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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 "GrCCTriangleShader.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -06009
10#include "glsl/GrGLSLFragmentShaderBuilder.h"
Chris Daltonc17bf322017-10-24 10:59:03 -060011#include "glsl/GrGLSLVertexGeoBuilder.h"
Chris Dalton6a3dbee2017-10-16 10:44:41 -060012
Chris Dalton383a2ef2018-01-08 17:21:41 -050013using Shader = GrCCCoverageProcessor::Shader;
Chris Dalton6a3dbee2017-10-16 10:44:41 -060014
Chris Daltonf510e262018-01-30 16:42:37 -070015void GrCCTriangleShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
16 GrGLSLVarying::Scope scope, SkString* code,
17 const char* /*position*/, const char* inputCoverage,
18 const char* wind) {
Chris Dalton5183e642018-03-07 12:53:01 -070019 SkASSERT(inputCoverage);
Chris Dalton90e8fb12017-12-22 02:24:53 -070020 fCoverageTimesWind.reset(kHalf_GrSLType, scope);
Chris Dalton5183e642018-03-07 12:53:01 -070021 varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
22 code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), inputCoverage, wind);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060023}
24
Chris Dalton60283612018-02-14 13:38:14 -070025void GrCCTriangleShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
Chris Dalton383a2ef2018-01-08 17:21:41 -050026 const char* outputCoverage) const {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060027 f->codeAppendf("%s = %s;", outputCoverage, fCoverageTimesWind.fsIn());
28}
29
Chris Dalton383a2ef2018-01-08 17:21:41 -050030void GrCCTriangleCornerShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
31 const char* repetitionID, const char* wind,
32 GeometryVars* vars) const {
Chris Dalton1fbdb612017-12-12 12:48:47 -070033 s->codeAppendf("float2 corner = %s[%s];", pts, repetitionID);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060034 vars->fCornerVars.fPoint = "corner";
35
Chris Dalton1fbdb612017-12-12 12:48:47 -070036 s->codeAppendf("float2x2 vectors = float2x2(corner - %s[0 != %s ? %s - 1 : 2], "
37 "corner - %s[2 != %s ? %s + 1 : 0]);",
38 pts, repetitionID, repetitionID, pts, repetitionID,
39 repetitionID);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060040
41 // Make sure neither vector is 0 to avoid a divide-by-zero. Wind will be zero anyway if this
42 // is the case, so whatever we output won't have any effect as long it isn't NaN or Inf.
43 s->codeAppend ("for (int i = 0; i < 2; ++i) {");
44 s->codeAppend ( "vectors[i] = (vectors[i] != float2(0)) ? vectors[i] : float2(1);");
45 s->codeAppend ("}");
46
47 // Find the vector that bisects the region outside the incoming edges. Each edge is
48 // responsible to subtract the outside region on its own the side of the bisector.
49 s->codeAppendf("float2 leftdir = normalize(vectors[%s > 0 ? 0 : 1]);", wind);
50 s->codeAppendf("float2 rightdir = normalize(vectors[%s > 0 ? 1 : 0]);", wind);
51 s->codeAppend ("float2 bisect = dot(leftdir, rightdir) >= 0 ? "
52 "leftdir + rightdir : "
53 "float2(leftdir.y - rightdir.y, rightdir.x - leftdir.x);");
54
55 // In ccpr we don't calculate exact geometric pixel coverage. What the distance-to-edge
56 // method actually finds is coverage inside a logical "AA box", one that is rotated inline
57 // with the edge, and in our case, up-scaled to circumscribe the actual pixel. Below we set
58 // up transformations into normalized logical AA box space for both incoming edges. These
59 // will tell the fragment shader where the corner is located within each edge's AA box.
60 s->declareGlobal(fAABoxMatrices);
61 s->declareGlobal(fAABoxTranslates);
62 s->declareGlobal(fGeoShaderBisects);
63 s->codeAppendf("for (int i = 0; i < 2; ++i) {");
64 // The X component runs parallel to the edge (i.e. distance to the corner).
65 s->codeAppendf( "float2 n = -vectors[%s > 0 ? i : 1 - i];", wind);
Chris Daltonc17bf322017-10-24 10:59:03 -060066 s->codeAppend ( "float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
Chris Dalton6a3dbee2017-10-16 10:44:41 -060067 s->codeAppend ( "n /= nwidth;"); // nwidth != 0 because both vectors != 0.
68 s->codeAppendf( "%s[i][0] = n;", fAABoxMatrices.c_str());
69 s->codeAppendf( "%s[i][0] = -dot(n, corner) + .5;", fAABoxTranslates.c_str());
70
71 // The Y component runs perpendicular to the edge (i.e. distance-to-edge).
Chris Dalton6a3dbee2017-10-16 10:44:41 -060072 s->codeAppend ( "n = (i == 0) ? float2(-n.y, n.x) : float2(n.y, -n.x);");
Chris Dalton6a3dbee2017-10-16 10:44:41 -060073 s->codeAppendf( "%s[i][1] = n;", fAABoxMatrices.c_str());
74 s->codeAppendf( "%s[i][1] = -dot(n, corner) + .5;", fAABoxTranslates.c_str());
75
76 // Translate the bisector into logical AA box space.
77 // NOTE: Since the region outside two edges of a convex shape is in [180 deg, 360 deg], the
78 // bisector will therefore be in [90 deg, 180 deg]. Or, x >= 0 and y <= 0 in AA box space.
79 s->codeAppendf( "%s[i] = -bisect * %s[i];",
80 fGeoShaderBisects.c_str(), fAABoxMatrices.c_str());
81 s->codeAppend ("}");
82}
83
Chris Daltonf510e262018-01-30 16:42:37 -070084void GrCCTriangleCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
85 GrGLSLVarying::Scope scope, SkString* code,
86 const char* position, const char* inputCoverage,
87 const char* wind) {
Chris Dalton7b046312018-02-02 11:06:30 -070088 using Interpolation = GrGLSLVaryingHandler::Interpolation;
Chris Daltonf510e262018-01-30 16:42:37 -070089 SkASSERT(!inputCoverage);
Chris Daltonde5a8142017-12-18 10:05:15 -070090
Chris Dalton90e8fb12017-12-22 02:24:53 -070091 fCornerLocationInAABoxes.reset(kFloat2x2_GrSLType, scope);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060092 varyingHandler->addVarying("corner_location_in_aa_boxes", &fCornerLocationInAABoxes);
Chris Dalton90e8fb12017-12-22 02:24:53 -070093
94 fBisectInAABoxes.reset(kFloat2x2_GrSLType, scope);
Chris Dalton7b046312018-02-02 11:06:30 -070095 varyingHandler->addVarying("bisect_in_aa_boxes", &fBisectInAABoxes, Interpolation::kCanBeFlat);
Chris Dalton90e8fb12017-12-22 02:24:53 -070096
Chris Dalton6a3dbee2017-10-16 10:44:41 -060097 code->appendf("for (int i = 0; i < 2; ++i) {");
98 code->appendf( "%s[i] = %s * %s[i] + %s[i];",
Chris Dalton90e8fb12017-12-22 02:24:53 -070099 OutName(fCornerLocationInAABoxes), position, fAABoxMatrices.c_str(),
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600100 fAABoxTranslates.c_str());
Chris Dalton90e8fb12017-12-22 02:24:53 -0700101 code->appendf( "%s[i] = %s[i];", OutName(fBisectInAABoxes), fGeoShaderBisects.c_str());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600102 code->appendf("}");
103
Chris Daltonf510e262018-01-30 16:42:37 -0700104 fWindTimesHalf.reset(kHalf_GrSLType, scope);
Chris Dalton7b046312018-02-02 11:06:30 -0700105 varyingHandler->addVarying("wind_times_half", &fWindTimesHalf, Interpolation::kCanBeFlat);
Chris Daltonf510e262018-01-30 16:42:37 -0700106 code->appendf("%s = %s * .5;", OutName(fWindTimesHalf), wind);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600107}
108
Chris Dalton60283612018-02-14 13:38:14 -0700109void GrCCTriangleCornerShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
Chris Dalton383a2ef2018-01-08 17:21:41 -0500110 const char* outputCoverage) const {
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600111 // By the time we reach this shader, the pixel is in the following state:
112 //
113 // 1. The hull shader has emitted a coverage of 1.
114 // 2. Both edges have subtracted the area on their outside.
115 //
116 // This generally works, but it is a problem for corner pixels. There is a region within
117 // corner pixels that is outside both edges at the same time. This means the region has been
118 // double subtracted (once by each edge). The purpose of this shader is to fix these corner
119 // pixels.
120 //
121 // More specifically, each edge redoes its coverage analysis so that it only subtracts the
122 // outside area that falls on its own side of the bisector line.
123 //
124 // NOTE: unless the edges fall on multiples of 90 deg from one another, they will have
125 // different AA boxes. (For an explanation of AA boxes, see comments in
126 // onEmitGeometryShader.) This means the coverage analysis will only be approximate. It
127 // seems acceptable, but if we want exact coverage we will need to switch to a more
128 // expensive model.
129 f->codeAppendf("for (int i = 0; i < 2; ++i) {"); // Loop through both edges.
130 f->codeAppendf( "half2 corner = %s[i];", fCornerLocationInAABoxes.fsIn());
131 f->codeAppendf( "half2 bisect = %s[i];", fBisectInAABoxes.fsIn());
132
133 // Find the point at which the bisector exits the logical AA box.
134 // (The inequality works because bisect.x is known >= 0 and bisect.y is known <= 0.)
135 f->codeAppendf( "half2 d = half2(1 - corner.x, -corner.y);");
136 f->codeAppendf( "half T = d.y * bisect.x >= d.x * bisect.y ? d.y / bisect.y "
137 ": d.x / bisect.x;");
138 f->codeAppendf( "half2 exit = corner + bisect * T;");
139
140 // These lines combined (and the final multiply by .5) accomplish the following:
141 // 1. Add back the area beyond the corner that was subtracted out previously.
142 // 2. Subtract out the area beyond the corner, but under the bisector.
143 // The other edge will take care of the area on its own side of the bisector.
144 f->codeAppendf( "%s += (2 - corner.x - exit.x) * corner.y;", outputCoverage);
145 f->codeAppendf( "%s += (corner.x - 1) * exit.y;", outputCoverage);
146 f->codeAppendf("}");
147
Chris Daltonf510e262018-01-30 16:42:37 -0700148 f->codeAppendf("%s *= %s;", outputCoverage, fWindTimesHalf.fsIn());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600149}