Revert "ccpr: Draw curves in a single pass"
This reverts commit df04ce29490a24f9d5b4f5caafd8f6a3368a19e0.
Reason for revert: Going to revisit AAA quality
Original change's description:
> ccpr: Draw curves in a single pass
>
> Throws out the complicated MSAA curve corner shaders, and instead just
> ramps coverage to zero at bloat vertices that fall outside the curve.
>
> Updates SampleCCPRGeometry to better visualize this new geometry by
> clearing to black and drawing with SkBlendMode::kPlus.
>
> Bug: skia:
> Change-Id: Ibe86cbc741d8b015127b10dd43e3b52e7cb35732
> Reviewed-on: https://skia-review.googlesource.com/112626
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,csmartdalton@google.com
Change-Id: I014baa60b248d870717f5ee8794e0bed66da86e6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/113181
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/ccpr/GrCCQuadraticShader.cpp b/src/gpu/ccpr/GrCCQuadraticShader.cpp
index baa10fd..090e29f 100644
--- a/src/gpu/ccpr/GrCCQuadraticShader.cpp
+++ b/src/gpu/ccpr/GrCCQuadraticShader.cpp
@@ -14,7 +14,7 @@
using Shader = GrCCCoverageProcessor::Shader;
void GrCCQuadraticShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
- const char* /*repetitionID*/, const char* /*wind*/,
+ const char* repetitionID, const char* wind,
GeometryVars* vars) const {
s->declareGlobal(fCanonicalMatrix);
s->codeAppendf("%s = float3x3(0.0, 0, 1, "
@@ -25,6 +25,41 @@
"%s[2], 1));",
fCanonicalMatrix.c_str(), pts, pts, pts);
+ s->declareGlobal(fEdgeDistanceEquation);
+ s->codeAppendf("float2 edgept0 = %s[%s > 0 ? 2 : 0];", pts, wind);
+ s->codeAppendf("float2 edgept1 = %s[%s > 0 ? 0 : 2];", pts, wind);
+ Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str());
+
+ this->onEmitSetupCode(s, pts, repetitionID, vars);
+}
+
+void GrCCQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLVarying::Scope scope, SkString* code,
+ const char* position, const char* inputCoverage,
+ const char* wind) {
+ SkASSERT(!inputCoverage);
+
+ fXYDW.reset(kFloat4_GrSLType, scope);
+ varyingHandler->addVarying("xydw", &fXYDW);
+ code->appendf("%s.xy = (%s * float3(%s, 1)).xy;",
+ OutName(fXYDW), fCanonicalMatrix.c_str(), position);
+ code->appendf("%s.z = dot(%s.xy, %s) + %s.z;",
+ OutName(fXYDW), fEdgeDistanceEquation.c_str(), position,
+ fEdgeDistanceEquation.c_str());
+ code->appendf("%s.w = %s;", OutName(fXYDW), wind);
+
+ this->onEmitVaryings(varyingHandler, scope, code);
+}
+
+void GrCCQuadraticShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
+ const char* outputCoverage) const {
+ this->emitCoverage(f, outputCoverage);
+ f->codeAppendf("%s *= %s.w;", outputCoverage, fXYDW.fsIn()); // Sign by wind.
+}
+
+void GrCCQuadraticHullShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* /*repetitionID*/,
+ GeometryVars* vars) const {
// Find the T value whose tangent is halfway between the tangents at the endpionts.
s->codeAppendf("float2 tan0 = %s[1] - %s[0];", pts, pts);
s->codeAppendf("float2 tan1 = %s[2] - %s[1];", pts, pts);
@@ -41,31 +76,66 @@
vars->fHullVars.fAlternatePoints = "quadratic_hull";
}
-void GrCCQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
- GrGLSLVarying::Scope scope, SkString* code,
- const char* position, const char* inputCoverage,
- const char* wind) {
- fCoords.reset(kFloat4_GrSLType, scope);
- varyingHandler->addVarying("coords", &fCoords);
- code->appendf("%s.xy = (%s * float3(%s, 1)).xy;",
- OutName(fCoords), fCanonicalMatrix.c_str(), position);
- code->appendf("%s.zw = float2(2 * %s.x, -1) * float2x2(%s);",
- OutName(fCoords), OutName(fCoords), fCanonicalMatrix.c_str());
-
- fCoverageTimesWind.reset(kHalf_GrSLType, scope);
- varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
- code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), inputCoverage, wind);
+void GrCCQuadraticHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLVarying::Scope scope, SkString* code) {
+ fGrad.reset(kFloat2_GrSLType, scope);
+ varyingHandler->addVarying("grad", &fGrad);
+ code->appendf("%s = float2(2 * %s.x, -1) * float2x2(%s);",
+ OutName(fGrad), OutName(fXYDW), fCanonicalMatrix.c_str());
}
-void GrCCQuadraticShader::onEmitFragmentCode(const GrCCCoverageProcessor& proc,
- GrGLSLFPFragmentBuilder* f,
+void GrCCQuadraticHullShader::emitCoverage(GrGLSLFPFragmentBuilder* f,
+ const char* outputCoverage) const {
+ f->codeAppendf("float d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s, %s));",
+ fXYDW.fsIn(), fXYDW.fsIn(), fXYDW.fsIn(), fGrad.fsIn(), fGrad.fsIn());
+ f->codeAppendf("%s = clamp(0.5 - d, 0, 1);", outputCoverage);
+ f->codeAppendf("%s += min(%s.z, 0);", outputCoverage, fXYDW.fsIn()); // Flat closing edge.
+}
+
+void GrCCQuadraticCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID,
+ GeometryVars* vars) const {
+ s->codeAppendf("float2 corner = %s[%s * 2];", pts, repetitionID);
+ vars->fCornerVars.fPoint = "corner";
+}
+
+void GrCCQuadraticCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLVarying::Scope scope, SkString* code) {
+ using Interpolation = GrGLSLVaryingHandler::Interpolation;
+
+ fdXYDdx.reset(kFloat3_GrSLType, scope);
+ varyingHandler->addVarying("dXYDdx", &fdXYDdx, Interpolation::kCanBeFlat);
+ code->appendf("%s = float3(%s[0].x, %s[0].y, %s.x);",
+ OutName(fdXYDdx), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
+ fEdgeDistanceEquation.c_str());
+
+ fdXYDdy.reset(kFloat3_GrSLType, scope);
+ varyingHandler->addVarying("dXYDdy", &fdXYDdy, Interpolation::kCanBeFlat);
+ code->appendf("%s = float3(%s[1].x, %s[1].y, %s.y);",
+ OutName(fdXYDdy), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
+ fEdgeDistanceEquation.c_str());
+}
+
+void GrCCQuadraticCornerShader::emitCoverage(GrGLSLFPFragmentBuilder* f,
const char* outputCoverage) const {
- f->codeAppendf("float d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s.zw, %s.zw));",
- fCoords.fsIn(), fCoords.fsIn(), fCoords.fsIn(), fCoords.fsIn(), fCoords.fsIn());
-#ifdef SK_DEBUG
- if (proc.debugVisualizationsEnabled()) {
- f->codeAppendf("d /= %f;", proc.debugBloat());
- }
-#endif
- f->codeAppendf("%s = clamp(0.5 - d, 0, 1) * %s;", outputCoverage, fCoverageTimesWind.fsIn());
+ f->codeAppendf("float x = %s.x, y = %s.y, d = %s.z;",
+ fXYDW.fsIn(), fXYDW.fsIn(), fXYDW.fsIn());
+ f->codeAppendf("float2x3 grad_xyd = float2x3(%s, %s);", fdXYDdx.fsIn(), fdXYDdy.fsIn());
+
+ // Erase what the previous hull shader wrote. We don't worry about the two corners falling on
+ // the same pixel because those cases should have been weeded out by this point.
+ f->codeAppend ("float f = x*x - y;");
+ f->codeAppend ("float2 grad_f = float2(2*x, -1) * float2x2(grad_xyd);");
+ f->codeAppendf("%s = -(0.5 - f * inversesqrt(dot(grad_f, grad_f)));", outputCoverage);
+ f->codeAppendf("%s -= d;", outputCoverage);
+
+ // Use software msaa to approximate coverage at the corner pixels.
+ int sampleCount = Shader::DefineSoftSampleLocations(f, "samples");
+ f->codeAppendf("float3 xyd_center = float3(%s.xy, %s.z + 0.5);", fXYDW.fsIn(), fXYDW.fsIn());
+ f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount);
+ f->codeAppend ( "float3 xyd = grad_xyd * samples[i] + xyd_center;");
+ f->codeAppend ( "half f = xyd.y - xyd.x * xyd.x;"); // f > 0 -> inside curve.
+ f->codeAppendf( "%s += all(greaterThan(float2(f,xyd.z), float2(0))) ? %f : 0;",
+ outputCoverage, 1.0 / sampleCount);
+ f->codeAppendf("}");
}