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Chris Dalton6a3dbee2017-10-16 10:44:41 -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 Dalton2c5e0112019-03-29 13:14:18 -05008#include "GrGSCoverageProcessor.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -06009
Chris Dalton23261772017-12-10 16:41:45 -070010#include "GrMesh.h"
Chris Daltonc17bf322017-10-24 10:59:03 -060011#include "glsl/GrGLSLVertexGeoBuilder.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -060012
Chris Dalton1fbdb612017-12-12 12:48:47 -070013using InputType = GrGLSLGeometryBuilder::InputType;
14using OutputType = GrGLSLGeometryBuilder::OutputType;
Chris Dalton6a3dbee2017-10-16 10:44:41 -060015
16/**
17 * This class and its subclasses implement the coverage processor with geometry shaders.
18 */
Chris Dalton2c5e0112019-03-29 13:14:18 -050019class GrGSCoverageProcessor::Impl : public GrGLSLGeometryProcessor {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060020protected:
Chris Dalton2c5e0112019-03-29 13:14:18 -050021 Impl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
Chris Dalton6a3dbee2017-10-16 10:44:41 -060022
Chris Dalton21ba5512018-03-21 17:20:21 -060023 virtual bool hasCoverage() const { return false; }
Chris Dalton21ba5512018-03-21 17:20:21 -060024
Chris Dalton6a3dbee2017-10-16 10:44:41 -060025 void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
26 FPCoordTransformIter&& transformIter) final {
27 this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
28 }
29
30 void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
Chris Dalton2c5e0112019-03-29 13:14:18 -050031 const GrGSCoverageProcessor& proc = args.fGP.cast<GrGSCoverageProcessor>();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060032
Chris Dalton23261772017-12-10 16:41:45 -070033 // The vertex shader simply forwards transposed x or y values to the geometry shader.
Brian Salomon92be2f72018-06-19 14:33:47 -040034 SkASSERT(1 == proc.numVertexAttributes());
Chris Dalton2c5e0112019-03-29 13:14:18 -050035 gpArgs->fPositionVar = proc.fInputXOrYValues.asShaderVar();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060036
37 // Geometry shader.
38 GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
39 this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
40 varyingHandler->emitAttributes(proc);
Chris Dalton23261772017-12-10 16:41:45 -070041 varyingHandler->setNoPerspective();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060042 SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
43
44 // Fragment shader.
45 fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
46 }
47
Chris Dalton2c5e0112019-03-29 13:14:18 -050048 void emitGeometryShader(
49 const GrGSCoverageProcessor& proc, GrGLSLVaryingHandler* varyingHandler,
50 GrGLSLGeometryBuilder* g, const char* rtAdjust) const {
Chris Dalton43646532017-12-07 12:47:02 -070051 int numInputPoints = proc.numInputPoints();
52 SkASSERT(3 == numInputPoints || 4 == numInputPoints);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060053
Chris Dalton9f2dab02018-04-18 14:07:03 -060054 int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3;
55 const char* posValues = (4 == inputWidth) ? "sk_Position" : "sk_Position.xyz";
Chris Dalton23261772017-12-10 16:41:45 -070056 g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
Chris Dalton9f2dab02018-04-18 14:07:03 -060057 inputWidth, inputWidth, posValues, posValues);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060058
59 GrShaderVar wind("wind", kHalf_GrSLType);
60 g->declareGlobal(wind);
Chris Dalton6f5e77a2018-04-23 21:14:42 -060061 Shader::CalcWind(proc, g, "pts", wind.c_str());
Chris Dalton2c5e0112019-03-29 13:14:18 -050062 if (PrimitiveType::kWeightedTriangles == proc.primitiveType()) {
Chris Dalton84403d72018-02-13 21:46:17 -050063 SkASSERT(3 == numInputPoints);
Chris Dalton2c5e0112019-03-29 13:14:18 -050064 SkASSERT(kFloat4_GrVertexAttribType == proc.fInputXOrYValues.cpuType());
Ethan Nicholase1f55022019-02-05 17:17:40 -050065 g->codeAppendf("%s *= half(sk_in[0].sk_Position.w);", wind.c_str());
Chris Dalton43646532017-12-07 12:47:02 -070066 }
Chris Dalton6a3dbee2017-10-16 10:44:41 -060067
68 SkString emitVertexFn;
69 SkSTArray<2, GrShaderVar> emitArgs;
Chris Dalton74231952019-01-18 15:53:20 -070070 const char* corner = emitArgs.emplace_back("corner", kFloat2_GrSLType).c_str();
71 const char* bloatdir = emitArgs.emplace_back("bloatdir", kFloat2_GrSLType).c_str();
Chris Daltonfe462ef2018-03-08 15:54:01 +000072 const char* coverage = nullptr;
Chris Dalton21ba5512018-03-21 17:20:21 -060073 if (this->hasCoverage()) {
Chris Daltonfe462ef2018-03-08 15:54:01 +000074 coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
75 }
Chris Dalton4c239342018-04-05 18:43:40 -060076 const char* cornerCoverage = nullptr;
Chris Dalton2c5e0112019-03-29 13:14:18 -050077 if (Subpass::kCorners == proc.fSubpass) {
Chris Dalton4c239342018-04-05 18:43:40 -060078 cornerCoverage = emitArgs.emplace_back("corner_coverage", kHalf2_GrSLType).c_str();
Chris Dalton04a1de52018-03-14 02:04:09 -060079 }
Chris Dalton6a3dbee2017-10-16 10:44:41 -060080 g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
81 SkString fnBody;
Chris Dalton21ba5512018-03-21 17:20:21 -060082 if (coverage) {
83 fnBody.appendf("%s *= %s;", coverage, wind.c_str());
84 }
Chris Dalton4c239342018-04-05 18:43:40 -060085 if (cornerCoverage) {
86 fnBody.appendf("%s.x *= %s;", cornerCoverage, wind.c_str());
Chris Dalton21ba5512018-03-21 17:20:21 -060087 }
Chris Dalton74231952019-01-18 15:53:20 -070088 fnBody.appendf("float2 vertexpos = fma(%s, float2(bloat), %s);", bloatdir, corner);
Chris Dalton90e8fb12017-12-22 02:24:53 -070089 fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
Chris Dalton74231952019-01-18 15:53:20 -070090 "vertexpos", coverage ? coverage : wind.c_str(), cornerCoverage);
91 g->emitVertex(&fnBody, "vertexpos", rtAdjust);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060092 return fnBody;
93 }().c_str(), &emitVertexFn);
94
Chris Daltonc17bf322017-10-24 10:59:03 -060095 float bloat = kAABloatRadius;
Chris Dalton6a3dbee2017-10-16 10:44:41 -060096#ifdef SK_DEBUG
Chris Dalton8d38a7f2018-03-19 14:16:44 -060097 if (proc.debugBloatEnabled()) {
Chris Daltonc17bf322017-10-24 10:59:03 -060098 bloat *= proc.debugBloat();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060099 }
100#endif
Chris Daltonc17bf322017-10-24 10:59:03 -0600101 g->defineConstant("bloat", bloat);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600102
Chris Dalton21ba5512018-03-21 17:20:21 -0600103 this->onEmitGeometryShader(proc, g, wind, emitVertexFn.c_str());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600104 }
105
Chris Dalton2c5e0112019-03-29 13:14:18 -0500106 virtual void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder*,
Chris Dalton21ba5512018-03-21 17:20:21 -0600107 const GrShaderVar& wind, const char* emitVertexFn) const = 0;
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600108
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600109 const std::unique_ptr<Shader> fShader;
110
111 typedef GrGLSLGeometryProcessor INHERITED;
112};
113
Chris Dalton1fbdb612017-12-12 12:48:47 -0700114/**
Chris Dalton5183e642018-03-07 12:53:01 -0700115 * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
116 *
117 * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
118 * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
119 * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
120 * into smooth, antialiased ones.
121 *
Chris Dalton2c5e0112019-03-29 13:14:18 -0500122 * The final corners get touched up in a later step by TriangleCornerImpl.
Chris Dalton1fbdb612017-12-12 12:48:47 -0700123 */
Chris Dalton2c5e0112019-03-29 13:14:18 -0500124class GrGSCoverageProcessor::TriangleHullImpl : public GrGSCoverageProcessor::Impl {
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600125public:
Chris Dalton2c5e0112019-03-29 13:14:18 -0500126 TriangleHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600127
Chris Dalton21ba5512018-03-21 17:20:21 -0600128 bool hasCoverage() const override { return true; }
129
Chris Dalton2c5e0112019-03-29 13:14:18 -0500130 void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g,
Chris Dalton21ba5512018-03-21 17:20:21 -0600131 const GrShaderVar& wind, const char* emitVertexFn) const override {
132 fShader->emitSetupCode(g, "pts", wind.c_str());
Chris Dalton8738cf42018-03-09 11:57:40 -0700133
Chris Dalton1fbdb612017-12-12 12:48:47 -0700134 // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
135 // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
136 //
Chris Dalton5183e642018-03-07 12:53:01 -0700137 // NOTE: We generate the rasters in 5 independent invocations, so each invocation designates
Chris Dalton1fbdb612017-12-12 12:48:47 -0700138 // the corner it will begin with as the top.
Chris Dalton5183e642018-03-07 12:53:01 -0700139 g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
140 wind.c_str());
141 g->codeAppend ("float2 top = pts[i];");
142 g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
143 g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600144
Chris Dalton5183e642018-03-07 12:53:01 -0700145 // Determine which direction to outset the conservative raster from each of the three edges.
146 g->codeAppend ("float2 leftbloat = sign(top - left);");
147 g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
148 "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600149
Chris Dalton5183e642018-03-07 12:53:01 -0700150 g->codeAppend ("float2 rightbloat = sign(right - top);");
151 g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
152 "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
153
154 g->codeAppend ("float2 downbloat = sign(left - right);");
155 g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
156 "0 != downbloat.x ? -downbloat.x : -downbloat.y);");
157
158 // The triangle's conservative raster has a coverage of +1 all around.
159 g->codeAppend ("half4 coverages = half4(+1);");
160
161 // Edges have coverage ramps.
162 g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
163 Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
164 "float2(+rightbloat.y, -rightbloat.x)",
165 "coverages[0]");
166 g->codeAppend ( "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
167 // Reassign bloats to characterize a conservative raster around a single edge, rather than
168 // the entire triangle.
169 g->codeAppend ( "leftbloat = downbloat = -rightbloat;");
170 g->codeAppend ("}");
171
Chris Dalton5183e642018-03-07 12:53:01 -0700172 // Here we generate the conservative raster geometry. The triangle's conservative raster is
173 // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
174 // convex polygon with either one, two, or three vertices at each input point (depending on
175 // how sharp the corner is) that we split between two invocations. Edge conservative rasters
176 // are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on
177 // conservative raster, see:
Chris Dalton1fbdb612017-12-12 12:48:47 -0700178 // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
179 g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
180 g->codeAppend ("if (all(left_right_notequal)) {");
181 // The top corner will have three conservative raster vertices. Emit the
182 // middle one first to the triangle strip.
Chris Dalton74231952019-01-18 15:53:20 -0700183 g->codeAppendf( "%s(top, float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
Chris Dalton5183e642018-03-07 12:53:01 -0700184 emitVertexFn);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600185 g->codeAppend ("}");
Chris Dalton1fbdb612017-12-12 12:48:47 -0700186 g->codeAppend ("if (any(left_right_notequal)) {");
187 // Second conservative raster vertex for the top corner.
Chris Dalton74231952019-01-18 15:53:20 -0700188 g->codeAppendf( "%s(top, rightbloat, coverages[1]);", emitVertexFn);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600189 g->codeAppend ("}");
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600190
Chris Dalton5183e642018-03-07 12:53:01 -0700191 // Main interior body.
Chris Dalton74231952019-01-18 15:53:20 -0700192 g->codeAppendf("%s(top, leftbloat, coverages[2]);", emitVertexFn);
193 g->codeAppendf("%s(right, rightbloat, coverages[1]);", emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700194
Chris Dalton5183e642018-03-07 12:53:01 -0700195 // Here the invocations diverge slightly. We can't symmetrically divide three triangle
196 // points between two invocations, so each does the following:
Chris Dalton1fbdb612017-12-12 12:48:47 -0700197 //
Chris Dalton5183e642018-03-07 12:53:01 -0700198 // sk_InvocationID=0: Finishes the main interior body of the triangle hull.
199 // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
200 // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
Chris Dalton1fbdb612017-12-12 12:48:47 -0700201 g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
202 g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
Chris Dalton74231952019-01-18 15:53:20 -0700203 g->codeAppendf( "%s((0 == sk_InvocationID) ? left : right, "
204 "(0 == sk_InvocationID) ? leftbloat : downbloat, "
Chris Dalton5183e642018-03-07 12:53:01 -0700205 "coverages[2]);", emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700206 g->codeAppend ("}");
207 g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
Chris Dalton74231952019-01-18 15:53:20 -0700208 g->codeAppendf( "%s(right, float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
Chris Dalton5183e642018-03-07 12:53:01 -0700209 emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700210 g->codeAppend ("}");
211
Chris Dalton5183e642018-03-07 12:53:01 -0700212 // 5 invocations: 2 triangle hull invocations and 3 edges.
213 g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600214 }
215};
216
Chris Dalton1fbdb612017-12-12 12:48:47 -0700217/**
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600218 * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
219 */
Chris Dalton2c5e0112019-03-29 13:14:18 -0500220class GrGSCoverageProcessor::CurveHullImpl : public GrGSCoverageProcessor::Impl {
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600221public:
Chris Dalton2c5e0112019-03-29 13:14:18 -0500222 CurveHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600223
Chris Dalton2c5e0112019-03-29 13:14:18 -0500224 void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g,
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600225 const GrShaderVar& wind, const char* emitVertexFn) const override {
226 const char* hullPts = "pts";
227 fShader->emitSetupCode(g, "pts", wind.c_str(), &hullPts);
228
229 // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
230 // we can identify the points by their corresponding corner.
231 //
232 // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
233 // the hull in two independent invocations. Each invocation designates the corner it will
234 // begin with as top-left.
235 g->codeAppend ("int i = sk_InvocationID * 2;");
236 g->codeAppendf("float2 topleft = %s[i];", hullPts);
237 g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
238 g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
239 g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
240
241 // Determine how much to outset the conservative raster hull from the relevant edges.
Chris Dalton74231952019-01-18 15:53:20 -0700242 g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +1 : -1, "
243 "topleft.x > bottomleft.x ? -1 : +1);");
244 g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +1 : -1, "
245 "topright.x > topleft.x ? -1 : +1);");
246 g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +1 : -1, "
247 "bottomright.x > topright.x ? -1 : +1);");
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600248
249 // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
250 // boxes centered on the input points, split evenly between two invocations. This translates
251 // to a polygon with either one, two, or three vertices at each input point, depending on
252 // how sharp the corner is. For more details on conservative raster, see:
253 // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
254 g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
255 g->codeAppend ("if (all(left_up_notequal)) {");
256 // The top-left corner will have three conservative raster vertices.
257 // Emit the middle one first to the triangle strip.
Chris Dalton74231952019-01-18 15:53:20 -0700258 g->codeAppendf( "%s(topleft, float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600259 g->codeAppend ("}");
260 g->codeAppend ("if (any(left_up_notequal)) {");
261 // Second conservative raster vertex for the top-left corner.
Chris Dalton74231952019-01-18 15:53:20 -0700262 g->codeAppendf( "%s(topleft, leftbloat);", emitVertexFn);
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600263 g->codeAppend ("}");
264
265 // Main interior body of this invocation's half of the hull.
Chris Dalton74231952019-01-18 15:53:20 -0700266 g->codeAppendf("%s(topleft, upbloat);", emitVertexFn);
267 g->codeAppendf("%s(bottomleft, leftbloat);", emitVertexFn);
268 g->codeAppendf("%s(topright, upbloat);", emitVertexFn);
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600269
270 // Remaining two conservative raster vertices for the top-right corner.
271 g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
272 g->codeAppend ("if (any(up_right_notequal)) {");
Chris Dalton74231952019-01-18 15:53:20 -0700273 g->codeAppendf( "%s(topright, rightbloat);", emitVertexFn);
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600274 g->codeAppend ("}");
275 g->codeAppend ("if (all(up_right_notequal)) {");
Chris Dalton74231952019-01-18 15:53:20 -0700276 g->codeAppendf( "%s(topright, float2(-upbloat.y, upbloat.x));", emitVertexFn);
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600277 g->codeAppend ("}");
278
279 g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
280 }
281};
282
283/**
Chris Dalton21ba5512018-03-21 17:20:21 -0600284 * Generates conservative rasters around corners (aka pixel-size boxes) and calculates
285 * coverage and attenuation ramps to fix up the coverage values written by the hulls.
Chris Dalton8738cf42018-03-09 11:57:40 -0700286 */
Chris Dalton2c5e0112019-03-29 13:14:18 -0500287class GrGSCoverageProcessor::CornerImpl : public GrGSCoverageProcessor::Impl {
Chris Dalton8738cf42018-03-09 11:57:40 -0700288public:
Chris Dalton2c5e0112019-03-29 13:14:18 -0500289 CornerImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
Chris Dalton8738cf42018-03-09 11:57:40 -0700290
Chris Dalton21ba5512018-03-21 17:20:21 -0600291 bool hasCoverage() const override { return true; }
Chris Dalton8738cf42018-03-09 11:57:40 -0700292
Chris Dalton2c5e0112019-03-29 13:14:18 -0500293 void onEmitGeometryShader(const GrGSCoverageProcessor& proc, GrGLSLGeometryBuilder* g,
Chris Dalton21ba5512018-03-21 17:20:21 -0600294 const GrShaderVar& wind, const char* emitVertexFn) const override {
295 fShader->emitSetupCode(g, "pts", wind.c_str());
296
Chris Dalton21ba5512018-03-21 17:20:21 -0600297 g->codeAppendf("int corneridx = sk_InvocationID;");
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600298 if (!proc.isTriangles()) {
Chris Dalton21ba5512018-03-21 17:20:21 -0600299 g->codeAppendf("corneridx *= %i;", proc.numInputPoints() - 1);
300 }
301
302 g->codeAppendf("float2 corner = pts[corneridx];");
303 g->codeAppendf("float2 left = pts[(corneridx + (%s > 0 ? %i : 1)) %% %i];",
304 wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
305 g->codeAppendf("float2 right = pts[(corneridx + (%s > 0 ? 1 : %i)) %% %i];",
306 wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
Chris Dalton8738cf42018-03-09 11:57:40 -0700307
Chris Dalton04a1de52018-03-14 02:04:09 -0600308 g->codeAppend ("float2 leftdir = corner - left;");
309 g->codeAppend ("leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);");
310
311 g->codeAppend ("float2 rightdir = right - corner;");
312 g->codeAppend ("rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);");
313
Chris Dalton8738cf42018-03-09 11:57:40 -0700314 // Find "outbloat" and "crossbloat" at our corner. The outbloat points diagonally out of the
Chris Dalton04a1de52018-03-14 02:04:09 -0600315 // triangle, in the direction that should ramp to zero coverage with attenuation. The
316 // crossbloat runs perpindicular to outbloat.
Chris Dalton8738cf42018-03-09 11:57:40 -0700317 g->codeAppend ("float2 outbloat = float2(leftdir.x > rightdir.x ? +1 : -1, "
318 "leftdir.y > rightdir.y ? +1 : -1);");
319 g->codeAppend ("float2 crossbloat = float2(-outbloat.y, +outbloat.x);");
320
Chris Dalton04a1de52018-03-14 02:04:09 -0600321 g->codeAppend ("half attenuation; {");
Chris Dalton4c239342018-04-05 18:43:40 -0600322 Shader::CalcCornerAttenuation(g, "leftdir", "rightdir", "attenuation");
Chris Dalton04a1de52018-03-14 02:04:09 -0600323 g->codeAppend ("}");
324
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600325 if (proc.isTriangles()) {
Chris Dalton4c239342018-04-05 18:43:40 -0600326 g->codeAppend ("half2 left_coverages; {");
327 Shader::CalcEdgeCoveragesAtBloatVertices(g, "left", "corner", "-outbloat",
328 "-crossbloat", "left_coverages");
329 g->codeAppend ("}");
Chris Dalton04a1de52018-03-14 02:04:09 -0600330
Chris Dalton4c239342018-04-05 18:43:40 -0600331 g->codeAppend ("half2 right_coverages; {");
332 Shader::CalcEdgeCoveragesAtBloatVertices(g, "corner", "right", "-outbloat",
333 "crossbloat", "right_coverages");
334 g->codeAppend ("}");
Chris Dalton04a1de52018-03-14 02:04:09 -0600335
Chris Dalton4c239342018-04-05 18:43:40 -0600336 // Emit a corner box. The first coverage argument erases the values that were written
337 // previously by the hull and edge geometry. The second pair are multiplied together by
338 // the fragment shader. They ramp to 0 with attenuation in the direction of outbloat,
339 // and linearly from left-edge coverage to right-edge coverage in the direction of
340 // crossbloat.
341 //
342 // NOTE: Since this is not a linear mapping, it is important that the box's diagonal
343 // shared edge points in the direction of outbloat.
Chris Dalton74231952019-01-18 15:53:20 -0700344 g->codeAppendf("%s(corner, -crossbloat, right_coverages[1] - left_coverages[1],"
Chris Dalton4c239342018-04-05 18:43:40 -0600345 "half2(1 + left_coverages[1], 1));",
346 emitVertexFn);
Chris Dalton04a1de52018-03-14 02:04:09 -0600347
Chris Dalton74231952019-01-18 15:53:20 -0700348 g->codeAppendf("%s(corner, outbloat, 1 + left_coverages[0] + right_coverages[0], "
349 "half2(0, attenuation));",
Chris Dalton4c239342018-04-05 18:43:40 -0600350 emitVertexFn);
351
Chris Dalton74231952019-01-18 15:53:20 -0700352 g->codeAppendf("%s(corner, -outbloat, -1 - left_coverages[0] - right_coverages[0], "
Chris Dalton4c239342018-04-05 18:43:40 -0600353 "half2(1 + left_coverages[0] + right_coverages[0], 1));",
354 emitVertexFn);
355
Chris Dalton74231952019-01-18 15:53:20 -0700356 g->codeAppendf("%s(corner, crossbloat, left_coverages[1] - right_coverages[1],"
Chris Dalton4c239342018-04-05 18:43:40 -0600357 "half2(1 + right_coverages[1], 1));",
358 emitVertexFn);
359 } else {
360 // Curves are simpler. The first coverage value of -1 means "wind = -wind", and causes
361 // the Shader to erase what it had written previously for the hull. Then, at each vertex
362 // of the corner box, the Shader will calculate the curve's local coverage value,
363 // interpolate it alongside our attenuation parameter, and multiply the two together for
364 // a final coverage value.
Chris Dalton74231952019-01-18 15:53:20 -0700365 g->codeAppendf("%s(corner, -crossbloat, -1, half2(1));", emitVertexFn);
366 g->codeAppendf("%s(corner, outbloat, -1, half2(0, attenuation));",
Chris Dalton4c239342018-04-05 18:43:40 -0600367 emitVertexFn);
Chris Dalton74231952019-01-18 15:53:20 -0700368 g->codeAppendf("%s(corner, -outbloat, -1, half2(1));", emitVertexFn);
369 g->codeAppendf("%s(corner, crossbloat, -1, half2(1));", emitVertexFn);
Chris Dalton4c239342018-04-05 18:43:40 -0600370 }
Chris Dalton8738cf42018-03-09 11:57:40 -0700371
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600372 g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, proc.isTriangles() ? 3 : 2);
Chris Dalton8738cf42018-03-09 11:57:40 -0700373 }
374};
375
Chris Dalton2c5e0112019-03-29 13:14:18 -0500376void GrGSCoverageProcessor::reset(PrimitiveType primitiveType, GrResourceProvider*) {
377 fPrimitiveType = primitiveType; // This will affect the return values for numInputPoints, etc.
378
Chris Dalton9f2dab02018-04-18 14:07:03 -0600379 if (4 == this->numInputPoints() || this->hasInputWeight()) {
Chris Dalton2c5e0112019-03-29 13:14:18 -0500380 fInputXOrYValues =
Brian Osmand4c29702018-09-14 16:16:55 -0400381 {"x_or_y_values", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
Brian Salomon92be2f72018-06-19 14:33:47 -0400382 GR_STATIC_ASSERT(sizeof(QuadPointInstance) ==
383 2 * GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
384 GR_STATIC_ASSERT(offsetof(QuadPointInstance, fY) ==
385 GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
Chris Dalton23261772017-12-10 16:41:45 -0700386 } else {
Chris Dalton2c5e0112019-03-29 13:14:18 -0500387 fInputXOrYValues =
Brian Osmand4c29702018-09-14 16:16:55 -0400388 {"x_or_y_values", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
Brian Salomon92be2f72018-06-19 14:33:47 -0400389 GR_STATIC_ASSERT(sizeof(TriPointInstance) ==
390 2 * GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
391 GR_STATIC_ASSERT(offsetof(TriPointInstance, fY) ==
392 GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
Chris Dalton23261772017-12-10 16:41:45 -0700393 }
Chris Dalton2c5e0112019-03-29 13:14:18 -0500394
395 this->setVertexAttributes(&fInputXOrYValues, 1);
Chris Dalton23261772017-12-10 16:41:45 -0700396}
397
Chris Dalton2c5e0112019-03-29 13:14:18 -0500398void GrGSCoverageProcessor::appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer, int instanceCount,
399 int baseInstance, SkTArray<GrMesh>* out) const {
400 // We don't actually make instanced draw calls. Instead, we feed transposed x,y point values to
401 // the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex invocation
402 // receives either the shape's x or y values as inputs, which it forwards to the geometry
403 // shader.
Chris Dalton23261772017-12-10 16:41:45 -0700404 GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
405 mesh.setNonIndexedNonInstanced(instanceCount * 2);
Brian Salomon12d22642019-01-29 14:38:50 -0500406 mesh.setVertexData(std::move(instanceBuffer), baseInstance * 2);
Chris Dalton23261772017-12-10 16:41:45 -0700407}
Chris Dalton1fbdb612017-12-12 12:48:47 -0700408
Chris Dalton2c5e0112019-03-29 13:14:18 -0500409void GrGSCoverageProcessor::draw(
410 GrOpFlushState* flushState, const GrPipeline& pipeline, const SkIRect scissorRects[],
411 const GrMesh meshes[], int meshCount, const SkRect& drawBounds) const {
412 // The geometry shader impl draws primitives in two subpasses: The first pass fills the interior
413 // and does edge AA. The second pass does touch up on corner pixels.
414 for (int i = 0; i < 2; ++i) {
415 fSubpass = (Subpass) i;
416 this->GrCCCoverageProcessor::draw(
417 flushState, pipeline, scissorRects, meshes, meshCount, drawBounds);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700418 }
Chris Dalton2c5e0112019-03-29 13:14:18 -0500419}
420
421GrGLSLPrimitiveProcessor* GrGSCoverageProcessor::onCreateGLSLInstance(
422 std::unique_ptr<Shader> shader) const {
423 if (Subpass::kHulls == fSubpass) {
424 return this->isTriangles()
425 ? (Impl*) new TriangleHullImpl(std::move(shader))
426 : (Impl*) new CurveHullImpl(std::move(shader));
427 }
428 SkASSERT(Subpass::kCorners == fSubpass);
429 return new CornerImpl(std::move(shader));
Chris Dalton1fbdb612017-12-12 12:48:47 -0700430}