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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 "GrCCCoverageProcessor.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 Dalton383a2ef2018-01-08 17:21:41 -050019class GrCCCoverageProcessor::GSImpl : public GrGLSLGeometryProcessor {
Chris Dalton6a3dbee2017-10-16 10:44:41 -060020protected:
21 GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
22
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 Dalton383a2ef2018-01-08 17:21:41 -050031 const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>();
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.
34 SkASSERT(1 == proc.numAttribs());
Chris Dalton84403d72018-02-13 21:46:17 -050035 gpArgs->fPositionVar.set(GrVertexAttribTypeToSLType(proc.getAttrib(0).fType),
Chris Dalton23261772017-12-10 16:41:45 -070036 proc.getAttrib(0).fName);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060037
38 // Geometry shader.
39 GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
40 this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
41 varyingHandler->emitAttributes(proc);
Chris Dalton23261772017-12-10 16:41:45 -070042 varyingHandler->setNoPerspective();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060043 SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
44
45 // Fragment shader.
46 fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
47 }
48
Chris Dalton383a2ef2018-01-08 17:21:41 -050049 void emitGeometryShader(const GrCCCoverageProcessor& proc,
Chris Dalton6a3dbee2017-10-16 10:44:41 -060050 GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g,
51 const char* rtAdjust) const {
Chris Dalton43646532017-12-07 12:47:02 -070052 int numInputPoints = proc.numInputPoints();
53 SkASSERT(3 == numInputPoints || 4 == numInputPoints);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060054
Chris Dalton9f2dab02018-04-18 14:07:03 -060055 int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3;
56 const char* posValues = (4 == inputWidth) ? "sk_Position" : "sk_Position.xyz";
Chris Dalton23261772017-12-10 16:41:45 -070057 g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
Chris Dalton9f2dab02018-04-18 14:07:03 -060058 inputWidth, inputWidth, posValues, posValues);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060059
60 GrShaderVar wind("wind", kHalf_GrSLType);
61 g->declareGlobal(wind);
Chris Dalton6f5e77a2018-04-23 21:14:42 -060062 Shader::CalcWind(proc, g, "pts", wind.c_str());
63 if (PrimitiveType::kWeightedTriangles == proc.fPrimitiveType) {
Chris Dalton84403d72018-02-13 21:46:17 -050064 SkASSERT(3 == numInputPoints);
65 SkASSERT(kFloat4_GrVertexAttribType == proc.getAttrib(0).fType);
Chris Dalton6f5e77a2018-04-23 21:14:42 -060066 g->codeAppendf("%s *= sk_in[0].sk_Position.w;", wind.c_str());
Chris Dalton43646532017-12-07 12:47:02 -070067 }
Chris Dalton6a3dbee2017-10-16 10:44:41 -060068
69 SkString emitVertexFn;
70 SkSTArray<2, GrShaderVar> emitArgs;
71 const char* position = emitArgs.emplace_back("position", 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;
77 if (GSSubpass::kCorners == proc.fGSSubpass) {
78 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 Dalton90e8fb12017-12-22 02:24:53 -070088 fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
Chris Dalton4c239342018-04-05 18:43:40 -060089 position, coverage ? coverage : wind.c_str(), cornerCoverage);
Chris Daltonc17bf322017-10-24 10:59:03 -060090 g->emitVertex(&fnBody, position, rtAdjust);
Chris Dalton6a3dbee2017-10-16 10:44:41 -060091 return fnBody;
92 }().c_str(), &emitVertexFn);
93
Chris Daltonc17bf322017-10-24 10:59:03 -060094 float bloat = kAABloatRadius;
Chris Dalton6a3dbee2017-10-16 10:44:41 -060095#ifdef SK_DEBUG
Chris Dalton8d38a7f2018-03-19 14:16:44 -060096 if (proc.debugBloatEnabled()) {
Chris Daltonc17bf322017-10-24 10:59:03 -060097 bloat *= proc.debugBloat();
Chris Dalton6a3dbee2017-10-16 10:44:41 -060098 }
99#endif
Chris Daltonc17bf322017-10-24 10:59:03 -0600100 g->defineConstant("bloat", bloat);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600101
Chris Dalton21ba5512018-03-21 17:20:21 -0600102 this->onEmitGeometryShader(proc, g, wind, emitVertexFn.c_str());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600103 }
104
Chris Dalton21ba5512018-03-21 17:20:21 -0600105 virtual void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder*,
106 const GrShaderVar& wind, const char* emitVertexFn) const = 0;
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600107
108 virtual ~GSImpl() {}
109
110 const std::unique_ptr<Shader> fShader;
111
112 typedef GrGLSLGeometryProcessor INHERITED;
113};
114
Chris Dalton1fbdb612017-12-12 12:48:47 -0700115/**
Chris Dalton5183e642018-03-07 12:53:01 -0700116 * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
117 *
118 * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
119 * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
120 * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
121 * into smooth, antialiased ones.
122 *
Chris Dalton8738cf42018-03-09 11:57:40 -0700123 * The final corners get touched up in a later step by GSTriangleCornerImpl.
Chris Dalton1fbdb612017-12-12 12:48:47 -0700124 */
Chris Dalton21ba5512018-03-21 17:20:21 -0600125class GrCCCoverageProcessor::GSTriangleHullImpl : public GrCCCoverageProcessor::GSImpl {
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600126public:
Chris Dalton21ba5512018-03-21 17:20:21 -0600127 GSTriangleHullImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600128
Chris Dalton21ba5512018-03-21 17:20:21 -0600129 bool hasCoverage() const override { return true; }
130
131 void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder* g,
132 const GrShaderVar& wind, const char* emitVertexFn) const override {
133 fShader->emitSetupCode(g, "pts", wind.c_str());
Chris Dalton8738cf42018-03-09 11:57:40 -0700134
Chris Dalton1fbdb612017-12-12 12:48:47 -0700135 // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
136 // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
137 //
Chris Dalton5183e642018-03-07 12:53:01 -0700138 // NOTE: We generate the rasters in 5 independent invocations, so each invocation designates
Chris Dalton1fbdb612017-12-12 12:48:47 -0700139 // the corner it will begin with as the top.
Chris Dalton5183e642018-03-07 12:53:01 -0700140 g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
141 wind.c_str());
142 g->codeAppend ("float2 top = pts[i];");
143 g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
144 g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600145
Chris Dalton5183e642018-03-07 12:53:01 -0700146 // Determine which direction to outset the conservative raster from each of the three edges.
147 g->codeAppend ("float2 leftbloat = sign(top - left);");
148 g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
149 "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600150
Chris Dalton5183e642018-03-07 12:53:01 -0700151 g->codeAppend ("float2 rightbloat = sign(right - top);");
152 g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
153 "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
154
155 g->codeAppend ("float2 downbloat = sign(left - right);");
156 g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
157 "0 != downbloat.x ? -downbloat.x : -downbloat.y);");
158
159 // The triangle's conservative raster has a coverage of +1 all around.
160 g->codeAppend ("half4 coverages = half4(+1);");
161
162 // Edges have coverage ramps.
163 g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
164 Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
165 "float2(+rightbloat.y, -rightbloat.x)",
166 "coverages[0]");
167 g->codeAppend ( "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
168 // Reassign bloats to characterize a conservative raster around a single edge, rather than
169 // the entire triangle.
170 g->codeAppend ( "leftbloat = downbloat = -rightbloat;");
171 g->codeAppend ("}");
172
173 // These can't be scaled until after we calculate coverage.
174 g->codeAppend ("leftbloat *= bloat;");
175 g->codeAppend ("rightbloat *= bloat;");
176 g->codeAppend ("downbloat *= bloat;");
177
178 // Here we generate the conservative raster geometry. The triangle's conservative raster is
179 // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
180 // convex polygon with either one, two, or three vertices at each input point (depending on
181 // how sharp the corner is) that we split between two invocations. Edge conservative rasters
182 // are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on
183 // conservative raster, see:
Chris Dalton1fbdb612017-12-12 12:48:47 -0700184 // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
185 g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
186 g->codeAppend ("if (all(left_right_notequal)) {");
187 // The top corner will have three conservative raster vertices. Emit the
188 // middle one first to the triangle strip.
Chris Dalton5183e642018-03-07 12:53:01 -0700189 g->codeAppendf( "%s(top + float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
190 emitVertexFn);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600191 g->codeAppend ("}");
Chris Dalton1fbdb612017-12-12 12:48:47 -0700192 g->codeAppend ("if (any(left_right_notequal)) {");
193 // Second conservative raster vertex for the top corner.
Chris Dalton5183e642018-03-07 12:53:01 -0700194 g->codeAppendf( "%s(top + rightbloat, coverages[1]);", emitVertexFn);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600195 g->codeAppend ("}");
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600196
Chris Dalton5183e642018-03-07 12:53:01 -0700197 // Main interior body.
198 g->codeAppendf("%s(top + leftbloat, coverages[2]);", emitVertexFn);
199 g->codeAppendf("%s(right + rightbloat, coverages[1]);", emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700200
Chris Dalton5183e642018-03-07 12:53:01 -0700201 // Here the invocations diverge slightly. We can't symmetrically divide three triangle
202 // points between two invocations, so each does the following:
Chris Dalton1fbdb612017-12-12 12:48:47 -0700203 //
Chris Dalton5183e642018-03-07 12:53:01 -0700204 // sk_InvocationID=0: Finishes the main interior body of the triangle hull.
205 // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
206 // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
Chris Dalton1fbdb612017-12-12 12:48:47 -0700207 g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
208 g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
Chris Dalton5183e642018-03-07 12:53:01 -0700209 g->codeAppendf( "%s(0 == sk_InvocationID ? left + leftbloat : right + downbloat, "
210 "coverages[2]);", emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700211 g->codeAppend ("}");
212 g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
Chris Dalton5183e642018-03-07 12:53:01 -0700213 g->codeAppendf( "%s(right + float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
214 emitVertexFn);
Chris Dalton1fbdb612017-12-12 12:48:47 -0700215 g->codeAppend ("}");
216
Chris Dalton5183e642018-03-07 12:53:01 -0700217 // 5 invocations: 2 triangle hull invocations and 3 edges.
218 g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
Chris Dalton6a3dbee2017-10-16 10:44:41 -0600219 }
220};
221
Chris Dalton1fbdb612017-12-12 12:48:47 -0700222/**
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600223 * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
224 */
225class GrCCCoverageProcessor::GSCurveHullImpl : public GrCCCoverageProcessor::GSImpl {
226public:
227 GSCurveHullImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
228
229 void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder* g,
230 const GrShaderVar& wind, const char* emitVertexFn) const override {
231 const char* hullPts = "pts";
232 fShader->emitSetupCode(g, "pts", wind.c_str(), &hullPts);
233
234 // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
235 // we can identify the points by their corresponding corner.
236 //
237 // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
238 // the hull in two independent invocations. Each invocation designates the corner it will
239 // begin with as top-left.
240 g->codeAppend ("int i = sk_InvocationID * 2;");
241 g->codeAppendf("float2 topleft = %s[i];", hullPts);
242 g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
243 g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
244 g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
245
246 // Determine how much to outset the conservative raster hull from the relevant edges.
247 g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +bloat : -bloat, "
248 "topleft.x > bottomleft.x ? -bloat : bloat);");
249 g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +bloat : -bloat, "
250 "topright.x > topleft.x ? -bloat : +bloat);");
251 g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +bloat : -bloat, "
252 "bottomright.x > topright.x ? -bloat : +bloat);");
253
254 // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
255 // boxes centered on the input points, split evenly between two invocations. This translates
256 // to a polygon with either one, two, or three vertices at each input point, depending on
257 // how sharp the corner is. For more details on conservative raster, see:
258 // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
259 g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
260 g->codeAppend ("if (all(left_up_notequal)) {");
261 // The top-left corner will have three conservative raster vertices.
262 // Emit the middle one first to the triangle strip.
263 g->codeAppendf( "%s(topleft + float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
264 g->codeAppend ("}");
265 g->codeAppend ("if (any(left_up_notequal)) {");
266 // Second conservative raster vertex for the top-left corner.
267 g->codeAppendf( "%s(topleft + leftbloat);", emitVertexFn);
268 g->codeAppend ("}");
269
270 // Main interior body of this invocation's half of the hull.
271 g->codeAppendf("%s(topleft + upbloat);", emitVertexFn);
272 g->codeAppendf("%s(bottomleft + leftbloat);", emitVertexFn);
273 g->codeAppendf("%s(topright + upbloat);", emitVertexFn);
274
275 // Remaining two conservative raster vertices for the top-right corner.
276 g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
277 g->codeAppend ("if (any(up_right_notequal)) {");
278 g->codeAppendf( "%s(topright + rightbloat);", emitVertexFn);
279 g->codeAppend ("}");
280 g->codeAppend ("if (all(up_right_notequal)) {");
281 g->codeAppendf( "%s(topright + float2(-upbloat.y, upbloat.x));", emitVertexFn);
282 g->codeAppend ("}");
283
284 g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
285 }
286};
287
288/**
Chris Dalton21ba5512018-03-21 17:20:21 -0600289 * Generates conservative rasters around corners (aka pixel-size boxes) and calculates
290 * coverage and attenuation ramps to fix up the coverage values written by the hulls.
Chris Dalton8738cf42018-03-09 11:57:40 -0700291 */
Chris Dalton21ba5512018-03-21 17:20:21 -0600292class GrCCCoverageProcessor::GSCornerImpl : public GrCCCoverageProcessor::GSImpl {
Chris Dalton8738cf42018-03-09 11:57:40 -0700293public:
Chris Dalton21ba5512018-03-21 17:20:21 -0600294 GSCornerImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
Chris Dalton8738cf42018-03-09 11:57:40 -0700295
Chris Dalton21ba5512018-03-21 17:20:21 -0600296 bool hasCoverage() const override { return true; }
Chris Dalton8738cf42018-03-09 11:57:40 -0700297
Chris Dalton21ba5512018-03-21 17:20:21 -0600298 void onEmitGeometryShader(const GrCCCoverageProcessor& proc, GrGLSLGeometryBuilder* g,
299 const GrShaderVar& wind, const char* emitVertexFn) const override {
300 fShader->emitSetupCode(g, "pts", wind.c_str());
301
Chris Dalton21ba5512018-03-21 17:20:21 -0600302 g->codeAppendf("int corneridx = sk_InvocationID;");
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600303 if (!proc.isTriangles()) {
Chris Dalton21ba5512018-03-21 17:20:21 -0600304 g->codeAppendf("corneridx *= %i;", proc.numInputPoints() - 1);
305 }
306
307 g->codeAppendf("float2 corner = pts[corneridx];");
308 g->codeAppendf("float2 left = pts[(corneridx + (%s > 0 ? %i : 1)) %% %i];",
309 wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
310 g->codeAppendf("float2 right = pts[(corneridx + (%s > 0 ? 1 : %i)) %% %i];",
311 wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
Chris Dalton8738cf42018-03-09 11:57:40 -0700312
Chris Dalton04a1de52018-03-14 02:04:09 -0600313 g->codeAppend ("float2 leftdir = corner - left;");
314 g->codeAppend ("leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);");
315
316 g->codeAppend ("float2 rightdir = right - corner;");
317 g->codeAppend ("rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);");
318
Chris Dalton8738cf42018-03-09 11:57:40 -0700319 // Find "outbloat" and "crossbloat" at our corner. The outbloat points diagonally out of the
Chris Dalton04a1de52018-03-14 02:04:09 -0600320 // triangle, in the direction that should ramp to zero coverage with attenuation. The
321 // crossbloat runs perpindicular to outbloat.
Chris Dalton8738cf42018-03-09 11:57:40 -0700322 g->codeAppend ("float2 outbloat = float2(leftdir.x > rightdir.x ? +1 : -1, "
323 "leftdir.y > rightdir.y ? +1 : -1);");
324 g->codeAppend ("float2 crossbloat = float2(-outbloat.y, +outbloat.x);");
325
Chris Dalton04a1de52018-03-14 02:04:09 -0600326 g->codeAppend ("half attenuation; {");
Chris Dalton4c239342018-04-05 18:43:40 -0600327 Shader::CalcCornerAttenuation(g, "leftdir", "rightdir", "attenuation");
Chris Dalton04a1de52018-03-14 02:04:09 -0600328 g->codeAppend ("}");
329
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600330 if (proc.isTriangles()) {
Chris Dalton4c239342018-04-05 18:43:40 -0600331 g->codeAppend ("half2 left_coverages; {");
332 Shader::CalcEdgeCoveragesAtBloatVertices(g, "left", "corner", "-outbloat",
333 "-crossbloat", "left_coverages");
334 g->codeAppend ("}");
Chris Dalton04a1de52018-03-14 02:04:09 -0600335
Chris Dalton4c239342018-04-05 18:43:40 -0600336 g->codeAppend ("half2 right_coverages; {");
337 Shader::CalcEdgeCoveragesAtBloatVertices(g, "corner", "right", "-outbloat",
338 "crossbloat", "right_coverages");
339 g->codeAppend ("}");
Chris Dalton04a1de52018-03-14 02:04:09 -0600340
Chris Dalton4c239342018-04-05 18:43:40 -0600341 // Emit a corner box. The first coverage argument erases the values that were written
342 // previously by the hull and edge geometry. The second pair are multiplied together by
343 // the fragment shader. They ramp to 0 with attenuation in the direction of outbloat,
344 // and linearly from left-edge coverage to right-edge coverage in the direction of
345 // crossbloat.
346 //
347 // NOTE: Since this is not a linear mapping, it is important that the box's diagonal
348 // shared edge points in the direction of outbloat.
349 g->codeAppendf("%s(corner - crossbloat * bloat, right_coverages[1] - left_coverages[1],"
350 "half2(1 + left_coverages[1], 1));",
351 emitVertexFn);
Chris Dalton04a1de52018-03-14 02:04:09 -0600352
Chris Dalton4c239342018-04-05 18:43:40 -0600353 g->codeAppendf("%s(corner + outbloat * bloat, "
354 "1 + left_coverages[0] + right_coverages[0], half2(0, attenuation));",
355 emitVertexFn);
356
357 g->codeAppendf("%s(corner - outbloat * bloat, "
358 "-1 - left_coverages[0] - right_coverages[0], "
359 "half2(1 + left_coverages[0] + right_coverages[0], 1));",
360 emitVertexFn);
361
362 g->codeAppendf("%s(corner + crossbloat * bloat, left_coverages[1] - right_coverages[1],"
363 "half2(1 + right_coverages[1], 1));",
364 emitVertexFn);
365 } else {
366 // Curves are simpler. The first coverage value of -1 means "wind = -wind", and causes
367 // the Shader to erase what it had written previously for the hull. Then, at each vertex
368 // of the corner box, the Shader will calculate the curve's local coverage value,
369 // interpolate it alongside our attenuation parameter, and multiply the two together for
370 // a final coverage value.
371 g->codeAppendf("%s(corner - crossbloat * bloat, -1, half2(1));", emitVertexFn);
372 g->codeAppendf("%s(corner + outbloat * bloat, -1, half2(0, attenuation));",
373 emitVertexFn);
374 g->codeAppendf("%s(corner - outbloat * bloat, -1, half2(1));", emitVertexFn);
375 g->codeAppendf("%s(corner + crossbloat * bloat, -1, half2(1));", emitVertexFn);
376 }
Chris Dalton8738cf42018-03-09 11:57:40 -0700377
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600378 g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, proc.isTriangles() ? 3 : 2);
Chris Dalton8738cf42018-03-09 11:57:40 -0700379 }
380};
381
Chris Dalton383a2ef2018-01-08 17:21:41 -0500382void GrCCCoverageProcessor::initGS() {
Chris Dalton90e8fb12017-12-22 02:24:53 -0700383 SkASSERT(Impl::kGeometryShader == fImpl);
Chris Dalton9f2dab02018-04-18 14:07:03 -0600384 if (4 == this->numInputPoints() || this->hasInputWeight()) {
Chris Dalton84403d72018-02-13 21:46:17 -0500385 this->addVertexAttrib("x_or_y_values", kFloat4_GrVertexAttribType);
386 SkASSERT(sizeof(QuadPointInstance) == this->getVertexStride() * 2);
387 SkASSERT(offsetof(QuadPointInstance, fY) == this->getVertexStride());
Chris Dalton23261772017-12-10 16:41:45 -0700388 } else {
Chris Dalton84403d72018-02-13 21:46:17 -0500389 this->addVertexAttrib("x_or_y_values", kFloat3_GrVertexAttribType);
390 SkASSERT(sizeof(TriPointInstance) == this->getVertexStride() * 2);
391 SkASSERT(offsetof(TriPointInstance, fY) == this->getVertexStride());
Chris Dalton23261772017-12-10 16:41:45 -0700392 }
393 this->setWillUseGeoShader();
394}
395
Chris Dalton383a2ef2018-01-08 17:21:41 -0500396void GrCCCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount,
397 int baseInstance, SkTArray<GrMesh>* out) const {
Chris Dalton23261772017-12-10 16:41:45 -0700398 // GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
399 // values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
400 // invocation receives either the shape's x or y values as inputs, which it forwards to the
401 // geometry shader.
Chris Dalton90e8fb12017-12-22 02:24:53 -0700402 SkASSERT(Impl::kGeometryShader == fImpl);
Chris Dalton23261772017-12-10 16:41:45 -0700403 GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
404 mesh.setNonIndexedNonInstanced(instanceCount * 2);
405 mesh.setVertexData(instanceBuffer, baseInstance * 2);
406}
Chris Dalton1fbdb612017-12-12 12:48:47 -0700407
Chris Dalton383a2ef2018-01-08 17:21:41 -0500408GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600409 if (GSSubpass::kHulls == fGSSubpass) {
Chris Dalton6f5e77a2018-04-23 21:14:42 -0600410 return this->isTriangles()
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600411 ? (GSImpl*) new GSTriangleHullImpl(std::move(shadr))
412 : (GSImpl*) new GSCurveHullImpl(std::move(shadr));
Chris Dalton1fbdb612017-12-12 12:48:47 -0700413 }
Chris Dalton8dfc70f2018-03-26 19:15:22 -0600414 SkASSERT(GSSubpass::kCorners == fGSSubpass);
415 return new GSCornerImpl(std::move(shadr));
Chris Dalton1fbdb612017-12-12 12:48:47 -0700416}