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Chris Dalton1a325d22017-07-14 15:17:41 -06001/*
2 * Copyright 2017 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
Chris Dalton383a2ef2018-01-08 17:21:41 -05008#include "GrCCCoverageProcessor.h"
Chris Dalton1a325d22017-07-14 15:17:41 -06009
Chris Dalton6a3dbee2017-10-16 10:44:41 -060010#include "SkMakeUnique.h"
Chris Dalton383a2ef2018-01-08 17:21:41 -050011#include "ccpr/GrCCCubicShader.h"
12#include "ccpr/GrCCQuadraticShader.h"
13#include "ccpr/GrCCTriangleShader.h"
Chris Dalton90e8fb12017-12-22 02:24:53 -070014#include "glsl/GrGLSLVertexGeoBuilder.h"
Chris Dalton1a325d22017-07-14 15:17:41 -060015#include "glsl/GrGLSLFragmentShaderBuilder.h"
Chris Dalton1fbdb612017-12-12 12:48:47 -070016#include "glsl/GrGLSLVertexGeoBuilder.h"
Chris Dalton1a325d22017-07-14 15:17:41 -060017
Chris Dalton383a2ef2018-01-08 17:21:41 -050018void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
Chris Dalton60283612018-02-14 13:38:14 -070019 GrGLSLFPFragmentBuilder* f,
Chris Dalton383a2ef2018-01-08 17:21:41 -050020 const char* skOutputColor,
21 const char* skOutputCoverage) const {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060022 f->codeAppendf("half coverage = 0;");
23 this->onEmitFragmentCode(f, "coverage");
Chris Daltonf510e262018-01-30 16:42:37 -070024 f->codeAppendf("%s.a = coverage;", skOutputColor);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060025 f->codeAppendf("%s = half4(1);", skOutputCoverage);
Chris Dalton1a325d22017-07-14 15:17:41 -060026#ifdef SK_DEBUG
Chris Daltona640c492017-09-11 22:04:03 -070027 if (proc.debugVisualizationsEnabled()) {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060028 f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);",
29 skOutputColor, skOutputColor, skOutputColor);
Eric Borend6365e52017-10-16 12:31:14 +000030 }
31#endif
Eric Borend6365e52017-10-16 12:31:14 +000032}
33
Chris Dalton383a2ef2018-01-08 17:21:41 -050034void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
35 const char* leftPt,
36 const char* rightPt,
37 const char* outputDistanceEquation) {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060038 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
Eric Borend6365e52017-10-16 12:31:14 +000039 rightPt, leftPt, leftPt, rightPt);
Chris Daltoncc0ab7e2017-10-24 14:16:52 -060040 s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
41 // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we
42 // come up with here as long as it isn't NaN or Inf.
43 s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;");
44 s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt);
Eric Borend6365e52017-10-16 12:31:14 +000045}
46
Chris Dalton0a793812018-03-07 11:18:30 -070047void GrCCCoverageProcessor::Shader::CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder* s,
48 const char* leftPt,
49 const char* rightPt,
50 const char* rasterVertexDir,
51 const char* outputCoverage) {
52 // Here we find an edge's coverage at one corner of a conservative raster bloat box whose center
53 // falls on the edge in question. (A bloat box is axis-aligned and the size of one pixel.) We
54 // always set up coverage so it is -1 at the outermost corner, 0 at the innermost, and -.5 at
55 // the center. Interpolated, these coverage values convert jagged conservative raster edges into
56 // smooth antialiased edges.
57 //
58 // d1 == (P + sign(n) * bloat) dot n (Distance at the bloat box vertex whose
59 // == P dot n + (abs(n.x) + abs(n.y)) * bloatSize coverage=-1, where the bloat box is
60 // centered on P.)
61 //
62 // d0 == (P - sign(n) * bloat) dot n (Distance at the bloat box vertex whose
63 // == P dot n - (abs(n.x) + abs(n.y)) * bloatSize coverage=0, where the bloat box is
64 // centered on P.)
65 //
66 // d == (P + rasterVertexDir * bloatSize) dot n (Distance at the bloat box vertex whose
67 // == P dot n + (rasterVertexDir dot n) * bloatSize coverage we wish to calculate.)
68 //
69 // coverage == -(d - d0) / (d1 - d0) (coverage=-1 at d=d1; coverage=0 at d=d0)
70 //
71 // == (rasterVertexDir dot n) / (abs(n.x) + abs(n.y)) * -.5 - .5
72 //
73 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
74 rightPt, leftPt, leftPt, rightPt);
75 s->codeAppend ("float nwidth = abs(n.x) + abs(n.y);");
76 s->codeAppendf("float t = dot(%s, n);", rasterVertexDir);
77 // The below conditional guarantees we get exactly 1 on the divide when nwidth=t (in case the
78 // GPU divides by multiplying by the reciprocal?) It also guards against NaN when nwidth=0.
79 s->codeAppendf("%s = (abs(t) != nwidth ? t / nwidth : sign(t)) * -.5 - .5;", outputCoverage);
80}
81
Chris Dalton60283612018-02-14 13:38:14 -070082int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f,
Chris Dalton383a2ef2018-01-08 17:21:41 -050083 const char* samplesName) {
Chris Dalton1a325d22017-07-14 15:17:41 -060084 // Standard DX11 sample locations.
85#if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
Ethan Nicholas8aa45692017-09-20 11:24:15 -040086 f->defineConstant("float2[8]", samplesName, "float2[8]("
87 "float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, "
88 "float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16."
Chris Dalton1a325d22017-07-14 15:17:41 -060089 ")");
90 return 8;
91#else
Ethan Nicholas8aa45692017-09-20 11:24:15 -040092 f->defineConstant("float2[16]", samplesName, "float2[16]("
93 "float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, "
94 "float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, "
95 "float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, "
96 "float2(-8, 0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16."
Chris Dalton1a325d22017-07-14 15:17:41 -060097 ")");
98 return 16;
99#endif
100}
101
Chris Dalton383a2ef2018-01-08 17:21:41 -0500102void GrCCCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
103 GrProcessorKeyBuilder* b) const {
Chris Dalton84403d72018-02-13 21:46:17 -0500104 int key = (int)fRenderPass << 2;
105 if (WindMethod::kInstanceData == fWindMethod) {
106 key |= 2;
107 }
108 if (Impl::kVertexShader == fImpl) {
Chris Dalton90e8fb12017-12-22 02:24:53 -0700109 key |= 1;
110 }
111#ifdef SK_DEBUG
112 uint32_t bloatBits;
113 memcpy(&bloatBits, &fDebugBloat, 4);
114 b->add32(bloatBits);
115#endif
116 b->add32(key);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600117}
118
Chris Dalton383a2ef2018-01-08 17:21:41 -0500119GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600120 std::unique_ptr<Shader> shader;
121 switch (fRenderPass) {
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600122 case RenderPass::kTriangleHulls:
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600123 case RenderPass::kTriangleEdges:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500124 shader = skstd::make_unique<GrCCTriangleShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600125 break;
126 case RenderPass::kTriangleCorners:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500127 shader = skstd::make_unique<GrCCTriangleCornerShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600128 break;
129 case RenderPass::kQuadraticHulls:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500130 shader = skstd::make_unique<GrCCQuadraticHullShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600131 break;
132 case RenderPass::kQuadraticCorners:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500133 shader = skstd::make_unique<GrCCQuadraticCornerShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600134 break;
Chris Daltonbe4ffab2017-12-08 10:59:58 -0700135 case RenderPass::kCubicHulls:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500136 shader = skstd::make_unique<GrCCCubicHullShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600137 break;
Chris Daltonbe4ffab2017-12-08 10:59:58 -0700138 case RenderPass::kCubicCorners:
Chris Dalton383a2ef2018-01-08 17:21:41 -0500139 shader = skstd::make_unique<GrCCCubicCornerShader>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600140 break;
141 }
Chris Dalton90e8fb12017-12-22 02:24:53 -0700142 return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader))
143 : this->createVSImpl(std::move(shader));
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600144}