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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 Dalton383a2ef2018-01-08 17:21:41 -05008#include "GrCCQuadraticShader.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -06009
10#include "glsl/GrGLSLFragmentShaderBuilder.h"
Chris Dalton1fbdb612017-12-12 12:48:47 -070011#include "glsl/GrGLSLVertexGeoBuilder.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -060012
Chris Daltonfe462ef2018-03-08 15:54:01 +000013void GrCCQuadraticShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
Chris Dalton9713dcf2018-04-10 00:48:41 -060014 const char* wind, const char** outHull4) const {
Chris Dalton52076d12018-03-21 12:14:10 -060015 s->declareGlobal(fQCoordMatrix);
16 s->codeAppendf("%s = float2x2(1, 1, .5, 0) * inverse(float2x2(%s[2] - %s[0], %s[1] - %s[0]));",
17 fQCoordMatrix.c_str(), pts, pts, pts, pts);
18
19 s->declareGlobal(fQCoord0);
20 s->codeAppendf("%s = %s[0];", fQCoord0.c_str(), pts);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060021
Chris Daltonbaf3e782018-03-08 15:55:58 +000022 s->declareGlobal(fEdgeDistanceEquation);
23 s->codeAppendf("float2 edgept0 = %s[%s > 0 ? 2 : 0];", pts, wind);
24 s->codeAppendf("float2 edgept1 = %s[%s > 0 ? 0 : 2];", pts, wind);
25 Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str());
26
Chris Dalton9713dcf2018-04-10 00:48:41 -060027 if (outHull4) {
28 // Clip the bezier triangle by the tangent line at maximum height. Quadratics have the nice
29 // property that maximum height always occurs at T=.5. This is a simple application for
30 // De Casteljau's algorithm.
31 s->codeAppendf("float2 quadratic_hull[4] = float2[4](%s[0], "
32 "(%s[0] + %s[1]) * .5, "
33 "(%s[1] + %s[2]) * .5, "
34 "%s[2]);",
35 pts, pts, pts, pts, pts, pts);
36 *outHull4 = "quadratic_hull";
Chris Dalton21ba5512018-03-21 17:20:21 -060037 }
Chris Daltonbaf3e782018-03-08 15:55:58 +000038}
39
40void GrCCQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
41 GrGLSLVarying::Scope scope, SkString* code,
Chris Dalton04a1de52018-03-14 02:04:09 -060042 const char* position, const char* coverage,
Chris Dalton4c239342018-04-05 18:43:40 -060043 const char* cornerCoverage) {
44 fCoord_fGrad.reset(kFloat4_GrSLType, scope);
45 varyingHandler->addVarying("coord_and_grad", &fCoord_fGrad);
Chris Dalton21ba5512018-03-21 17:20:21 -060046 code->appendf("%s.xy = %s * (%s - %s);", // Quadratic coords.
Chris Dalton4c239342018-04-05 18:43:40 -060047 OutName(fCoord_fGrad), fQCoordMatrix.c_str(), position, fQCoord0.c_str());
Chris Dalton21ba5512018-03-21 17:20:21 -060048 code->appendf("%s.zw = 2*bloat * float2(2 * %s.x, -1) * %s;", // Gradient.
Chris Dalton4c239342018-04-05 18:43:40 -060049 OutName(fCoord_fGrad), OutName(fCoord_fGrad), fQCoordMatrix.c_str());
Chris Daltonbaf3e782018-03-08 15:55:58 +000050
Chris Dalton21ba5512018-03-21 17:20:21 -060051 // Coverages need full precision since distance to the opposite edge can be large.
Chris Dalton4c239342018-04-05 18:43:40 -060052 fEdge_fWind_fCorner.reset(cornerCoverage ? kFloat4_GrSLType : kFloat2_GrSLType, scope);
53 varyingHandler->addVarying("edge_and_wind_and_corner", &fEdge_fWind_fCorner);
54 code->appendf("float edge = dot(%s, float3(%s, 1));", // Distance to flat opposite edge.
55 fEdgeDistanceEquation.c_str(), position);
56 code->appendf("%s.x = edge;", OutName(fEdge_fWind_fCorner));
57 code->appendf("%s.y = %s;", OutName(fEdge_fWind_fCorner), coverage); // coverage == wind.
58
59 if (cornerCoverage) {
60 code->appendf("half hull_coverage;");
61 this->calcHullCoverage(code, OutName(fCoord_fGrad), "edge", "hull_coverage");
62 code->appendf("%s.zw = half2(hull_coverage, 1) * %s;",
63 OutName(fEdge_fWind_fCorner), cornerCoverage);
Chris Dalton21ba5512018-03-21 17:20:21 -060064 }
Chris Daltonbaf3e782018-03-08 15:55:58 +000065}
66
67void GrCCQuadraticShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
68 const char* outputCoverage) const {
Chris Dalton4c239342018-04-05 18:43:40 -060069 this->calcHullCoverage(&AccessCodeString(f), fCoord_fGrad.fsIn(),
70 SkStringPrintf("%s.x", fEdge_fWind_fCorner.fsIn()).c_str(),
71 outputCoverage);
72 f->codeAppendf("%s *= %s.y;", outputCoverage, fEdge_fWind_fCorner.fsIn()); // Wind.
Chris Daltonbaf3e782018-03-08 15:55:58 +000073
Chris Dalton4c239342018-04-05 18:43:40 -060074 if (kFloat4_GrSLType == fEdge_fWind_fCorner.type()) {
75 f->codeAppendf("%s = %s.z * %s.w + %s;",// Attenuated corner coverage.
76 outputCoverage, fEdge_fWind_fCorner.fsIn(), fEdge_fWind_fCorner.fsIn(),
77 outputCoverage);
Chris Dalton21ba5512018-03-21 17:20:21 -060078 }
Chris Dalton6a3dbee2017-10-16 10:44:41 -060079}
Chris Dalton4c239342018-04-05 18:43:40 -060080
81void GrCCQuadraticShader::calcHullCoverage(SkString* code, const char* coordAndGrad,
82 const char* edge, const char* outputCoverage) const {
83 code->appendf("float x = %s.x, y = %s.y;", coordAndGrad, coordAndGrad);
84 code->appendf("float2 grad = %s.zw;", coordAndGrad);
85 code->append ("float f = x*x - y;");
86 code->append ("float fwidth = abs(grad.x) + abs(grad.y);");
87 code->appendf("%s = min(0.5 - f/fwidth, 1);", outputCoverage); // Curve coverage.
88 code->appendf("half d = min(%s, 0);", edge); // Flat edge opposite the curve.
89 code->appendf("%s = max(%s + d, 0);", outputCoverage, outputCoverage); // Total hull coverage.
90}