blob: d9febc0e66e3be1cf0fe0a35716ab8f66e490563 [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 "GrCCCoverageProcessor.h"
#include "GrMesh.h"
#include "glsl/GrGLSLVertexGeoBuilder.h"
using InputType = GrGLSLGeometryBuilder::InputType;
using OutputType = GrGLSLGeometryBuilder::OutputType;
using Shader = GrCCCoverageProcessor::Shader;
/**
* This class and its subclasses implement the coverage processor with geometry shaders.
*/
class GrCCCoverageProcessor::GSImpl : public GrGLSLGeometryProcessor {
protected:
GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
FPCoordTransformIter&& transformIter) final {
this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
}
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>();
// The vertex shader simply forwards transposed x or y values to the geometry shader.
SkASSERT(1 == proc.numAttribs());
gpArgs->fPositionVar.set(GrVertexAttribTypeToSLType(proc.getAttrib(0).fType),
proc.getAttrib(0).fName);
// Geometry shader.
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
varyingHandler->emitAttributes(proc);
varyingHandler->setNoPerspective();
SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
// Fragment shader.
fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
}
void emitGeometryShader(const GrCCCoverageProcessor& proc,
GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g,
const char* rtAdjust) const {
int numInputPoints = proc.numInputPoints();
SkASSERT(3 == numInputPoints || 4 == numInputPoints);
const char* posValues = (4 == numInputPoints) ? "sk_Position" : "sk_Position.xyz";
g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
numInputPoints, numInputPoints, posValues, posValues);
GrShaderVar wind("wind", kHalf_GrSLType);
g->declareGlobal(wind);
if (WindMethod::kCrossProduct == proc.fWindMethod) {
g->codeAppend ("float area_x2 = determinant(float2x2(pts[0] - pts[1], "
"pts[0] - pts[2]));");
if (4 == numInputPoints) {
g->codeAppend ("area_x2 += determinant(float2x2(pts[0] - pts[2], "
"pts[0] - pts[3]));");
}
g->codeAppendf("%s = sign(area_x2);", wind.c_str());
} else {
SkASSERT(WindMethod::kInstanceData == proc.fWindMethod);
SkASSERT(3 == numInputPoints);
SkASSERT(kFloat4_GrVertexAttribType == proc.getAttrib(0).fType);
g->codeAppendf("%s = sk_in[0].sk_Position.w;", wind.c_str());
}
SkString emitVertexFn;
SkSTArray<2, GrShaderVar> emitArgs;
const char* position = emitArgs.emplace_back("position", kFloat2_GrSLType).c_str();
const char* coverage = nullptr;
if (RenderPass::kTriangles == proc.fRenderPass) {
coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
}
g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
SkString fnBody;
fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
position, coverage, wind.c_str());
g->emitVertex(&fnBody, position, rtAdjust);
return fnBody;
}().c_str(), &emitVertexFn);
float bloat = kAABloatRadius;
#ifdef SK_DEBUG
if (proc.debugVisualizationsEnabled()) {
bloat *= proc.debugBloat();
}
#endif
g->defineConstant("bloat", bloat);
this->onEmitGeometryShader(g, wind, emitVertexFn.c_str());
}
virtual void onEmitGeometryShader(GrGLSLGeometryBuilder*, const GrShaderVar& wind,
const char* emitVertexFn) const = 0;
virtual ~GSImpl() {}
const std::unique_ptr<Shader> fShader;
typedef GrGLSLGeometryProcessor INHERITED;
};
/**
* Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
*
* Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
* triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
* coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
* into smooth, antialiased ones.
*
* The final corners get touched up in a later step by GSCornerImpl.
*/
class GSTriangleImpl : public GrCCCoverageProcessor::GSImpl {
public:
GSTriangleImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
const char* emitVertexFn) const override {
// Visualize the input triangle as upright and equilateral, with a flat base. Paying special
// attention to wind, we can identify the points as top, bottom-left, and bottom-right.
//
// NOTE: We generate the rasters in 5 independent invocations, so each invocation designates
// the corner it will begin with as the top.
g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
wind.c_str());
g->codeAppend ("float2 top = pts[i];");
g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
// Determine which direction to outset the conservative raster from each of the three edges.
g->codeAppend ("float2 leftbloat = sign(top - left);");
g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
"0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
g->codeAppend ("float2 rightbloat = sign(right - top);");
g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
"0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
g->codeAppend ("float2 downbloat = sign(left - right);");
g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
"0 != downbloat.x ? -downbloat.x : -downbloat.y);");
// The triangle's conservative raster has a coverage of +1 all around.
g->codeAppend ("half4 coverages = half4(+1);");
// Edges have coverage ramps.
g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
"float2(+rightbloat.y, -rightbloat.x)",
"coverages[0]");
g->codeAppend ( "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
// Reassign bloats to characterize a conservative raster around a single edge, rather than
// the entire triangle.
g->codeAppend ( "leftbloat = downbloat = -rightbloat;");
g->codeAppend ("}");
// These can't be scaled until after we calculate coverage.
g->codeAppend ("leftbloat *= bloat;");
g->codeAppend ("rightbloat *= bloat;");
g->codeAppend ("downbloat *= bloat;");
// Here we generate the conservative raster geometry. The triangle's conservative raster is
// the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
// convex polygon with either one, two, or three vertices at each input point (depending on
// how sharp the corner is) that we split between two invocations. Edge conservative rasters
// are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on
// conservative raster, see:
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
g->codeAppend ("if (all(left_right_notequal)) {");
// The top corner will have three conservative raster vertices. Emit the
// middle one first to the triangle strip.
g->codeAppendf( "%s(top + float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (any(left_right_notequal)) {");
// Second conservative raster vertex for the top corner.
g->codeAppendf( "%s(top + rightbloat, coverages[1]);", emitVertexFn);
g->codeAppend ("}");
// Main interior body.
g->codeAppendf("%s(top + leftbloat, coverages[2]);", emitVertexFn);
g->codeAppendf("%s(right + rightbloat, coverages[1]);", emitVertexFn);
// Here the invocations diverge slightly. We can't symmetrically divide three triangle
// points between two invocations, so each does the following:
//
// sk_InvocationID=0: Finishes the main interior body of the triangle hull.
// sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
// sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
g->codeAppendf( "%s(0 == sk_InvocationID ? left + leftbloat : right + downbloat, "
"coverages[2]);", emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
g->codeAppendf( "%s(right + float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
emitVertexFn);
g->codeAppend ("}");
// 5 invocations: 2 triangle hull invocations and 3 edges.
g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
}
};
/**
* Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
*/
class GSHull4Impl : public GrCCCoverageProcessor::GSImpl {
public:
GSHull4Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
const char* emitVertexFn) const override {
Shader::GeometryVars vars;
fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars);
const char* hullPts = vars.fHullVars.fAlternatePoints;
if (!hullPts) {
hullPts = "pts";
}
// Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
// we can identify the points by their corresponding corner.
//
// NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
// the hull in two independent invocations. Each invocation designates the corner it will
// begin with as top-left.
g->codeAppend ("int i = sk_InvocationID * 2;");
g->codeAppendf("float2 topleft = %s[i];", hullPts);
g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
// Determine how much to outset the conservative raster hull from the relevant edges.
g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +bloat : -bloat, "
"topleft.x > bottomleft.x ? -bloat : bloat);");
g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +bloat : -bloat, "
"topright.x > topleft.x ? -bloat : +bloat);");
g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +bloat : -bloat, "
"bottomright.x > topright.x ? -bloat : +bloat);");
// Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
// boxes centered on the input points, split evenly between two invocations. This translates
// to a polygon with either one, two, or three vertices at each input point, depending on
// how sharp the corner is. For more details on conservative raster, see:
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
g->codeAppend ("if (all(left_up_notequal)) {");
// The top-left corner will have three conservative raster vertices.
// Emit the middle one first to the triangle strip.
g->codeAppendf( "%s(topleft + float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (any(left_up_notequal)) {");
// Second conservative raster vertex for the top-left corner.
g->codeAppendf( "%s(topleft + leftbloat);", emitVertexFn);
g->codeAppend ("}");
// Main interior body of this invocation's half of the hull.
g->codeAppendf("%s(topleft + upbloat);", emitVertexFn);
g->codeAppendf("%s(bottomleft + leftbloat);", emitVertexFn);
g->codeAppendf("%s(topright + upbloat);", emitVertexFn);
// Remaining two conservative raster vertices for the top-right corner.
g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
g->codeAppend ("if (any(up_right_notequal)) {");
g->codeAppendf( "%s(topright + rightbloat);", emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (all(up_right_notequal)) {");
g->codeAppendf( "%s(topright + float2(-upbloat.y, upbloat.x));", emitVertexFn);
g->codeAppend ("}");
g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
}
};
/**
* Generates conservative rasters around corners. (See comments for RenderPass)
*/
class GSCornerImpl : public GrCCCoverageProcessor::GSImpl {
public:
GSCornerImpl(std::unique_ptr<Shader> shader, int numCorners)
: GSImpl(std::move(shader)), fNumCorners(numCorners) {}
void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
const char* emitVertexFn) const override {
Shader::GeometryVars vars;
fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), &vars);
const char* corner = vars.fCornerVars.fPoint;
SkASSERT(corner);
g->codeAppendf("%s(%s + float2(-bloat, -bloat));", emitVertexFn, corner);
g->codeAppendf("%s(%s + float2(-bloat, +bloat));", emitVertexFn, corner);
g->codeAppendf("%s(%s + float2(+bloat, -bloat));", emitVertexFn, corner);
g->codeAppendf("%s(%s + float2(+bloat, +bloat));", emitVertexFn, corner);
g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, fNumCorners);
}
private:
const int fNumCorners;
};
void GrCCCoverageProcessor::initGS() {
SkASSERT(Impl::kGeometryShader == fImpl);
if (RenderPassIsCubic(fRenderPass) || WindMethod::kInstanceData == fWindMethod) {
SkASSERT(WindMethod::kCrossProduct == fWindMethod || 3 == this->numInputPoints());
this->addVertexAttrib("x_or_y_values", kFloat4_GrVertexAttribType);
SkASSERT(sizeof(QuadPointInstance) == this->getVertexStride() * 2);
SkASSERT(offsetof(QuadPointInstance, fY) == this->getVertexStride());
GR_STATIC_ASSERT(0 == offsetof(QuadPointInstance, fX));
} else {
this->addVertexAttrib("x_or_y_values", kFloat3_GrVertexAttribType);
SkASSERT(sizeof(TriPointInstance) == this->getVertexStride() * 2);
SkASSERT(offsetof(TriPointInstance, fY) == this->getVertexStride());
GR_STATIC_ASSERT(0 == offsetof(TriPointInstance, fX));
}
this->setWillUseGeoShader();
}
void GrCCCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount,
int baseInstance, SkTArray<GrMesh>* out) const {
// GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
// values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
// invocation receives either the shape's x or y values as inputs, which it forwards to the
// geometry shader.
SkASSERT(Impl::kGeometryShader == fImpl);
GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
mesh.setNonIndexedNonInstanced(instanceCount * 2);
mesh.setVertexData(instanceBuffer, baseInstance * 2);
}
GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {
switch (fRenderPass) {
case RenderPass::kTriangles:
return new GSTriangleImpl(std::move(shadr));
case RenderPass::kTriangleCorners:
return new GSCornerImpl(std::move(shadr), 3);
case RenderPass::kQuadratics:
case RenderPass::kCubics:
return new GSHull4Impl(std::move(shadr));
case RenderPass::kQuadraticCorners:
case RenderPass::kCubicCorners:
return new GSCornerImpl(std::move(shadr), 2);
}
SK_ABORT("Invalid RenderPass");
return nullptr;
}