Use analytic AA in FillRRectOp even if the target has MSAA
Bug: skia:11396
Change-Id: Ia29fd5c9f00006274bb2aa1db96fbad57d858786
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/380016
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
diff --git a/src/gpu/ops/GrFillRRectOp.cpp b/src/gpu/ops/GrFillRRectOp.cpp
index bcd2e10..3b56336 100644
--- a/src/gpu/ops/GrFillRRectOp.cpp
+++ b/src/gpu/ops/GrFillRRectOp.cpp
@@ -64,10 +64,12 @@
enum class ProcessorFlags {
kNone = 0,
kUseHWDerivatives = 1 << 0,
- kHasPerspective = 1 << 1,
- kHasLocalCoords = 1 << 2,
- kWideColor = 1 << 3
+ kHasLocalCoords = 1 << 1,
+ kWideColor = 1 << 2,
+ kMSAAEnabled = 1 << 3,
+ kFakeNonAA = 1 << 4,
};
+ constexpr static int kNumProcessorFlags = 5;
GR_DECL_BITFIELD_CLASS_OPS_FRIENDS(ProcessorFlags);
@@ -77,7 +79,6 @@
const SkPMColor4f& paintColor,
const SkMatrix& totalShapeMatrix,
const SkRRect&,
- GrAAType,
ProcessorFlags,
const SkRect& devBounds);
@@ -121,7 +122,6 @@
sk_sp<const GrBuffer> fVertexBuffer;
sk_sp<const GrBuffer> fIndexBuffer;
int fBaseInstance = 0;
- int fIndexCount = 0;
// If this op is prePrepared the created programInfo will be stored here for use in
// onExecute. In the prePrepared case it will have been stored in the record-time arena.
@@ -152,31 +152,19 @@
}
ProcessorFlags flags = ProcessorFlags::kNone;
- if (GrAAType::kCoverage == aaType) {
- // 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;
- }
- if (can_use_hw_derivatives_with_coverage(*caps->shaderCaps(), viewMatrix, rrect)) {
- // HW derivatives (more specifically, fwidth()) are consistently faster on all platforms
- // in coverage mode. We use them as long as the approximation will be accurate enough.
- flags |= ProcessorFlags::kUseHWDerivatives;
- }
- } else {
- if (GrAAType::kMSAA == aaType) {
- if (!caps->sampleLocationsSupport() || !caps->shaderCaps()->sampleMaskSupport() ||
- caps->shaderCaps()->canOnlyUseSampleMaskWithStencil()) {
- return nullptr;
- }
- }
- if (viewMatrix.hasPerspective()) {
- // HW derivatives are consistently slower on all platforms in sample mask mode. We
- // therefore only use them when there is perspective, since then we can't interpolate
- // the symbolic screen-space gradient.
- flags |= ProcessorFlags::kUseHWDerivatives | ProcessorFlags::kHasPerspective;
- }
+ // 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;
+ }
+ if (can_use_hw_derivatives_with_coverage(*caps->shaderCaps(), viewMatrix, rrect)) {
+ // HW derivatives (more specifically, fwidth()) are consistently faster on all platforms in
+ // coverage mode. We use them as long as the approximation will be accurate enough.
+ flags |= ProcessorFlags::kUseHWDerivatives;
+ }
+ if (aaType == GrAAType::kNone) {
+ flags |= ProcessorFlags::kFakeNonAA;
}
// Produce a matrix that draws the round rect from normalized [-1, -1, +1, +1] space.
@@ -189,59 +177,41 @@
m.postConcat(viewMatrix);
SkRect devBounds;
- if (!(flags & ProcessorFlags::kHasPerspective)) {
- // 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:
- devBounds = SkRect::MakeXYWH(m.getTranslateX(), m.getTranslateY(), 0, 0);
- devBounds.outset(SkScalarAbs(m.getScaleX()) + SkScalarAbs(m.getSkewX()),
- SkScalarAbs(m.getSkewY()) + SkScalarAbs(m.getScaleY()));
- } else {
- viewMatrix.mapRect(&devBounds, rrect.rect());
- }
+ // 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:
+ devBounds = SkRect::MakeXYWH(m.getTranslateX(), m.getTranslateY(), 0, 0);
+ devBounds.outset(SkScalarAbs(m.getScaleX()) + SkScalarAbs(m.getSkewX()),
+ SkScalarAbs(m.getSkewY()) + SkScalarAbs(m.getScaleY()));
- if (GrAAType::kMSAA == aaType && caps->preferTrianglesOverSampleMask()) {
- // We are on a platform that prefers fine triangles instead of using the sample mask. See if
- // the round rect is large enough that it will be faster for us to send it off to the
- // default path renderer instead. The 200x200 threshold was arrived at using the
- // "shapes_rrect" benchmark on an ARM Galaxy S9.
- if (devBounds.height() * devBounds.width() > 200 * 200) {
- return nullptr;
- }
- }
-
- return Helper::FactoryHelper<FillRRectOp>(ctx, std::move(paint), m, rrect, aaType,
- flags, devBounds);
+ return Helper::FactoryHelper<FillRRectOp>(ctx, std::move(paint), m, rrect, flags, devBounds);
}
FillRRectOp::FillRRectOp(GrProcessorSet* processorSet,
const SkPMColor4f& paintColor,
const SkMatrix& totalShapeMatrix,
const SkRRect& rrect,
- GrAAType aaType,
ProcessorFlags processorFlags,
const SkRect& devBounds)
: INHERITED(ClassID())
- , fHelper(processorSet, aaType)
+ , fHelper(processorSet,
+ (processorFlags & ProcessorFlags::kFakeNonAA)
+ ? GrAAType::kNone
+ : GrAAType::kCoverage) // Use analytic AA even if the RT is MSAA.
, fColor(paintColor)
, fLocalRect(rrect.rect())
, fProcessorFlags(processorFlags & ~(ProcessorFlags::kHasLocalCoords |
- ProcessorFlags::kWideColor)) {
- SkASSERT((fProcessorFlags & ProcessorFlags::kHasPerspective) ==
- totalShapeMatrix.hasPerspective());
+ ProcessorFlags::kWideColor |
+ ProcessorFlags::kMSAAEnabled)) {
+ // FillRRectOp::Make fails if there is perspective.
+ SkASSERT(!totalShapeMatrix.hasPerspective());
this->setBounds(devBounds, GrOp::HasAABloat::kYes, GrOp::IsHairline::kNo);
// Write the matrix attribs.
const SkMatrix& m = totalShapeMatrix;
- if (!(fProcessorFlags & ProcessorFlags::kHasPerspective)) {
- // Affine 2D transformation (float2x2 plus float2 translate).
- SkASSERT(!m.hasPerspective());
- this->writeInstanceData(m.getScaleX(), m.getSkewX(), m.getSkewY(), m.getScaleY());
- this->writeInstanceData(m.getTranslateX(), m.getTranslateY());
- } else {
- // Perspective float3x3 transformation matrix.
- SkASSERT(m.hasPerspective());
- m.get9(this->appendInstanceData<float>(9));
- }
+ // Affine 2D transformation (float2x2 plus float2 translate).
+ SkASSERT(!m.hasPerspective());
+ 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;
@@ -307,8 +277,7 @@
const char* name() const final { return "GrFillRRectOp::Processor"; }
void getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const final {
- b->addBits(4, (uint32_t)fFlags, "flags");
- b->addBits(2, (uint32_t)fAAType, "aaType");
+ b->addBits(kNumProcessorFlags, (uint32_t)fFlags, "flags");
}
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final;
@@ -316,22 +285,11 @@
private:
Processor(GrAAType aaType, ProcessorFlags flags)
: INHERITED(kGrFillRRectOp_Processor_ClassID)
- , fAAType(aaType)
, fFlags(flags) {
- int numVertexAttribs = (GrAAType::kCoverage == fAAType) ? 3 : 2;
- this->setVertexAttributes(kVertexAttribs, numVertexAttribs);
+ this->setVertexAttributes(kVertexAttribs, SK_ARRAY_COUNT(kVertexAttribs));
- if (!(fFlags & ProcessorFlags::kHasPerspective)) {
- // Affine 2D transformation (float2x2 plus float2 translate).
- fInstanceAttribs.emplace_back("skew", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
- fInstanceAttribs.emplace_back(
- "translate", kFloat2_GrVertexAttribType, kFloat2_GrSLType);
- } else {
- // Perspective float3x3 transformation matrix.
- fInstanceAttribs.emplace_back("persp_x", kFloat3_GrVertexAttribType, kFloat3_GrSLType);
- fInstanceAttribs.emplace_back("persp_y", kFloat3_GrVertexAttribType, kFloat3_GrSLType);
- fInstanceAttribs.emplace_back("persp_z", kFloat3_GrVertexAttribType, kFloat3_GrSLType);
- }
+ fInstanceAttribs.emplace_back("skew", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
+ fInstanceAttribs.emplace_back("translate", kFloat2_GrVertexAttribType, kFloat2_GrSLType);
fInstanceAttribs.emplace_back("radii_x", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fInstanceAttribs.emplace_back("radii_y", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fColorAttrib = &fInstanceAttribs.push_back(
@@ -341,10 +299,6 @@
"local_rect", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
}
this->setInstanceAttributes(fInstanceAttribs.begin(), fInstanceAttribs.count());
-
- if (GrAAType::kMSAA == fAAType) {
- this->setWillUseCustomFeature(CustomFeatures::kSampleLocations);
- }
}
static constexpr Attribute kVertexAttribs[] = {
@@ -353,14 +307,12 @@
// Coverage only.
{"aa_bloat_and_coverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}};
- const GrAAType fAAType;
const ProcessorFlags fFlags;
SkSTArray<6, Attribute> fInstanceAttribs;
const Attribute* fColorAttrib;
- class CoverageImpl;
- class MSAAImpl;
+ class Impl;
using INHERITED = GrGeometryProcessor;
};
@@ -385,7 +337,7 @@
// rectangles.
static constexpr float kOctoOffset = 1/(1 + SK_ScalarRoot2Over2);
-static constexpr CoverageVertex kCoverageVertexData[] = {
+static constexpr CoverageVertex 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},
@@ -452,9 +404,9 @@
{{{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(gCoverageVertexBufferKey);
+GR_DECLARE_STATIC_UNIQUE_KEY(gVertexBufferKey);
-static constexpr uint16_t kCoverageIndexData[] = {
+static constexpr uint16_t kIndexData[] = {
// Inset octagon (solid coverage).
0, 1, 7,
1, 2, 7,
@@ -493,126 +445,35 @@
39, 36, 38,
36, 38, 37};
-GR_DECLARE_STATIC_UNIQUE_KEY(gCoverageIndexBufferKey);
-
-
-// Our MSAA geometry consists of an inset octagon with full sample mask coverage, circumscribed
-// by a larger octagon that modifies the sample mask for the arc at each corresponding corner.
-struct MSAAVertex {
- std::array<float, 4> fRadiiSelector;
- std::array<float, 2> fCorner;
- std::array<float, 2> fRadiusOutset;
-};
-
-static constexpr MSAAVertex kMSAAVertexData[] = {
- // Left edge. (Negative radii selector indicates this is not an arc section.)
- {{{0,0,0,-1}}, {{-1,+1}}, {{0,-1}}},
- {{{-1,0,0,0}}, {{-1,-1}}, {{0,+1}}},
-
- // Top edge.
- {{{-1,0,0,0}}, {{-1,-1}}, {{+1,0}}},
- {{{0,-1,0,0}}, {{+1,-1}}, {{-1,0}}},
-
- // Right edge.
- {{{0,-1,0,0}}, {{+1,-1}}, {{0,+1}}},
- {{{0,0,-1,0}}, {{+1,+1}}, {{0,-1}}},
-
- // Bottom edge.
- {{{0,0,-1,0}}, {{+1,+1}}, {{-1,0}}},
- {{{0,0,0,-1}}, {{-1,+1}}, {{+1,0}}},
-
- // Top-left corner.
- {{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}},
- {{{1,0,0,0}}, {{-1,-1}}, {{0,+kOctoOffset}}},
- {{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}},
- {{{1,0,0,0}}, {{-1,-1}}, {{+kOctoOffset,0}}},
-
- // Top-right corner.
- {{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}},
- {{{0,1,0,0}}, {{+1,-1}}, {{-kOctoOffset,0}}},
- {{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}},
- {{{0,1,0,0}}, {{+1,-1}}, {{0,+kOctoOffset}}},
-
- // Bottom-right corner.
- {{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}},
- {{{0,0,1,0}}, {{+1,+1}}, {{0,-kOctoOffset}}},
- {{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}},
- {{{0,0,1,0}}, {{+1,+1}}, {{-kOctoOffset,0}}},
-
- // Bottom-left corner.
- {{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}},
- {{{0,0,0,1}}, {{-1,+1}}, {{+kOctoOffset,0}}},
- {{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}},
- {{{0,0,0,1}}, {{-1,+1}}, {{0,-kOctoOffset}}}};
-
-GR_DECLARE_STATIC_UNIQUE_KEY(gMSAAVertexBufferKey);
-
-static constexpr uint16_t kMSAAIndexData[] = {
- // Inset octagon. (Full sample mask.)
- 0, 1, 2,
- 0, 2, 3,
- 0, 3, 6,
- 3, 4, 5,
- 3, 5, 6,
- 6, 7, 0,
-
- // Top-left arc. (Sample mask is set to the arc.)
- 8, 9, 10,
- 9, 11, 10,
-
- // Top-right arc.
- 12, 13, 14,
- 13, 15, 14,
-
- // Bottom-right arc.
- 16, 17, 18,
- 17, 19, 18,
-
- // Bottom-left arc.
- 20, 21, 22,
- 21, 23, 22};
-
-GR_DECLARE_STATIC_UNIQUE_KEY(gMSAAIndexBufferKey);
+GR_DECLARE_STATIC_UNIQUE_KEY(gIndexBufferKey);
void FillRRectOp::onPrepareDraws(Target* target) {
+ // We request no multisample, but some platforms don't support disabling it on MSAA targets.
+ if (target->rtProxy()->numSamples() > 1 && !target->caps().multisampleDisableSupport()) {
+ fProcessorFlags |= ProcessorFlags::kMSAAEnabled;
+ }
+
if (void* instanceData = target->makeVertexSpace(fInstanceStride, fInstanceCount,
&fInstanceBuffer, &fBaseInstance)) {
SkASSERT(fInstanceStride * fInstanceCount == fInstanceData.count());
memcpy(instanceData, fInstanceData.begin(), fInstanceData.count());
}
- if (GrAAType::kCoverage == fHelper.aaType()) {
- GR_DEFINE_STATIC_UNIQUE_KEY(gCoverageIndexBufferKey);
+ GR_DEFINE_STATIC_UNIQUE_KEY(gIndexBufferKey);
- fIndexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(
- GrGpuBufferType::kIndex, sizeof(kCoverageIndexData), kCoverageIndexData,
- gCoverageIndexBufferKey);
+ fIndexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(GrGpuBufferType::kIndex,
+ sizeof(kIndexData),
+ kIndexData, gIndexBufferKey);
- GR_DEFINE_STATIC_UNIQUE_KEY(gCoverageVertexBufferKey);
+ GR_DEFINE_STATIC_UNIQUE_KEY(gVertexBufferKey);
- fVertexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(
- GrGpuBufferType::kVertex, sizeof(kCoverageVertexData), kCoverageVertexData,
- gCoverageVertexBufferKey);
-
- fIndexCount = SK_ARRAY_COUNT(kCoverageIndexData);
- } else {
- GR_DEFINE_STATIC_UNIQUE_KEY(gMSAAIndexBufferKey);
-
- fIndexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(
- GrGpuBufferType::kIndex, sizeof(kMSAAIndexData), kMSAAIndexData,
- gMSAAIndexBufferKey);
-
- GR_DEFINE_STATIC_UNIQUE_KEY(gMSAAVertexBufferKey);
-
- fVertexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(
- GrGpuBufferType::kVertex, sizeof(kMSAAVertexData), kMSAAVertexData,
- gMSAAVertexBufferKey);
-
- fIndexCount = SK_ARRAY_COUNT(kMSAAIndexData);
- }
+ fVertexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(GrGpuBufferType::kVertex,
+ sizeof(kVertexData),
+ kVertexData,
+ gVertexBufferKey);
}
-class FillRRectOp::Processor::CoverageImpl : public GrGLSLGeometryProcessor {
+class FillRRectOp::Processor::Impl : public GrGLSLGeometryProcessor {
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& proc = args.fGP.cast<Processor>();
bool useHWDerivatives = (proc.fFlags & ProcessorFlags::kUseHWDerivatives);
@@ -627,11 +488,17 @@
// Emit the vertex shader.
GrGLSLVertexBuilder* v = args.fVertBuilder;
+ // When MSAA is enabled, we need to make sure every sample gets lit up on pixels that have
+ // fractional coverage. We do this by making the ramp wider.
+ v->codeAppendf("float aa_bloat_multiplier = %i;",
+ (proc.fFlags & ProcessorFlags::kMSAAEnabled)
+ ? 2 // Outset an entire pixel (2 radii).
+ : 1); // Outset one half pixel (1 radius).
+
// 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).
@@ -648,28 +515,44 @@
v->codeAppend("float2 radii = radii_and_neighbors.xy;");
v->codeAppend("float2 neighbor_radii = radii_and_neighbors.zw;");
+ v->codeAppend("float coverage_multiplier = 1;");
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.
+ // The rrect is more narrow than a half-pixel 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);");
+ v->codeAppend( "coverage_multiplier = 1 / (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))) {");
+ // Unpack coverage.
+ v->codeAppend("float coverage = aa_bloat_and_coverage.z;");
+ if (proc.fFlags & ProcessorFlags::kMSAAEnabled) {
+ // MSAA has a wider ramp that goes from -.5 to 1.5 instead of 0 to 1.
+ v->codeAppendf("coverage = (coverage - .5) * aa_bloat_multiplier + .5;");
+ }
+
+ v->codeAppend("if (any(lessThan(radii, aa_bloatradius * 1.5))) {");
// 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( "radii = float2(0);");
+ // Convert to a standard picture frame for an AA rect instead of the round
+ // rect geometry.
+ v->codeAppend( "aa_bloat_direction = sign(corner);");
+ v->codeAppend( "if (coverage > .5) {"); // Are we an inset edge?
+ v->codeAppend( "aa_bloat_direction = -aa_bloat_direction;");
+ v->codeAppend( "}");
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 radii get smaller than a coverage ramp plus an extra half
+ // pixel for MSAA. Always use the same amount so we don't pop when
+ // switching between MSAA and coverage.
+ v->codeAppend( "radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);");
+ v->codeAppend( "neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, "
+ "2 - pixellength * 1.5);");
// 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));");
@@ -678,9 +561,33 @@
// 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 aa_outset = "
+ "aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;");
v->codeAppend("float2 vertexpos = corner + radius_outset * radii + aa_outset;");
+ v->codeAppend("if (coverage > .5) {"); // Are we an inset edge?
+ // Don't allow the aa insets to overlap. i.e., Don't let them inset past
+ // the center (x=y=0). Since we don't allow the rect to become thinner
+ // than 1px, this should only happen when using MSAA, where we inset by an
+ // entire pixel instead of half.
+ v->codeAppend( "if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {");
+ v->codeAppend( "float backset = abs(vertexpos.x);");
+ v->codeAppend( "vertexpos.x = 0;");
+ v->codeAppend( "vertexpos.y += "
+ "backset * sign(corner.y) * pixellength.y/pixellength.x;");
+ v->codeAppend( "coverage = (coverage - .5) * abs(corner.x) / "
+ "(abs(corner.x) + backset) + .5;");
+ v->codeAppend( "}");
+ v->codeAppend( "if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {");
+ v->codeAppend( "float backset = abs(vertexpos.y);");
+ v->codeAppend( "vertexpos.y = 0;");
+ v->codeAppend( "vertexpos.x += "
+ "backset * sign(corner.x) * pixellength.x/pixellength.y;");
+ v->codeAppend( "coverage = (coverage - .5) * abs(corner.y) / "
+ "(abs(corner.y) + backset) + .5;");
+ v->codeAppend( "}");
+ v->codeAppend("}");
+
// Write positions
GrShaderVar localCoord("", kFloat2_GrSLType);
if (proc.fFlags & ProcessorFlags::kHasLocalCoords) {
@@ -690,7 +597,6 @@
}
// Transform to device space.
- SkASSERT(!(proc.fFlags & ProcessorFlags::kHasPerspective));
v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);");
v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord");
@@ -701,7 +607,8 @@
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->codeAppendf( "%s.xy = float2(0, coverage * coverage_multiplier);",
+ 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).
@@ -734,9 +641,19 @@
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( "coverage = .5 - half(fn/fnwidth);");
+ if (proc.fFlags & ProcessorFlags::kMSAAEnabled) {
+ // MSAA uses ramps larger than 1px, so we need to clamp in both branches.
+ f->codeAppendf("}");
+ }
+ f->codeAppendf("coverage = clamp(coverage, 0, 1);");
+ if (!(proc.fFlags & ProcessorFlags::kMSAAEnabled)) {
+ // When not using MSAA, we only need to clamp in the "arc" branch.
+ f->codeAppendf("}");
+ }
+ if (proc.fFlags & ProcessorFlags::kFakeNonAA) {
+ f->codeAppendf("coverage = round(coverage);");
+ }
f->codeAppendf("%s = half4(coverage);", args.fOutputCoverage);
}
@@ -744,112 +661,9 @@
};
-class FillRRectOp::Processor::MSAAImpl : public GrGLSLGeometryProcessor {
- void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
- const auto& proc = args.fGP.cast<Processor>();
- bool useHWDerivatives = (proc.fFlags & ProcessorFlags::kUseHWDerivatives);
- bool hasPerspective = (proc.fFlags & ProcessorFlags::kHasPerspective);
- bool hasLocalCoords = (proc.fFlags & ProcessorFlags::kHasLocalCoords);
- SkASSERT(useHWDerivatives == hasPerspective);
-
- SkASSERT(proc.vertexStride() == sizeof(MSAAVertex));
-
- // Emit the vertex shader.
- GrGLSLVertexBuilder* v = args.fVertBuilder;
-
- GrGLSLVaryingHandler* varyings = args.fVaryingHandler;
- varyings->emitAttributes(proc);
- varyings->addPassThroughAttribute(*proc.fColorAttrib, args.fOutputColor,
- GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
-
- // Unpack vertex attribs.
- v->codeAppendf("float2 corner = corner_and_radius_outsets.xy;");
- v->codeAppendf("float2 radius_outset = corner_and_radius_outsets.zw;");
-
- // Identify our radii.
- v->codeAppend("float2 radii;");
- v->codeAppend("radii.x = dot(radii_selector, radii_x);");
- v->codeAppend("radii.y = dot(radii_selector, radii_y);");
- v->codeAppendf("bool is_arc_section = (radii.x > 0);");
- v->codeAppendf("radii = abs(radii);");
-
- // Find our vertex position, adjusted for radii. Our rect is drawn in normalized
- // [-1,-1,+1,+1] space.
- v->codeAppend("float2 vertexpos = corner + radius_outset * radii;");
-
- // Write positions
- GrShaderVar localCoord("", kFloat2_GrSLType);
- if (hasLocalCoords) {
- v->codeAppend("float2 localcoord = (local_rect.xy * (1 - vertexpos) + "
- "local_rect.zw * (1 + vertexpos)) * .5;");
- gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "localcoord");
- }
-
- // Transform to device space.
- if (!hasPerspective) {
- v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);");
- v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;");
- gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord");
- } else {
- v->codeAppend("float3x3 persp_matrix = float3x3(persp_x, persp_y, persp_z);");
- v->codeAppend("float3 devcoord = float3(vertexpos, 1) * persp_matrix;");
- gpArgs->fPositionVar.set(kFloat3_GrSLType, "devcoord");
- }
-
- // Determine normalized arc coordinates for the implicit function.
- GrGLSLVarying arcCoord((useHWDerivatives) ? kFloat2_GrSLType : kFloat4_GrSLType);
- varyings->addVarying("arccoord", &arcCoord);
- v->codeAppendf("if (is_arc_section) {");
- v->codeAppendf( "%s.xy = 1 - abs(radius_outset);", arcCoord.vsOut());
- if (!useHWDerivatives) {
- // The gradient is order-1: Interpolate it across arccoord.zw.
- // This doesn't work with perspective.
- SkASSERT(!hasPerspective);
- v->codeAppendf("float2x2 derivatives = inverse(skewmatrix);");
- v->codeAppendf("%s.zw = derivatives * (%s.xy/radii * corner * 2);",
- arcCoord.vsOut(), arcCoord.vsOut());
- }
- v->codeAppendf("} else {");
- if (useHWDerivatives) {
- v->codeAppendf("%s = float2(0);", arcCoord.vsOut());
- } else {
- v->codeAppendf("%s = float4(0);", arcCoord.vsOut());
- }
- v->codeAppendf("}");
-
- // Emit the fragment shader.
- GrGLSLFPFragmentBuilder* f = args.fFragBuilder;
-
- f->codeAppendf("%s = half4(1);", args.fOutputCoverage);
-
- // If x,y == 0, then we are drawing a triangle that does not track an arc.
- f->codeAppendf("if (float2(0) != %s.xy) {", arcCoord.fsIn());
- f->codeAppendf( "float fn = dot(%s.xy, %s.xy) - 1;", arcCoord.fsIn(), arcCoord.fsIn());
- if (GrAAType::kMSAA == proc.fAAType) {
- using ScopeFlags = GrGLSLFPFragmentBuilder::ScopeFlags;
- if (!useHWDerivatives) {
- f->codeAppendf("float2 grad = %s.zw;", arcCoord.fsIn());
- f->applyFnToMultisampleMask("fn", "grad", ScopeFlags::kInsidePerPrimitiveBranch);
- } else {
- f->applyFnToMultisampleMask("fn", nullptr, ScopeFlags::kInsidePerPrimitiveBranch);
- }
- } else {
- f->codeAppendf("if (fn > 0) {");
- f->codeAppendf( "%s = half4(0);", args.fOutputCoverage);
- f->codeAppendf("}");
- }
- f->codeAppendf("}");
- }
-
- void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&) override {}
-};
-
GrGLSLPrimitiveProcessor* FillRRectOp::Processor::createGLSLInstance(
const GrShaderCaps&) const {
- if (GrAAType::kCoverage != fAAType) {
- return new MSAAImpl();
- }
- return new CoverageImpl();
+ return new Impl();
}
void FillRRectOp::onCreateProgramInfo(const GrCaps* caps,
@@ -880,7 +694,8 @@
flushState->bindTextures(fProgramInfo->primProc(), nullptr, fProgramInfo->pipeline());
flushState->bindBuffers(std::move(fIndexBuffer), std::move(fInstanceBuffer),
std::move(fVertexBuffer));
- flushState->drawIndexedInstanced(fIndexCount, 0, fInstanceCount, fBaseInstance, 0);
+ flushState->drawIndexedInstanced(SK_ARRAY_COUNT(kIndexData), 0, fInstanceCount, fBaseInstance,
+ 0);
}
// Will the given corner look good if we use HW derivatives?