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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrCCCoverageProcessor_DEFINED
#define GrCCCoverageProcessor_DEFINED
#include "include/private/SkNx.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrShaderCaps.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
class GrGLSLFPFragmentBuilder;
class GrGLSLVertexGeoBuilder;
class GrMesh;
class GrOpFlushState;
/**
* This is the geometry processor for the simple convex primitive shapes (triangles and closed,
* convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
* value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
*
* The caller is responsible to draw all primitives as produced by GrCCGeometry into a cleared,
* floating point, alpha-only render target using SkBlendMode::kPlus. Once all of a path's
* primitives have been drawn, the render target contains a composite coverage count that can then
* be used to draw the path (see GrCCPathProcessor).
*
* To draw primitives, use appendMesh() and draw() (defined below).
*/
class GrCCCoverageProcessor : public GrGeometryProcessor {
public:
enum class PrimitiveType {
kTriangles,
kWeightedTriangles, // Triangles (from the tessellator) whose winding magnitude > 1.
kQuadratics,
kCubics,
kConics
};
static const char* PrimitiveTypeName(PrimitiveType);
// Defines a single primitive shape with 3 input points (i.e. Triangles and Quadratics).
// X,Y point values are transposed.
struct TriPointInstance {
float fValues[6];
enum class Ordering : bool {
kXYTransposed,
kXYInterleaved,
};
void set(const SkPoint[3], const Sk2f& translate, Ordering);
void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& translate, Ordering);
void set(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering);
};
// Defines a single primitive shape with 4 input points, or 3 input points plus a "weight"
// parameter duplicated in both lanes of the 4th input (i.e. Cubics, Conics, and Triangles with
// a weighted winding number). X,Y point values are transposed.
struct QuadPointInstance {
float fX[4];
float fY[4];
void set(const SkPoint[4], float dx, float dy);
void setW(const SkPoint[3], const Sk2f& trans, float w);
void setW(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w);
void setW(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans, float w);
};
virtual void reset(PrimitiveType, GrResourceProvider*) = 0;
PrimitiveType primitiveType() const { return fPrimitiveType; }
// Number of bezier points for curves, or 3 for triangles.
int numInputPoints() const { return PrimitiveType::kCubics == fPrimitiveType ? 4 : 3; }
bool isTriangles() const {
return PrimitiveType::kTriangles == fPrimitiveType ||
PrimitiveType::kWeightedTriangles == fPrimitiveType;
}
int hasInputWeight() const {
return PrimitiveType::kWeightedTriangles == fPrimitiveType ||
PrimitiveType::kConics == fPrimitiveType;
}
// GrPrimitiveProcessor overrides.
const char* name() const override { return PrimitiveTypeName(fPrimitiveType); }
#ifdef SK_DEBUG
SkString dumpInfo() const override {
return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str());
}
#endif
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
SkDEBUGCODE(this->getDebugBloatKey(b));
b->add32((int)fPrimitiveType);
}
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final;
#ifdef SK_DEBUG
// Increases the 1/2 pixel AA bloat by a factor of debugBloat.
void enableDebugBloat(float debugBloat) { fDebugBloat = debugBloat; }
bool debugBloatEnabled() const { return fDebugBloat > 0; }
float debugBloat() const { SkASSERT(this->debugBloatEnabled()); return fDebugBloat; }
void getDebugBloatKey(GrProcessorKeyBuilder* b) const {
uint32_t bloatBits;
memcpy(&bloatBits, &fDebugBloat, 4);
b->add32(bloatBits);
}
#endif
// Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
// of either TriPointInstance or QuadPointInstance, depending on this processor's RendererPass,
// with coordinates in the desired shape's final atlas-space position.
virtual void appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer, int instanceCount,
int baseInstance, SkTArray<GrMesh>* out) const = 0;
virtual void draw(GrOpFlushState*, const GrPipeline&, const SkIRect scissorRects[],
const GrMesh[], int meshCount, const SkRect& drawBounds) const;
// The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
// provides details about shape-specific geometry.
class Shader {
public:
// Returns true if the Impl should not calculate the coverage argument for emitVaryings().
// If true, then "coverage" will have a signed magnitude of 1.
virtual bool calculatesOwnEdgeCoverage() const { return false; }
// Called before generating geometry. Subclasses may set up internal member variables during
// this time that will be needed during onEmitVaryings (e.g. transformation matrices).
//
// If the 'outHull4' parameter is provided, and there are not 4 input points, the subclass
// is required to fill it with the name of a 4-point hull around which the Impl can generate
// its geometry. If it is left unchanged, the Impl will use the regular input points.
virtual void emitSetupCode(
GrGLSLVertexGeoBuilder*, const char* pts, const char** outHull4 = nullptr) const {
SkASSERT(!outHull4);
}
void emitVaryings(
GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code,
const char* position, const char* coverage, const char* cornerCoverage,
const char* wind) {
SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
this->onEmitVaryings(
varyingHandler, scope, code, position, coverage, cornerCoverage, wind);
}
// Writes the signed coverage value at the current pixel to "outputCoverage".
virtual void emitFragmentCoverageCode(
GrGLSLFPFragmentBuilder*, const char* outputCoverage) const = 0;
// Assigns the built-in sample mask at the current pixel.
virtual void emitSampleMaskCode(GrGLSLFPFragmentBuilder*) const = 0;
// Calculates the winding direction of the input points (+1, -1, or 0). Wind for extremely
// thin triangles gets rounded to zero.
static void CalcWind(const GrCCCoverageProcessor&, GrGLSLVertexGeoBuilder*, const char* pts,
const char* outputWind);
// Calculates an edge's coverage at a conservative raster vertex. The edge is defined by two
// clockwise-ordered points, 'leftPt' and 'rightPt'. 'rasterVertexDir' is a pair of +/-1
// values that point in the direction of conservative raster bloat, starting from an
// endpoint.
//
// Coverage values ramp from -1 (completely outside the edge) to 0 (completely inside).
static void CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder*, const char* leftPt,
const char* rightPt, const char* rasterVertexDir,
const char* outputCoverage);
// Calculates an edge's coverage at two conservative raster vertices.
// (See CalcEdgeCoverageAtBloatVertex).
static void CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder*, const char* leftPt,
const char* rightPt, const char* bloatDir1,
const char* bloatDir2,
const char* outputCoverages);
// Corner boxes require an additional "attenuation" varying that is multiplied by the
// regular (linearly-interpolated) coverage. This function calculates the attenuation value
// to use in the single, outermost vertex. The remaining three vertices of the corner box
// all use an attenuation value of 1.
static void CalcCornerAttenuation(GrGLSLVertexGeoBuilder*, const char* leftDir,
const char* rightDir, const char* outputAttenuation);
virtual ~Shader() {}
protected:
// Here the subclass adds its internal varyings to the handler and produces code to
// initialize those varyings from a given position and coverage values.
//
// NOTE: the coverage values are signed appropriately for wind.
// 'coverage' will only be +1 or -1 on curves.
virtual void onEmitVaryings(
GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position,
const char* coverage, const char* cornerCoverage, const char* wind) = 0;
// Returns the name of a Shader's internal varying at the point where where its value is
// assigned. This is intended to work whether called for a vertex or a geometry shader.
const char* OutName(const GrGLSLVarying& varying) const {
using Scope = GrGLSLVarying::Scope;
SkASSERT(Scope::kVertToGeo != varying.scope());
return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
}
// Our friendship with GrGLSLShaderBuilder does not propagate to subclasses.
inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); }
};
protected:
// Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
// accidentally bleed into neighbor pixels.
static constexpr float kAABloatRadius = 0.491111f;
GrCCCoverageProcessor(ClassID classID) : INHERITED(classID) {}
virtual GrGLSLPrimitiveProcessor* onCreateGLSLInstance(std::unique_ptr<Shader>) const = 0;
// Our friendship with GrGLSLShaderBuilder does not propagate to subclasses.
inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); }
PrimitiveType fPrimitiveType;
SkDEBUGCODE(float fDebugBloat = 0);
class TriangleShader;
typedef GrGeometryProcessor INHERITED;
};
inline const char* GrCCCoverageProcessor::PrimitiveTypeName(PrimitiveType type) {
switch (type) {
case PrimitiveType::kTriangles: return "kTriangles";
case PrimitiveType::kWeightedTriangles: return "kWeightedTriangles";
case PrimitiveType::kQuadratics: return "kQuadratics";
case PrimitiveType::kCubics: return "kCubics";
case PrimitiveType::kConics: return "kConics";
}
SK_ABORT("Invalid PrimitiveType");
}
inline void GrCCCoverageProcessor::TriPointInstance::set(
const SkPoint p[3], const Sk2f& translate, Ordering ordering) {
this->set(p[0], p[1], p[2], translate, ordering);
}
inline void GrCCCoverageProcessor::TriPointInstance::set(
const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& translate,
Ordering ordering) {
Sk2f P0 = Sk2f::Load(&p0);
Sk2f P1 = Sk2f::Load(&p1);
Sk2f P2 = Sk2f::Load(&p2);
this->set(P0, P1, P2, translate, ordering);
}
inline void GrCCCoverageProcessor::TriPointInstance::set(
const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering ordering) {
if (Ordering::kXYTransposed == ordering) {
Sk2f::Store3(fValues, P0 + translate, P1 + translate, P2 + translate);
} else {
(P0 + translate).store(fValues);
(P1 + translate).store(fValues + 2);
(P2 + translate).store(fValues + 4);
}
}
inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint p[4], float dx, float dy) {
Sk4f X,Y;
Sk4f::Load2(p, &X, &Y);
(X + dx).store(&fX);
(Y + dy).store(&fY);
}
inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint p[3], const Sk2f& trans,
float w) {
this->setW(p[0], p[1], p[2], trans, w);
}
inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint& p0, const SkPoint& p1,
const SkPoint& p2, const Sk2f& trans,
float w) {
Sk2f P0 = Sk2f::Load(&p0);
Sk2f P1 = Sk2f::Load(&p1);
Sk2f P2 = Sk2f::Load(&p2);
this->setW(P0, P1, P2, trans, w);
}
inline void GrCCCoverageProcessor::QuadPointInstance::setW(const Sk2f& P0, const Sk2f& P1,
const Sk2f& P2, const Sk2f& trans,
float w) {
Sk2f W = Sk2f(w);
Sk2f::Store4(this, P0 + trans, P1 + trans, P2 + trans, W);
}
#endif