| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrQuadPerEdgeAA.h" |
| #include "GrQuad.h" |
| #include "GrVertexWriter.h" |
| #include "glsl/GrGLSLColorSpaceXformHelper.h" |
| #include "glsl/GrGLSLGeometryProcessor.h" |
| #include "glsl/GrGLSLPrimitiveProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLVarying.h" |
| #include "glsl/GrGLSLVertexGeoBuilder.h" |
| #include "SkNx.h" |
| |
| #define AI SK_ALWAYS_INLINE |
| |
| namespace { |
| |
| static AI Sk4f fma(const Sk4f& f, const Sk4f& m, const Sk4f& a) { |
| return SkNx_fma<4, float>(f, m, a); |
| } |
| |
| // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip |
| // order. |
| static AI Sk4f nextCW(const Sk4f& v) { |
| return SkNx_shuffle<2, 0, 3, 1>(v); |
| } |
| |
| static AI Sk4f nextCCW(const Sk4f& v) { |
| return SkNx_shuffle<1, 3, 0, 2>(v); |
| } |
| |
| // Fills Sk4f with 1f if edge bit is set, 0f otherwise. Edges are ordered LBTR to match CCW ordering |
| // of vertices in the quad. |
| static AI Sk4f compute_edge_mask(GrQuadAAFlags aaFlags) { |
| return Sk4f((GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f, |
| (GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f); |
| } |
| |
| // Outputs normalized edge vectors in xdiff and ydiff, as well as the reciprocal of the original |
| // edge lengths in invLengths |
| static AI void compute_edge_vectors(const Sk4f& x, const Sk4f& y, const Sk4f& xnext, |
| const Sk4f& ynext, Sk4f* xdiff, Sk4f* ydiff, Sk4f* invLengths) { |
| *xdiff = xnext - x; |
| *ydiff = ynext - y; |
| *invLengths = fma(*xdiff, *xdiff, *ydiff * *ydiff).rsqrt(); |
| *xdiff *= *invLengths; |
| *ydiff *= *invLengths; |
| } |
| |
| // outset and outsetCW are provided separately to allow for different magnitude outsets for |
| // with-edge and "perpendicular" edge shifts. This is needed when one axis cannot be inset the full |
| // half pixel without crossing over the other side. |
| static AI void outset_masked_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff, |
| const Sk4f& ydiff, const Sk4f& invLengths, const Sk4f& mask, |
| Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) { |
| // The mask is rotated compared to the outsets and edge vectors, since if the edge is "on" |
| // both its points need to be moved along their other edge vectors. |
| auto maskedOutset = -outset * nextCW(mask); |
| auto maskedOutsetCW = outsetCW * mask; |
| // x = x + outsetCW * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff |
| *x += fma(maskedOutsetCW, nextCW(xdiff), maskedOutset * xdiff); |
| *y += fma(maskedOutsetCW, nextCW(ydiff), maskedOutset * ydiff); |
| if (uvrCount > 0) { |
| // We want to extend the texture coords by the same proportion as the positions. |
| maskedOutset *= invLengths; |
| maskedOutsetCW *= nextCW(invLengths); |
| Sk4f udiff = nextCCW(*u) - *u; |
| Sk4f vdiff = nextCCW(*v) - *v; |
| *u += fma(maskedOutsetCW, nextCW(udiff), maskedOutset * udiff); |
| *v += fma(maskedOutsetCW, nextCW(vdiff), maskedOutset * vdiff); |
| if (uvrCount == 3) { |
| Sk4f rdiff = nextCCW(*r) - *r; |
| *r += fma(maskedOutsetCW, nextCW(rdiff), maskedOutset * rdiff); |
| } |
| } |
| } |
| |
| static AI void outset_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff, |
| const Sk4f& ydiff, const Sk4f& invLengths, |
| Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) { |
| // x = x + outsetCW * nextCW(xdiff) - outset * xdiff (as above, but where mask = (1,1,1,1)) |
| *x += fma(outsetCW, nextCW(xdiff), -outset * xdiff); |
| *y += fma(outsetCW, nextCW(ydiff), -outset * ydiff); |
| if (uvrCount > 0) { |
| Sk4f t = -outset * invLengths; // Bake minus sign in here |
| Sk4f tCW = outsetCW * nextCW(invLengths); |
| Sk4f udiff = nextCCW(*u) - *u; |
| Sk4f vdiff = nextCCW(*v) - *v; |
| *u += fma(tCW, nextCW(udiff), t * udiff); |
| *v += fma(tCW, nextCW(vdiff), t * vdiff); |
| if (uvrCount == 3) { |
| Sk4f rdiff = nextCCW(*r) - *r; |
| *r += fma(tCW, nextCW(rdiff), t * rdiff); |
| } |
| } |
| } |
| |
| // Updates outset in place to account for non-90 degree angles of the quad edges stored in |
| // xdiff, ydiff (which are assumed to be normalized). |
| static void adjust_non_rectilinear_outset(const Sk4f& xdiff, const Sk4f& ydiff, Sk4f* outset) { |
| // The distance the point needs to move is outset/sqrt(1-cos^2(theta)), where theta is the angle |
| // between the two edges at that point. cos(theta) is equal to dot(xydiff, nextCW(xydiff)), |
| Sk4f cosTheta = fma(xdiff, nextCW(xdiff), ydiff * nextCW(ydiff)); |
| *outset *= (1.f - cosTheta * cosTheta).rsqrt(); |
| // But clamp to make sure we don't expand by a giant amount if the sheer is really high |
| *outset = Sk4f::Max(-3.f, Sk4f::Min(*outset, 3.f)); |
| } |
| |
| // Computes the vertices for the two nested quads used to create AA edges. The original single quad |
| // should be duplicated as input in x1 and x2, y1 and y2, and possibly u1|u2, v1|v2, [r1|r2] |
| // (controlled by uvrChannelCount). While the values should be duplicated, they should be separate |
| // pointers. The outset quad is written in-place back to x1, y1, etc. and the inset inner quad is |
| // written to x2, y2, etc. |
| static float compute_nested_quad_vertices(GrQuadAAFlags aaFlags, Sk4f* x1, Sk4f* y1, |
| Sk4f* u1, Sk4f* v1, Sk4f* r1, Sk4f* x2, Sk4f* y2, Sk4f* u2, Sk4f* v2, Sk4f* r2, |
| int uvrCount, bool rectilinear) { |
| SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3); |
| |
| // Compute edge vectors for the quad. |
| auto xnext = nextCCW(*x1); |
| auto ynext = nextCCW(*y1); |
| // xdiff and ydiff will comprise the normalized vectors pointing along each quad edge. |
| Sk4f xdiff, ydiff, invLengths; |
| compute_edge_vectors(*x1, *y1, xnext, ynext, &xdiff, &ydiff, &invLengths); |
| |
| // When outsetting, we want the new edge to be .5px away from the old line, which means the |
| // corners may need to be adjusted by more than .5px if the matrix had sheer. |
| Sk4f outset = 0.5f; |
| if (!rectilinear) { |
| adjust_non_rectilinear_outset(xdiff, ydiff, &outset); |
| } |
| |
| // When insetting, cap the inset amount to be half of the edge length, except that each edge |
| // has to remain parallel, so we separately limit LR and TB to half of the smallest of the |
| // opposing edges. |
| Sk4f lengths = invLengths.invert(); |
| Sk2f sides(SkMinScalar(lengths[0], lengths[3]), SkMinScalar(lengths[1], lengths[2])); |
| Sk4f edgeLimits = 0.5f * SkNx_shuffle<0, 1, 1, 0>(sides); |
| |
| if ((edgeLimits < 0.5f).anyTrue()) { |
| // Dealing with a subpixel rectangle, so must calculate clamped insets and padded outsets. |
| // The outsets are padded to ensure that the quad spans 2 pixels for improved interpolation. |
| Sk4f inset = -Sk4f::Min(outset, edgeLimits); |
| Sk4f insetCW = -Sk4f::Min(outset, nextCW(edgeLimits)); |
| |
| // The parallel distance shift caused by outset is currently 0.5, but need to scale it up to |
| // 0.5*(2 - side) so that (side + 2*shift) = 2px. Thus scale outsets for thin edges by |
| // (2 - side) since it already has the 1/2. |
| Sk4f outsetScale = 2.f - 2.f * Sk4f::Min(edgeLimits, 0.5f); // == 1 for non-thin edges |
| Sk4f outsetCW = outset * nextCW(outsetScale); |
| outset *= outsetScale; |
| |
| if (aaFlags != GrQuadAAFlags::kAll) { |
| Sk4f mask = compute_edge_mask(aaFlags); |
| outset_masked_vertices(outset, outsetCW, xdiff, ydiff, invLengths, mask, x1, y1, |
| u1, v1, r1, uvrCount); |
| outset_masked_vertices(inset, insetCW, xdiff, ydiff, invLengths, mask, x2, y2, |
| u2, v2, r2, uvrCount); |
| } else { |
| outset_vertices(outset, outsetCW, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount); |
| outset_vertices(inset, insetCW, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount); |
| } |
| } else { |
| // Since it's not subpixel, the inset is just the opposite of the outset and there's no |
| // difference between CCW and CW behavior. |
| Sk4f inset = -outset; |
| if (aaFlags != GrQuadAAFlags::kAll) { |
| Sk4f mask = compute_edge_mask(aaFlags); |
| outset_masked_vertices(outset, outset, xdiff, ydiff, invLengths, mask, x1, y1, |
| u1, v1, r1, uvrCount); |
| outset_masked_vertices(inset, inset, xdiff, ydiff, invLengths, mask, x2, y2, |
| u2, v2, r2, uvrCount); |
| } else { |
| outset_vertices(outset, outset, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount); |
| outset_vertices(inset, inset, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount); |
| } |
| } |
| |
| // An approximation of the pixel area covered by the quad |
| sides = Sk2f::Min(1.f, sides); |
| return sides[0] * sides[1]; |
| } |
| |
| // For each device space corner, devP, label its left/right or top/bottom opposite device space |
| // point opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is |
| // (length(devPt - opDevPt) + outset) / length(devPt - opDevPt); This returns the interpolant s, |
| // adjusted for any subpixel corrections. If subpixel, it also updates the max coverage. |
| static Sk4f get_projected_interpolant(const Sk4f& len, const Sk4f& outsets, float* maxCoverage) { |
| if ((len < 1.f).anyTrue()) { |
| *maxCoverage *= len.min(); |
| |
| // When insetting, the amount is clamped to be half the minimum edge length to prevent |
| // overlap. When outsetting, the amount is padded to cover 2 pixels. |
| if ((outsets < 0.f).anyTrue()) { |
| return (len - 0.5f * len.min()) / len; |
| } else { |
| return (len + outsets * (2.f - len.min())) / len; |
| } |
| } else { |
| return (len + outsets) / len; |
| } |
| } |
| |
| // Generalizes compute_nested_quad_vertices to extrapolate local coords such that |
| // after perspective division of the device coordinate, the original local coordinate value is at |
| // the original un-outset device position. r is the local coordinate's w component. However, since |
| // the projected edges will be different for inner and outer quads, there isn't much reuse between |
| // the calculations, so it's easier to just have this operate on one quad a time. |
| static float compute_quad_persp_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y, |
| Sk4f* w, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount, bool inset) { |
| SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3); |
| |
| auto iw = (*w).invert(); |
| auto x2d = (*x) * iw; |
| auto y2d = (*y) * iw; |
| |
| // Must compute non-rectilinear outset quantity using the projected 2d edge vectors |
| Sk4f xdiff, ydiff, invLengths; |
| compute_edge_vectors(x2d, y2d, nextCCW(x2d), nextCCW(y2d), &xdiff, &ydiff, &invLengths); |
| Sk4f outset = inset ? -0.5f : 0.5f; |
| adjust_non_rectilinear_outset(xdiff, ydiff, &outset); |
| |
| float maxProjectedCoverage = 1.f; |
| |
| if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) { |
| // For each entry in x the equivalent entry in opX is the left/right opposite and so on. |
| Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(*x); |
| Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(*w); |
| Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(*y); |
| // vx/vy holds the device space left-to-right vectors along top and bottom of the quad. |
| Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d); |
| Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d); |
| Sk4f len = SkNx_shuffle<0, 1, 0, 1>(SkNx_fma(vx, vx, vy * vy).sqrt()); |
| |
| // Compute t in homogeneous space from s using similar triangles so that we can produce |
| // homogeneous outset vertices for perspective-correct interpolation. |
| Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage); |
| Sk4f sOpW = s * opW; |
| Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); |
| // mask is used to make the t values be 1 when the left/right side is not antialiased. |
| Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f); |
| t = t * mask + (1.f - mask); |
| *x = opX + t * (*x - opX); |
| *y = opY + t * (*y - opY); |
| *w = opW + t * (*w - opW); |
| |
| if (uvrCount > 0) { |
| Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(*u); |
| Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(*v); |
| *u = opU + t * (*u - opU); |
| *v = opV + t * (*v - opV); |
| if (uvrCount == 3) { |
| Sk4f opR = SkNx_shuffle<2, 3, 0, 1>(*r); |
| *r = opR + t * (*r - opR); |
| } |
| } |
| |
| if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { |
| // Update the 2D points for the top/bottom calculation. |
| iw = (*w).invert(); |
| x2d = (*x) * iw; |
| y2d = (*y) * iw; |
| } |
| } |
| |
| if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { |
| // This operates the same as above but for top/bottom rather than left/right. |
| Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(*x); |
| Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(*w); |
| Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(*y); |
| |
| Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d); |
| Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d); |
| Sk4f len = SkNx_shuffle<0, 0, 1, 1>(SkNx_fma(vx, vx, vy * vy).sqrt()); |
| |
| Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage); |
| Sk4f sOpW = s * opW; |
| Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); |
| |
| Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, |
| GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f); |
| t = t * mask + (1.f - mask); |
| *x = opX + t * (*x - opX); |
| *y = opY + t * (*y - opY); |
| *w = opW + t * (*w - opW); |
| |
| if (uvrCount > 0) { |
| Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(*u); |
| Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(*v); |
| *u = opU + t * (*u - opU); |
| *v = opV + t * (*v - opV); |
| if (uvrCount == 3) { |
| Sk4f opR = SkNx_shuffle<1, 0, 3, 2>(*r); |
| *r = opR + t * (*r - opR); |
| } |
| } |
| } |
| |
| return maxProjectedCoverage; |
| } |
| |
| enum class CoverageMode { |
| kNone, |
| kWithPosition, |
| kWithColor |
| }; |
| |
| static CoverageMode get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec& spec) { |
| if (spec.usesCoverageAA()) { |
| if (spec.compatibleWithAlphaAsCoverage() && spec.hasVertexColors()) { |
| return CoverageMode::kWithColor; |
| } else { |
| return CoverageMode::kWithPosition; |
| } |
| } else { |
| return CoverageMode::kNone; |
| } |
| } |
| |
| // Writes four vertices in triangle strip order, including the additional data for local |
| // coordinates, domain, color, and coverage as needed to satisfy the vertex spec. |
| static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec, |
| CoverageMode mode, float coverage, |
| SkPMColor4f color4f, bool wideColor, |
| const SkRect& domain, |
| const Sk4f& x, const Sk4f& y, const Sk4f& w, |
| const Sk4f& u, const Sk4f& v, const Sk4f& r) { |
| static constexpr auto If = GrVertexWriter::If<float>; |
| |
| if (mode == CoverageMode::kWithColor) { |
| // Multiply the color by the coverage up front |
| SkASSERT(spec.hasVertexColors()); |
| color4f = color4f * coverage; |
| } |
| GrVertexColor color(color4f, wideColor); |
| |
| for (int i = 0; i < 4; ++i) { |
| // save position, this is a float2 or float3 or float4 depending on the combination of |
| // perspective and coverage mode. |
| vb->write(x[i], y[i], If(spec.deviceQuadType() == GrQuadType::kPerspective, w[i]), |
| If(mode == CoverageMode::kWithPosition, coverage)); |
| |
| // save color |
| if (spec.hasVertexColors()) { |
| vb->write(color); |
| } |
| |
| // save local position |
| if (spec.hasLocalCoords()) { |
| vb->write(u[i], v[i], If(spec.localQuadType() == GrQuadType::kPerspective, r[i])); |
| } |
| |
| // save the domain |
| if (spec.hasDomain()) { |
| vb->write(domain); |
| } |
| } |
| } |
| |
| GR_DECLARE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); |
| |
| static const int kVertsPerAAFillRect = 8; |
| static const int kIndicesPerAAFillRect = 30; |
| |
| static sk_sp<const GrBuffer> get_index_buffer(GrResourceProvider* resourceProvider) { |
| GR_DEFINE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); |
| |
| // clang-format off |
| static const uint16_t gFillAARectIdx[] = { |
| 0, 1, 2, 1, 3, 2, |
| 0, 4, 1, 4, 5, 1, |
| 0, 6, 4, 0, 2, 6, |
| 2, 3, 6, 3, 7, 6, |
| 1, 5, 3, 3, 5, 7, |
| }; |
| // clang-format on |
| |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(gFillAARectIdx) == kIndicesPerAAFillRect); |
| return resourceProvider->findOrCreatePatternedIndexBuffer( |
| gFillAARectIdx, kIndicesPerAAFillRect, GrQuadPerEdgeAA::kNumAAQuadsInIndexBuffer, |
| kVertsPerAAFillRect, gAAFillRectIndexBufferKey); |
| } |
| |
| } // anonymous namespace |
| |
| namespace GrQuadPerEdgeAA { |
| |
| ////////////////// Tessellate Implementation |
| |
| void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad, |
| const SkPMColor4f& color4f, const GrPerspQuad& localQuad, const SkRect& domain, |
| GrQuadAAFlags aaFlags) { |
| bool wideColor = GrQuadPerEdgeAA::ColorType::kHalf == spec.colorType(); |
| CoverageMode mode = get_mode_for_spec(spec); |
| |
| // Load position data into Sk4fs (always x, y, and load w to avoid branching down the road) |
| Sk4f oX = deviceQuad.x4f(); |
| Sk4f oY = deviceQuad.y4f(); |
| Sk4f oW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective |
| |
| // Load local position data into Sk4fs (either none, just u,v or all three) |
| Sk4f oU, oV, oR; |
| if (spec.hasLocalCoords()) { |
| oU = localQuad.x4f(); |
| oV = localQuad.y4f(); |
| oR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective |
| } |
| |
| GrVertexWriter vb{vertices}; |
| if (spec.usesCoverageAA()) { |
| SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor); |
| |
| // Must calculate two new quads, an outset and inset by .5 in projected device space, so |
| // duplicate the original quad into new Sk4fs for the inset. |
| Sk4f iX = oX, iY = oY, iW = oW; |
| Sk4f iU = oU, iV = oV, iR = oR; |
| |
| float maxCoverage = 1.f; |
| if (aaFlags != GrQuadAAFlags::kNone) { |
| if (spec.deviceQuadType() == GrQuadType::kPerspective) { |
| // Outset and inset the quads independently because perspective makes each shift |
| // unique. Since iX copied pre-outset oX, this will compute the proper inset too. |
| compute_quad_persp_vertices(aaFlags, &oX, &oY, &oW, &oU, &oV, &oW, |
| spec.localDimensionality(), /* inset */ false); |
| // Save coverage limit when computing inset quad |
| maxCoverage = compute_quad_persp_vertices(aaFlags, &iX, &iY, &iW, &iU, &iV, &iW, |
| spec.localDimensionality(), true); |
| } else { |
| // In the 2D case, insetting and outsetting can reuse the edge vectors, so the |
| // nested quads are computed together |
| maxCoverage = compute_nested_quad_vertices(aaFlags, &oX, &oY, &oU, &oV, &oR, |
| &iX, &iY, &iU, &iV, &iR, spec.localDimensionality(), |
| spec.deviceQuadType() <= GrQuadType::kRectilinear); |
| } |
| // NOTE: could provide an even more optimized tessellation function for axis-aligned |
| // rects since the positions can be outset by constants without doing vector math, |
| // except it must handle identifying the winding of the quad vertices if the transform |
| // applied a mirror, etc. The current 2D case is already adequately fast. |
| } // else don't adjust any positions, let the outer quad form degenerate triangles |
| |
| // Write two quads for inner and outer, inner will use the |
| write_quad(&vb, spec, mode, maxCoverage, color4f, wideColor, domain, |
| iX, iY, iW, iU, iV, iR); |
| write_quad(&vb, spec, mode, 0.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR); |
| } else { |
| // No outsetting needed, just write a single quad with full coverage |
| SkASSERT(mode == CoverageMode::kNone); |
| write_quad(&vb, spec, mode, 1.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR); |
| } |
| |
| return vb.fPtr; |
| } |
| |
| bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec, |
| int quadCount) { |
| if (spec.usesCoverageAA()) { |
| // AA quads use 8 vertices, basically nested rectangles |
| sk_sp<const GrBuffer> ibuffer = get_index_buffer(target->resourceProvider()); |
| if (!ibuffer) { |
| return false; |
| } |
| |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangles); |
| mesh->setIndexedPatterned(ibuffer.get(), kIndicesPerAAFillRect, kVertsPerAAFillRect, |
| quadCount, kNumAAQuadsInIndexBuffer); |
| } else { |
| // Non-AA quads use 4 vertices, and regular triangle strip layout |
| if (quadCount > 1) { |
| sk_sp<const GrBuffer> ibuffer = target->resourceProvider()->refQuadIndexBuffer(); |
| if (!ibuffer) { |
| return false; |
| } |
| |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangles); |
| mesh->setIndexedPatterned(ibuffer.get(), 6, 4, quadCount, |
| GrResourceProvider::QuadCountOfQuadBuffer()); |
| } else { |
| mesh->setPrimitiveType(GrPrimitiveType::kTriangleStrip); |
| mesh->setNonIndexedNonInstanced(4); |
| } |
| } |
| |
| return true; |
| } |
| |
| ////////////////// VertexSpec Implementation |
| |
| int VertexSpec::deviceDimensionality() const { |
| return this->deviceQuadType() == GrQuadType::kPerspective ? 3 : 2; |
| } |
| |
| int VertexSpec::localDimensionality() const { |
| return fHasLocalCoords ? (this->localQuadType() == GrQuadType::kPerspective ? 3 : 2) : 0; |
| } |
| |
| ////////////////// Geometry Processor Implementation |
| |
| class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor { |
| public: |
| |
| static sk_sp<GrGeometryProcessor> Make(const VertexSpec& spec) { |
| return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(spec)); |
| } |
| |
| static sk_sp<GrGeometryProcessor> Make(const VertexSpec& vertexSpec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, |
| uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) { |
| return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor( |
| vertexSpec, caps, textureType, textureConfig, samplerState, extraSamplerKey, |
| std::move(textureColorSpaceXform))); |
| } |
| |
| const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; } |
| |
| void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override { |
| // domain, texturing, device-dimensions are single bit flags |
| uint32_t x = fDomain.isInitialized() ? 0 : 1; |
| x |= fSampler.isInitialized() ? 0 : 2; |
| x |= fNeedsPerspective ? 0 : 4; |
| // local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d |
| if (fLocalCoord.isInitialized()) { |
| x |= kFloat3_GrVertexAttribType == fLocalCoord.cpuType() ? 8 : 16; |
| } |
| // similar for colors, 00 for none, 01 for bytes, 10 for half-floats |
| if (fColor.isInitialized()) { |
| x |= kUByte4_norm_GrVertexAttribType == fColor.cpuType() ? 32 : 64; |
| } |
| // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor |
| if (fCoverageMode != CoverageMode::kNone) { |
| x |= CoverageMode::kWithPosition == fCoverageMode ? 128 : 256; |
| } |
| |
| b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get())); |
| b->add32(x); |
| } |
| |
| GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps& caps) const override { |
| class GLSLProcessor : public GrGLSLGeometryProcessor { |
| public: |
| void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc, |
| FPCoordTransformIter&& transformIter) override { |
| const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>(); |
| if (gp.fLocalCoord.isInitialized()) { |
| this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); |
| } |
| fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get()); |
| } |
| |
| private: |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { |
| using Interpolation = GrGLSLVaryingHandler::Interpolation; |
| |
| const auto& gp = args.fGP.cast<QuadPerEdgeAAGeometryProcessor>(); |
| fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler, |
| gp.fTextureColorSpaceXform.get()); |
| |
| args.fVaryingHandler->emitAttributes(gp); |
| |
| if (gp.fCoverageMode == CoverageMode::kWithPosition) { |
| // Strip last channel from the vertex attribute to remove coverage and get the |
| // actual position |
| if (gp.fNeedsPerspective) { |
| args.fVertBuilder->codeAppendf("float3 position = %s.xyz;", |
| gp.fPosition.name()); |
| } else { |
| args.fVertBuilder->codeAppendf("float2 position = %s.xy;", |
| gp.fPosition.name()); |
| } |
| gpArgs->fPositionVar = {"position", |
| gp.fNeedsPerspective ? kFloat3_GrSLType |
| : kFloat2_GrSLType, |
| GrShaderVar::kNone_TypeModifier}; |
| } else { |
| // No coverage to eliminate |
| gpArgs->fPositionVar = gp.fPosition.asShaderVar(); |
| } |
| |
| // Handle local coordinates if they exist |
| if (gp.fLocalCoord.isInitialized()) { |
| // NOTE: If the only usage of local coordinates is for the inline texture fetch |
| // before FPs, then there are no registered FPCoordTransforms and this ends up |
| // emitting nothing, so there isn't a duplication of local coordinates |
| this->emitTransforms(args.fVertBuilder, |
| args.fVaryingHandler, |
| args.fUniformHandler, |
| gp.fLocalCoord.asShaderVar(), |
| args.fFPCoordTransformHandler); |
| } |
| |
| // Solid color before any texturing gets modulated in |
| if (gp.fColor.isInitialized()) { |
| // The color cannot be flat if the varying coverage has been modulated into it |
| args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor, |
| gp.fCoverageMode == CoverageMode::kWithColor ? |
| Interpolation::kInterpolated : Interpolation::kCanBeFlat); |
| } else { |
| // Output color must be initialized to something |
| args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor); |
| } |
| |
| // If there is a texture, must also handle texture coordinates and reading from |
| // the texture in the fragment shader before continuing to fragment processors. |
| if (gp.fSampler.isInitialized()) { |
| // Texture coordinates clamped by the domain on the fragment shader; if the GP |
| // has a texture, it's guaranteed to have local coordinates |
| args.fFragBuilder->codeAppend("float2 texCoord;"); |
| if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) { |
| // Can't do a pass through since we need to perform perspective division |
| GrGLSLVarying v(gp.fLocalCoord.gpuType()); |
| args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v); |
| args.fVertBuilder->codeAppendf("%s = %s;", |
| v.vsOut(), gp.fLocalCoord.name()); |
| args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;", |
| v.fsIn(), v.fsIn()); |
| } else { |
| args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord"); |
| } |
| |
| // Clamp the now 2D localCoordName variable by the domain if it is provided |
| if (gp.fDomain.isInitialized()) { |
| args.fFragBuilder->codeAppend("float4 domain;"); |
| args.fVaryingHandler->addPassThroughAttribute(gp.fDomain, "domain", |
| Interpolation::kCanBeFlat); |
| args.fFragBuilder->codeAppend( |
| "texCoord = clamp(texCoord, domain.xy, domain.zw);"); |
| } |
| |
| // Now modulate the starting output color by the texture lookup |
| args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor); |
| args.fFragBuilder->appendTextureLookupAndModulate( |
| args.fOutputColor, args.fTexSamplers[0], "texCoord", kFloat2_GrSLType, |
| &fTextureColorSpaceXformHelper); |
| args.fFragBuilder->codeAppend(";"); |
| } |
| |
| // And lastly, output the coverage calculation code |
| if (gp.fCoverageMode == CoverageMode::kWithPosition) { |
| GrGLSLVarying coverage(kFloat_GrSLType); |
| args.fVaryingHandler->addVarying("coverage", &coverage); |
| if (gp.fNeedsPerspective) { |
| args.fVertBuilder->codeAppendf("%s = %s.w;", |
| coverage.vsOut(), gp.fPosition.name()); |
| } else { |
| args.fVertBuilder->codeAppendf("%s = %s.z;", |
| coverage.vsOut(), gp.fPosition.name()); |
| } |
| |
| args.fFragBuilder->codeAppendf("%s = float4(%s);", |
| args.fOutputCoverage, coverage.fsIn()); |
| } else { |
| // Set coverage to 1, since it's either non-AA or the coverage was already |
| // folded into the output color |
| args.fFragBuilder->codeAppendf("%s = float4(1);", args.fOutputCoverage); |
| } |
| } |
| GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper; |
| }; |
| return new GLSLProcessor; |
| } |
| |
| private: |
| QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec) |
| : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) |
| , fTextureColorSpaceXform(nullptr) { |
| SkASSERT(!spec.hasDomain()); |
| this->initializeAttrs(spec); |
| this->setTextureSamplerCnt(0); |
| } |
| |
| QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, |
| uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) |
| : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) |
| , fTextureColorSpaceXform(std::move(textureColorSpaceXform)) |
| , fSampler(textureType, textureConfig, samplerState, extraSamplerKey) { |
| SkASSERT(spec.hasLocalCoords()); |
| this->initializeAttrs(spec); |
| this->setTextureSamplerCnt(1); |
| } |
| |
| void initializeAttrs(const VertexSpec& spec) { |
| fNeedsPerspective = spec.deviceDimensionality() == 3; |
| fCoverageMode = get_mode_for_spec(spec); |
| |
| if (fCoverageMode == CoverageMode::kWithPosition) { |
| if (fNeedsPerspective) { |
| fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } else { |
| fPosition = {"positionWithCoverage", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } |
| } else { |
| if (fNeedsPerspective) { |
| fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } else { |
| fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; |
| } |
| } |
| |
| int localDim = spec.localDimensionality(); |
| if (localDim == 3) { |
| fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; |
| } else if (localDim == 2) { |
| fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; |
| } // else localDim == 0 and attribute remains uninitialized |
| |
| if (ColorType::kByte == spec.colorType()) { |
| fColor = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}; |
| } else if (ColorType::kHalf == spec.colorType()) { |
| fColor = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType}; |
| } |
| |
| if (spec.hasDomain()) { |
| fDomain = {"domain", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; |
| } |
| |
| this->setVertexAttributes(&fPosition, 4); |
| } |
| |
| const TextureSampler& onTextureSampler(int) const override { return fSampler; } |
| |
| Attribute fPosition; // May contain coverage as last channel |
| Attribute fColor; // May have coverage modulated in if the FPs support it |
| Attribute fLocalCoord; |
| Attribute fDomain; |
| |
| // The positions attribute may have coverage built into it, so float3 is an ambiguous type |
| // and may mean 2d with coverage, or 3d with no coverage |
| bool fNeedsPerspective; |
| CoverageMode fCoverageMode; |
| |
| // Color space will be null and fSampler.isInitialized() returns false when the GP is configured |
| // to skip texturing. |
| sk_sp<GrColorSpaceXform> fTextureColorSpaceXform; |
| TextureSampler fSampler; |
| |
| typedef GrGeometryProcessor INHERITED; |
| }; |
| |
| sk_sp<GrGeometryProcessor> MakeProcessor(const VertexSpec& spec) { |
| return QuadPerEdgeAAGeometryProcessor::Make(spec); |
| } |
| |
| sk_sp<GrGeometryProcessor> MakeTexturedProcessor(const VertexSpec& spec, const GrShaderCaps& caps, |
| GrTextureType textureType, GrPixelConfig textureConfig, |
| const GrSamplerState& samplerState, uint32_t extraSamplerKey, |
| sk_sp<GrColorSpaceXform> textureColorSpaceXform) { |
| return QuadPerEdgeAAGeometryProcessor::Make(spec, caps, textureType, textureConfig, |
| samplerState, extraSamplerKey, |
| std::move(textureColorSpaceXform)); |
| } |
| |
| } // namespace GrQuadPerEdgeAA |