags::kUseHWDerivatives; |
| } |
| |
| // Produce a matrix that draws the round rect from normalized [-1, -1, +1, +1] space. |
| float l = rrect.rect().left(), r = rrect.rect().right(), |
| t = rrect.rect().top(), b = rrect.rect().bottom(); |
| SkMatrix m; |
| // Unmap the normalized rect [-1, -1, +1, +1] back to [l, t, r, b]. |
| m.setScaleTranslate((r - l)/2, (b - t)/2, (l + r)/2, (t + b)/2); |
| // Map to device space. |
| m.postConcat(viewMatrix); |
| |
| // Since m is an affine matrix that maps the rect [-1, -1, +1, +1] into the shape's |
| // device-space quad, it's quite simple to find the bounding rectangle: |
| SkASSERT(!m.hasPerspective()); |
| SkRect bounds = SkRect::MakeXYWH(m.getTranslateX(), m.getTranslateY(), 0, 0); |
| bounds.outset(SkScalarAbs(m.getScaleX()) + SkScalarAbs(m.getSkewX()), |
| SkScalarAbs(m.getSkewY()) + SkScalarAbs(m.getScaleY())); |
| this->setBounds(bounds, GrOp::HasAABloat::kYes, GrOp::IsZeroArea::kNo); |
| |
| // Write the matrix attribs. |
| this->writeInstanceData(m.getScaleX(), m.getSkewX(), m.getSkewY(), m.getScaleY()); |
| this->writeInstanceData(m.getTranslateX(), m.getTranslateY()); |
| |
| // Convert the radii to [-1, -1, +1, +1] space and write their attribs. |
| Sk4f radiiX, radiiY; |
| Sk4f::Load2(SkRRectPriv::GetRadiiArray(rrect), &radiiX, &radiiY); |
| (radiiX * (2/(r - l))).store(this->appendInstanceData<float>(4)); |
| (radiiY * (2/(b - t))).store(this->appendInstanceData<float>(4)); |
| |
| // We will write the color and local rect attribs during finalize(). |
| } |
| |
| GrProcessorSet::Analysis GrAAFillRRectOp::finalize(const GrCaps& caps, const GrAppliedClip* clip) { |
| SkASSERT(1 == fInstanceCount); |
| |
| SkPMColor4f overrideColor; |
| const GrProcessorSet::Analysis& analysis = fProcessors.finalize( |
| fOriginalColor, GrProcessorAnalysisCoverage::kSingleChannel, clip, false, caps, |
| &overrideColor); |
| |
| // Finish writing the instance attribs. |
| this->writeInstanceData( |
| (analysis.inputColorIsOverridden() ? overrideColor : fOriginalColor).toBytes_RGBA()); |
| if (analysis.usesLocalCoords()) { |
| this->writeInstanceData(fLocalRect); |
| fFlags |= Flags::kHasLocalCoords; |
| } |
| fInstanceStride = fInstanceData.count(); |
| |
| return analysis; |
| } |
| |
| GrDrawOp::CombineResult GrAAFillRRectOp::onCombineIfPossible(GrOp* op, const GrCaps&) { |
| const auto& that = *op->cast<GrAAFillRRectOp>(); |
| if (fFlags != that.fFlags || fProcessors != that.fProcessors || |
| fInstanceData.count() > std::numeric_limits<int>::max() - that.fInstanceData.count()) { |
| return CombineResult::kCannotCombine; |
| } |
| |
| fInstanceData.push_back_n(that.fInstanceData.count(), that.fInstanceData.begin()); |
| fInstanceCount += that.fInstanceCount; |
| SkASSERT(fInstanceStride == that.fInstanceStride); |
| return CombineResult::kMerged; |
| } |
| |
| void GrAAFillRRectOp::onPrepare(GrOpFlushState* flushState) { |
| if (void* instanceData = flushState->makeVertexSpace(fInstanceStride, fInstanceCount, |
| &fInstanceBuffer, &fBaseInstance)) { |
| SkASSERT(fInstanceStride * fInstanceCount == fInstanceData.count()); |
| memcpy(instanceData, fInstanceData.begin(), fInstanceData.count()); |
| } |
| } |
| |
| namespace { |
| |
| // Our round rect geometry consists of an inset octagon with solid coverage, surrounded by linear |
| // coverage ramps on the horizontal and vertical edges, and "arc coverage" pieces on the diagonal |
| // edges. The Vertex struct tells the shader where to place its vertex within a normalized |
| // ([l, t, r, b] = [-1, -1, +1, +1]) space, and how to calculate coverage. See onEmitCode. |
| struct Vertex { |
| std::array<float, 4> fRadiiSelector; |
| std::array<float, 2> fCorner; |
| std::array<float, 2> fRadiusOutset; |
| std::array<float, 2> fAABloatDirection; |
| float fCoverage; |
| float fIsLinearCoverage; |
| }; |
| |
| // This is the offset (when multiplied by radii) from the corners of a bounding box to the vertices |
| // of its inscribed octagon. We draw the outside portion of arcs with quarter-octagons rather than |
| // rectangles. |
| static constexpr float kOctoOffset = 1/(1 + SK_ScalarRoot2Over2); |
| |
| static constexpr Vertex kVertexData[] = { |
| // Left inset edge. |
| {{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{+1,0}}, 1, 1}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{+1,0}}, 1, 1}, |
| |
| // Top inset edge. |
| {{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,+1}}, 1, 1}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,+1}}, 1, 1}, |
| |
| // Right inset edge. |
| {{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{-1,0}}, 1, 1}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{-1,0}}, 1, 1}, |
| |
| // Bottom inset edge. |
| {{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,-1}}, 1, 1}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,-1}}, 1, 1}, |
| |
| |
| // Left outset edge. |
| {{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{-1,0}}, 0, 1}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{-1,0}}, 0, 1}, |
| |
| // Top outset edge. |
| {{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,-1}}, 0, 1}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,-1}}, 0, 1}, |
| |
| // Right outset edge. |
| {{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{+1,0}}, 0, 1}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{+1,0}}, 0, 1}, |
| |
| // Bottom outset edge. |
| {{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,+1}}, 0, 1}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,+1}}, 0, 1}, |
| |
| |
| // Top-left corner. |
| {{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{-1, 0}}, 0, 0}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{+1, 0}}, 1, 0}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,+1}}, 1, 0}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,-1}}, 0, 0}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{+kOctoOffset,0}}, {{-1,-1}}, 0, 0}, |
| {{{1,0,0,0}}, {{-1,-1}}, {{0,+kOctoOffset}}, {{-1,-1}}, 0, 0}, |
| |
| // Top-right corner. |
| {{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,-1}}, 0, 0}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,+1}}, 1, 0}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{-1, 0}}, 1, 0}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{+1, 0}}, 0, 0}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{0,+kOctoOffset}}, {{+1,-1}}, 0, 0}, |
| {{{0,1,0,0}}, {{+1,-1}}, {{-kOctoOffset,0}}, {{+1,-1}}, 0, 0}, |
| |
| // Bottom-right corner. |
| {{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{+1, 0}}, 0, 0}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{-1, 0}}, 1, 0}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,-1}}, 1, 0}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,+1}}, 0, 0}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{-kOctoOffset,0}}, {{+1,+1}}, 0, 0}, |
| {{{0,0,1,0}}, {{+1,+1}}, {{0,-kOctoOffset}}, {{+1,+1}}, 0, 0}, |
| |
| // Bottom-left corner. |
| {{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,+1}}, 0, 0}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,-1}}, 1, 0}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{+1, 0}}, 1, 0}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{-1, 0}}, 0, 0}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{0,-kOctoOffset}}, {{-1,+1}}, 0, 0}, |
| {{{0,0,0,1}}, {{-1,+1}}, {{+kOctoOffset,0}}, {{-1,+1}}, 0, 0}}; |
| |
| GR_DECLARE_STATIC_UNIQUE_KEY(gVertexBufferKey); |
| |
| static constexpr uint16_t kIndexData[] = { |
| // Inset octagon (solid coverage). |
| 0, 1, 7, |
| 1, 2, 7, |
| 7, 2, 6, |
| 2, 3, 6, |
| 6, 3, 5, |
| 3, 4, 5, |
| |
| // AA borders (linear coverage). |
| 0, 1, 8, 1, 9, 8, |
| 2, 3, 10, 3, 11, 10, |
| 4, 5, 12, 5, 13, 12, |
| 6, 7, 14, 7, 15, 14, |
| |
| // Top-left arc. |
| 16, 17, 21, |
| 17, 21, 18, |
| 21, 18, 20, |
| 18, 20, 19, |
| |
| // Top-right arc. |
| 22, 23, 27, |
| 23, 27, 24, |
| 27, 24, 26, |
| 24, 26, 25, |
| |
| // Bottom-right arc. |
| 28, 29, 33, |
| 29, 33, 30, |
| 33, 30, 32, |
| 30, 32, 31, |
| |
| // Bottom-left arc. |
| 34, 35, 39, |
| 35, 39, 36, |
| 39, 36, 38, |
| 36, 38, 37}; |
| |
| GR_DECLARE_STATIC_UNIQUE_KEY(gIndexBufferKey); |
| |
| } |
| |
| class GrAAFillRRectOp::Processor : public GrGeometryProcessor { |
| public: |
| Processor(Flags flags) |
| : GrGeometryProcessor(kGrAAFillRRectOp_Processor_ClassID) |
| , fFlags(flags) { |
| this->setVertexAttributes(kVertexAttribs, 3); |
| this->setInstanceAttributes(kInstanceAttribs, (flags & Flags::kHasLocalCoords) ? 6 : 5); |
| SkASSERT(this->vertexStride() == sizeof(Vertex)); |
| } |
| |
| const char* name() const override { return "GrAAFillRRectOp::Processor"; } |
| |
| void getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { |
| b->add32(static_cast<uint32_t>(fFlags)); |
| } |
| |
| GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override; |
| |
| private: |
| static constexpr Attribute kVertexAttribs[] = { |
| {"radii_selector", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, |
| {"corner_and_radius_outsets", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, |
| {"aa_bloat_and_coverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}}; |
| |
| static constexpr Attribute kInstanceAttribs[] = { |
| {"skew", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, |
| {"translate", kFloat2_GrVertexAttribType, kFloat2_GrSLType}, |
| {"radii_x", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, |
| {"radii_y", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, |
| {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}, |
| {"local_rect", kFloat4_GrVertexAttribType, kFloat4_GrSLType}}; // Conditional. |
| |
| static constexpr int kColorAttribIdx = 4; |
| |
| const Flags fFlags; |
| |
| class Impl; |
| }; |
| |
| constexpr GrPrimitiveProcessor::Attribute GrAAFillRRectOp::Processor::kVertexAttribs[]; |
| constexpr GrPrimitiveProcessor::Attribute GrAAFillRRectOp::Processor::kInstanceAttribs[]; |
| |
| class GrAAFillRRectOp::Processor::Impl : public GrGLSLGeometryProcessor { |
| public: |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { |
| const auto& proc = args.fGP.cast<Processor>(); |
| bool useHWDerivatives = (proc.fFlags & Flags::kUseHWDerivatives); |
| |
| GrGLSLVaryingHandler* varyings = args.fVaryingHandler; |
| varyings->emitAttributes(proc); |
| varyings->addPassThroughAttribute(proc.kInstanceAttribs[kColorAttribIdx], args.fOutputColor, |
| GrGLSLVaryingHandler::Interpolation::kCanBeFlat); |
| |
| // Emit the vertex shader. |
| GrGLSLVertexBuilder* v = args.fVertBuilder; |
| |
| // Unpack vertex attribs. |
| v->codeAppend("float2 corner = corner_and_radius_outsets.xy;"); |
| v->codeAppend("float2 radius_outset = corner_and_radius_outsets.zw;"); |
| v->codeAppend("float2 aa_bloat_direction = aa_bloat_and_coverage.xy;"); |
| v->codeAppend("float coverage = aa_bloat_and_coverage.z;"); |
| v->codeAppend("float is_linear_coverage = aa_bloat_and_coverage.w;"); |
| |
| // Find the amount to bloat each edge for AA (in source space). |
| v->codeAppend("float2 pixellength = inversesqrt(" |
| "float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));"); |
| v->codeAppend("float4 normalized_axis_dirs = skew * pixellength.xyxy;"); |
| v->codeAppend("float2 axiswidths = (abs(normalized_axis_dirs.xy) + " |
| "abs(normalized_axis_dirs.zw));"); |
| v->codeAppend("float2 aa_bloatradius = axiswidths * pixellength * .5;"); |
| |
| // Identify our radii. |
| v->codeAppend("float4 radii_and_neighbors = radii_selector" |
| "* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);"); |
| v->codeAppend("float2 radii = radii_and_neighbors.xy;"); |
| v->codeAppend("float2 neighbor_radii = radii_and_neighbors.zw;"); |
| |
| v->codeAppend("if (any(greaterThan(aa_bloatradius, float2(1)))) {"); |
| // The rrect is more narrow than an AA coverage ramp. We can't draw as-is |
| // or else opposite AA borders will overlap. Instead, fudge the size up to |
| // the width of a coverage ramp, and then reduce total coverage to make |
| // the rect appear more thin. |
| v->codeAppend( "corner = max(abs(corner), aa_bloatradius) * sign(corner);"); |
| v->codeAppend( "coverage /= max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1);"); |
| // Set radii to zero to ensure we take the "linear coverage" codepath. |
| // (The "coverage" variable only has effect in the linear codepath.) |
| v->codeAppend( "radii = float2(0);"); |
| v->codeAppend("}"); |
| |
| v->codeAppend("if (any(lessThan(radii, aa_bloatradius * 1.25))) {"); |
| // The radii are very small. Demote this arc to a sharp 90 degree corner. |
| v->codeAppend( "radii = aa_bloatradius;"); |
| // Snap octagon vertices to the corner of the bounding box. |
| v->codeAppend( "radius_outset = floor(abs(radius_outset)) * radius_outset;"); |
| v->codeAppend( "is_linear_coverage = 1;"); |
| v->codeAppend("} else {"); |
| // Don't let radii get smaller than a pixel. |
| v->codeAppend( "radii = clamp(radii, pixellength, 2 - pixellength);"); |
| v->codeAppend( "neighbor_radii = clamp(neighbor_radii, pixellength, 2 - pixellength);"); |
| // Don't let neighboring radii get closer together than 1/16 pixel. |
| v->codeAppend( "float2 spacing = 2 - radii - neighbor_radii;"); |
| v->codeAppend( "float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));"); |
| v->codeAppend( "radii -= extra_pad * .5;"); |
| v->codeAppend("}"); |
| |
| // Find our vertex position, adjusted for radii and bloated for AA. Our rect is drawn in |
| // normalized [-1,-1,+1,+1] space. |
| v->codeAppend("float2 aa_outset = aa_bloat_direction.xy * aa_bloatradius;"); |
| v->codeAppend("float2 vertexpos = corner + radius_outset * radii + aa_outset;"); |
| |
| // Emit transforms. |
| GrShaderVar localCoord("", kFloat2_GrSLType); |
| if (proc.fFlags & Flags::kHasLocalCoords) { |
| v->codeAppend("float2 localcoord = (local_rect.xy * (1 - vertexpos) + " |
| "local_rect.zw * (1 + vertexpos)) * .5;"); |
| localCoord.set(kFloat2_GrSLType, "localcoord"); |
| } |
| this->emitTransforms(v, varyings, args.fUniformHandler, localCoord, |
| args.fFPCoordTransformHandler); |
| |
| // Transform to device space. |
| v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);"); |
| v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;"); |
| gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord"); |
| |
| // Setup interpolants for coverage. |
| GrGLSLVarying arcCoord(useHWDerivatives ? kFloat2_GrSLType : kFloat4_GrSLType); |
| varyings->addVarying("arccoord", &arcCoord); |
| v->codeAppend("if (0 != is_linear_coverage) {"); |
| // We are a non-corner piece: Set x=0 to indicate built-in coverage, and |
| // interpolate linear coverage across y. |
| v->codeAppendf( "%s.xy = float2(0, coverage);", arcCoord.vsOut()); |
| v->codeAppend("} else {"); |
| // Find the normalized arc coordinates for our corner ellipse. |
| // (i.e., the coordinate system where x^2 + y^2 == 1). |
| v->codeAppend( "float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;"); |
| // We are a corner piece: Interpolate the arc coordinates for coverage. |
| // Emit x+1 to ensure no pixel in the arc has a x value of 0 (since x=0 |
| // instructs the fragment shader to use linear coverage). |
| v->codeAppendf( "%s.xy = float2(arccoord.x+1, arccoord.y);", arcCoord.vsOut()); |
| if (!useHWDerivatives) { |
| // The gradient is order-1: Interpolate it across arccoord.zw. |
| v->codeAppendf("float2x2 derivatives = inverse(skewmatrix);"); |
| v->codeAppendf("%s.zw = derivatives * (arccoord/radii * 2);", arcCoord.vsOut()); |
| } |
| v->codeAppend("}"); |
| |
| // Emit the fragment shader. |
| GrGLSLFPFragmentBuilder* f = args.fFragBuilder; |
| |
| f->codeAppendf("float x_plus_1=%s.x, y=%s.y;", arcCoord.fsIn(), arcCoord.fsIn()); |
| f->codeAppendf("half coverage;"); |
| f->codeAppendf("if (0 == x_plus_1) {"); |
| f->codeAppendf( "coverage = half(y);"); // We are a non-arc pixel (i.e., linear coverage). |
| f->codeAppendf("} else {"); |
| f->codeAppendf( "float fn = x_plus_1 * (x_plus_1 - 2);"); // fn = (x+1)*(x-1) = x^2-1 |
| f->codeAppendf( "fn = fma(y,y, fn);"); // fn = x^2 + y^2 - 1 |
| if (useHWDerivatives) { |
| f->codeAppendf("float fnwidth = fwidth(fn);"); |
| } else { |
| // The gradient is interpolated across arccoord.zw. |
| f->codeAppendf("float gx=%s.z, gy=%s.w;", arcCoord.fsIn(), arcCoord.fsIn()); |
| f->codeAppendf("float fnwidth = abs(gx) + abs(gy);"); |
| } |
| f->codeAppendf( "half d = half(fn/fnwidth);"); |
| f->codeAppendf( "coverage = clamp(.5 - d, 0, 1);"); |
| f->codeAppendf("}"); |
| f->codeAppendf("%s = half4(coverage);", args.fOutputCoverage); |
| } |
| |
| void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&, |
| FPCoordTransformIter&& transformIter) override { |
| this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); |
| } |
| }; |
| |
| GrGLSLPrimitiveProcessor* GrAAFillRRectOp::Processor::createGLSLInstance( |
| const GrShaderCaps&) const { |
| return new Impl(); |
| } |
| |
| void GrAAFillRRectOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) { |
| if (!fInstanceBuffer) { |
| return; // Setup failed. |
| } |
| |
| GR_DEFINE_STATIC_UNIQUE_KEY(gIndexBufferKey); |
| |
| sk_sp<const GrBuffer> indexBuffer = flushState->resourceProvider()->findOrMakeStaticBuffer( |
| GrGpuBufferType::kIndex, sizeof(kIndexData), kIndexData, gIndexBufferKey); |
| if (!indexBuffer) { |
| return; |
| } |
| |
| GR_DEFINE_STATIC_UNIQUE_KEY(gVertexBufferKey); |
| |
| sk_sp<const GrBuffer> vertexBuffer = flushState->resourceProvider()->findOrMakeStaticBuffer( |
| GrGpuBufferType::kVertex, sizeof(kVertexData), kVertexData, gVertexBufferKey); |
| if (!vertexBuffer) { |
| return; |
| } |
| |
| Processor proc(fFlags); |
| SkASSERT(proc.instanceStride() == (size_t)fInstanceStride); |
| |
| GrPipeline::InitArgs initArgs; |
| initArgs.fCaps = &flushState->caps(); |
| initArgs.fResourceProvider = flushState->resourceProvider(); |
| initArgs.fDstProxy = flushState->drawOpArgs().fDstProxy; |
| auto clip = flushState->detachAppliedClip(); |
| GrPipeline::FixedDynamicState fixedDynamicState(clip.scissorState().rect()); |
| GrPipeline pipeline(initArgs, std::move(fProcessors), std::move(clip)); |
| |
| GrMesh mesh(GrPrimitiveType::kTriangles); |
| mesh.setIndexedInstanced(std::move(indexBuffer), SK_ARRAY_COUNT(kIndexData), fInstanceBuffer, |
| fInstanceCount, fBaseInstance, GrPrimitiveRestart::kNo); |
| mesh.setVertexData(std::move(vertexBuffer)); |
| flushState->rtCommandBuffer()->draw(proc, pipeline, &fixedDynamicState, nullptr, &mesh, 1, |
| this->bounds()); |
| } |
| |
| // Will the given corner look good if we use HW derivatives? |
| static bool can_use_hw_derivatives(const Sk2f& devScale, const Sk2f& cornerRadii) { |
| Sk2f devRadii = devScale * cornerRadii; |
| if (devRadii[1] < devRadii[0]) { |
| devRadii = SkNx_shuffle<1,0>(devRadii); |
| } |
| float minDevRadius = SkTMax(devRadii[0], 1.f); // Shader clamps radius at a minimum of 1. |
| // Is the gradient smooth enough for this corner look ok if we use hardware derivatives? |
| // This threshold was arrived at subjevtively on an NVIDIA chip. |
| return minDevRadius * minDevRadius * 5 > devRadii[1]; |
| } |
| |
| static bool can_use_hw_derivatives(const Sk2f& devScale, const SkVector& cornerRadii) { |
| return can_use_hw_derivatives(devScale, Sk2f::Load(&cornerRadii)); |
| } |
| |
| // Will the given round rect look good if we use HW derivatives? |
| static bool can_use_hw_derivatives(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix, |
| const SkRRect& rrect) { |
| if (!shaderCaps.shaderDerivativeSupport()) { |
| return false; |
| } |
| |
| Sk2f x = Sk2f(viewMatrix.getScaleX(), viewMatrix.getSkewX()); |
| Sk2f y = Sk2f(viewMatrix.getSkewY(), viewMatrix.getScaleY()); |
| Sk2f devScale = (x*x + y*y).sqrt(); |
| switch (rrect.getType()) { |
| case SkRRect::kEmpty_Type: |
| case SkRRect::kRect_Type: |
| return true; |
| |
| case SkRRect::kOval_Type: |
| case SkRRect::kSimple_Type: |
| return can_use_hw_derivatives(devScale, rrect.getSimpleRadii()); |
| |
| case SkRRect::kNinePatch_Type: { |
| Sk2f r0 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect)); |
| Sk2f r1 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect) + 2); |
| Sk2f minRadii = Sk2f::Min(r0, r1); |
| Sk2f maxRadii = Sk2f::Max(r0, r1); |
| return can_use_hw_derivatives(devScale, Sk2f(minRadii[0], maxRadii[1])) && |
| can_use_hw_derivatives(devScale, Sk2f(maxRadii[0], minRadii[1])); |
| } |
| |
| case SkRRect::kComplex_Type: { |
| for (int i = 0; i < 4; ++i) { |
| auto corner = static_cast<SkRRect::Corner>(i); |
| if (!can_use_hw_derivatives(devScale, rrect.radii(corner))) { |
| return false; |
| } |
| } |
| return true; |
| } |
| } |
| SK_ABORT("Unreachable code."); |
| return false; // Add this return to keep GCC happy. |
| } |