| /* |
| * 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 |