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authorGravatar Chris Dalton <csmartdalton@google.com>2017-07-14 15:17:41 -0600
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-07-14 21:45:35 +0000
commit1a325d25b941ef801b3e9b2c0342da43cf35cdba (patch)
tree3f65d36541399e1ae6a529a534119815a2c5ba36 /src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
parent588fb040b3ad410cdb10c87f9a7884b6eb825e90 (diff)
Coverage counting path renderer
Initial implementation of a GPU path renderer that draws antialiased paths by counting coverage in an offscreen buffer. Initially disabled until it has had time to soak. Bug: skia: Change-Id: I003d8cfdf8dc62641581b5ea2dc4f0aa00108df6 Reviewed-on: https://skia-review.googlesource.com/21541 Commit-Queue: Chris Dalton <csmartdalton@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'src/gpu/ccpr/GrCCPRCoverageProcessor.cpp')
-rw-r--r--src/gpu/ccpr/GrCCPRCoverageProcessor.cpp355
1 files changed, 355 insertions, 0 deletions
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
new file mode 100644
index 0000000000..5f1833a678
--- /dev/null
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
@@ -0,0 +1,355 @@
+/*
+ * Copyright 2017 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrCCPRCoverageProcessor.h"
+
+#include "ccpr/GrCCPRTriangleProcessor.h"
+#include "ccpr/GrCCPRQuadraticProcessor.h"
+#include "ccpr/GrCCPRCubicProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLGeometryShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
+
+const char* GrCCPRCoverageProcessor::GetProcessorName(Mode mode) {
+ switch (mode) {
+ case Mode::kTriangleHulls:
+ return "GrCCPRTriangleHullAndEdgeProcessor (hulls)";
+ case Mode::kTriangleEdges:
+ return "GrCCPRTriangleHullAndEdgeProcessor (edges)";
+ case Mode::kCombinedTriangleHullsAndEdges:
+ return "GrCCPRTriangleHullAndEdgeProcessor (combined hulls & edges)";
+ case Mode::kTriangleCorners:
+ return "GrCCPRTriangleCornerProcessor";
+ case Mode::kQuadraticHulls:
+ return "GrCCPRQuadraticHullProcessor";
+ case Mode::kQuadraticFlatEdges:
+ return "GrCCPRQuadraticSharedEdgeProcessor";
+ case Mode::kSerpentineInsets:
+ return "GrCCPRCubicInsetProcessor (serpentine)";
+ case Mode::kSerpentineBorders:
+ return "GrCCPRCubicBorderProcessor (serpentine)";
+ case Mode::kLoopInsets:
+ return "GrCCPRCubicInsetProcessor (loop)";
+ case Mode::kLoopBorders:
+ return "GrCCPRCubicBorderProcessor (loop)";
+ }
+ SkFAIL("Unexpected ccpr coverage processor mode.");
+ return nullptr;
+}
+
+GrCCPRCoverageProcessor::GrCCPRCoverageProcessor(Mode mode, GrBuffer* pointsBuffer)
+ : fMode(mode)
+ , fInstanceAttrib(this->addInstanceAttrib("instance", kVec4i_GrVertexAttribType,
+ kHigh_GrSLPrecision)) {
+ fPointsBufferAccess.reset(kRG_float_GrPixelConfig, pointsBuffer, kVertex_GrShaderFlag);
+ this->addBufferAccess(&fPointsBufferAccess);
+
+ this->setWillUseGeoShader();
+
+ this->initClassID<GrCCPRCoverageProcessor>();
+}
+
+void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
+ GrProcessorKeyBuilder* b) const {
+ b->add32(int(fMode));
+}
+
+GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
+ switch (fMode) {
+ using GeometryType = GrCCPRTriangleHullAndEdgeProcessor::GeometryType;
+
+ case Mode::kTriangleHulls:
+ return new GrCCPRTriangleHullAndEdgeProcessor(GeometryType::kHulls);
+ case Mode::kTriangleEdges:
+ return new GrCCPRTriangleHullAndEdgeProcessor(GeometryType::kEdges);
+ case Mode::kCombinedTriangleHullsAndEdges:
+ return new GrCCPRTriangleHullAndEdgeProcessor(GeometryType::kHullsAndEdges);
+ case Mode::kTriangleCorners:
+ return new GrCCPRTriangleCornerProcessor();
+ case Mode::kQuadraticHulls:
+ return new GrCCPRQuadraticHullProcessor();
+ case Mode::kQuadraticFlatEdges:
+ return new GrCCPRQuadraticSharedEdgeProcessor();
+ case Mode::kSerpentineInsets:
+ return new GrCCPRCubicInsetProcessor(GrCCPRCubicProcessor::Type::kSerpentine);
+ case Mode::kSerpentineBorders:
+ return new GrCCPRCubicBorderProcessor(GrCCPRCubicProcessor::Type::kSerpentine);
+ case Mode::kLoopInsets:
+ return new GrCCPRCubicInsetProcessor(GrCCPRCubicProcessor::Type::kLoop);
+ case Mode::kLoopBorders:
+ return new GrCCPRCubicBorderProcessor(GrCCPRCubicProcessor::Type::kLoop);
+ }
+ SkFAIL("Unexpected ccpr coverage processor mode.");
+ return nullptr;
+}
+
+using PrimitiveProcessor = GrCCPRCoverageProcessor::PrimitiveProcessor;
+
+void PrimitiveProcessor::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
+ const GrCCPRCoverageProcessor& proc = args.fGP.cast<GrCCPRCoverageProcessor>();
+
+ GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ switch (fCoverageType) {
+ case CoverageType::kOne:
+ case CoverageType::kShader:
+ varyingHandler->addFlatVarying("wind", &fFragWind, kLow_GrSLPrecision);
+ break;
+ case CoverageType::kInterpolated:
+ varyingHandler->addVarying("coverage_times_wind", &fFragCoverageTimesWind,
+ kMedium_GrSLPrecision);
+ break;
+ }
+ this->resetVaryings(varyingHandler);
+
+ varyingHandler->emitAttributes(proc);
+
+ this->emitVertexShader(proc, args.fVertBuilder, args.fTexelBuffers[0], args.fRTAdjustName,
+ gpArgs);
+ this->emitGeometryShader(proc, args.fGeomBuilder, args.fRTAdjustName);
+ this->emitCoverage(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
+
+ SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
+}
+
+void PrimitiveProcessor::emitVertexShader(const GrCCPRCoverageProcessor& proc,
+ GrGLSLVertexBuilder* v,
+ const TexelBufferHandle& pointsBuffer,
+ const char* rtAdjust, GrGPArgs* gpArgs) const {
+ v->codeAppendf("int packedoffset = %s.w;", proc.instanceAttrib());
+ v->codeAppend ("highp vec2 atlasoffset = vec2((packedoffset<<16) >> 16, packedoffset >> 16);");
+
+ this->onEmitVertexShader(proc, v, pointsBuffer, "atlasoffset", rtAdjust, gpArgs);
+}
+
+void PrimitiveProcessor::emitGeometryShader(const GrCCPRCoverageProcessor& proc,
+ GrGLSLGeometryBuilder* g, const char* rtAdjust) const {
+ g->declareGlobal(fGeomWind);
+ this->emitWind(g, rtAdjust, fGeomWind.c_str());
+
+ SkString emitVertexFn;
+ SkSTArray<2, GrShaderVar> emitArgs;
+ const char* position = emitArgs.emplace_back("position", kVec2f_GrSLType,
+ GrShaderVar::kNonArray,
+ kHigh_GrSLPrecision).c_str();
+ const char* coverage = emitArgs.emplace_back("coverage", kFloat_GrSLType,
+ GrShaderVar::kNonArray,
+ kHigh_GrSLPrecision).c_str();
+ g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
+ SkString fnBody;
+ this->emitPerVertexGeometryCode(&fnBody, position, coverage, fGeomWind.c_str());
+ if (fFragWind.gsOut()) {
+ fnBody.appendf("%s = %s;", fFragWind.gsOut(), fGeomWind.c_str());
+ }
+ if (fFragCoverageTimesWind.gsOut()) {
+ fnBody.appendf("%s = %s * %s;",
+ fFragCoverageTimesWind.gsOut(), coverage, fGeomWind.c_str());
+ }
+ fnBody.append ("gl_Position = vec4(position, 0, 1);");
+ fnBody.append ("EmitVertex();");
+ return fnBody;
+ }().c_str(), &emitVertexFn);
+
+ g->codeAppendf("highp vec2 bloat = %f * abs(%s.xz);", kAABloatRadius, rtAdjust);
+
+#ifdef SK_DEBUG
+ if (proc.debugVisualizations()) {
+ g->codeAppendf("bloat *= %f;", GrCCPRCoverageProcessor::kDebugBloat);
+ }
+#endif
+
+ return this->onEmitGeometryShader(g, emitVertexFn.c_str(), fGeomWind.c_str(), rtAdjust);
+}
+
+int PrimitiveProcessor::emitHullGeometry(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
+ const char* polygonPts, int numSides,
+ const char* wedgeIdx, const char* insetPts) const {
+ SkASSERT(numSides >= 3);
+
+ if (!insetPts) {
+ g->codeAppendf("highp vec2 centroidpt = %s * vec%i(%f);",
+ polygonPts, numSides, 1.0 / numSides);
+ }
+
+ g->codeAppendf("int previdx = (%s + %i) %% %i, "
+ "nextidx = (%s + 1) %% %i;",
+ wedgeIdx, numSides - 1, numSides, wedgeIdx, numSides);
+
+ g->codeAppendf("highp vec2 self = %s[%s];"
+ "highp int leftidx = %s > 0 ? previdx : nextidx;"
+ "highp int rightidx = %s > 0 ? nextidx : previdx;",
+ polygonPts, wedgeIdx, fGeomWind.c_str(), fGeomWind.c_str());
+
+ // Which quadrant does the vector from self -> right fall into?
+ g->codeAppendf("highp vec2 right = %s[rightidx];", polygonPts);
+ if (3 == numSides) {
+ // TODO: evaluate perf gains.
+ g->codeAppend ("highp vec2 qsr = sign(right - self);");
+ } else {
+ SkASSERT(4 == numSides);
+ g->codeAppendf("highp vec2 diag = %s[(%s + 2) %% 4];", polygonPts, wedgeIdx);
+ g->codeAppend ("highp vec2 qsr = sign((right != self ? right : diag) - self);");
+ }
+
+ // Which quadrant does the vector from left -> self fall into?
+ g->codeAppendf("highp vec2 qls = sign(self - %s[leftidx]);", polygonPts);
+
+ // d2 just helps us reduce triangle counts with orthogonal, axis-aligned lines.
+ // TODO: evaluate perf gains.
+ const char* dr2 = "dr";
+ if (3 == numSides) {
+ // TODO: evaluate perf gains.
+ g->codeAppend ("highp vec2 dr = vec2(qsr.y != 0 ? +qsr.y : +qsr.x, "
+ "qsr.x != 0 ? -qsr.x : +qsr.y);");
+ g->codeAppend ("highp vec2 dr2 = vec2(qsr.y != 0 ? +qsr.y : -qsr.x, "
+ "qsr.x != 0 ? -qsr.x : -qsr.y);");
+ g->codeAppend ("highp vec2 dl = vec2(qls.y != 0 ? +qls.y : +qls.x, "
+ "qls.x != 0 ? -qls.x : +qls.y);");
+ dr2 = "dr2";
+ } else {
+ g->codeAppend ("highp vec2 dr = vec2(qsr.y != 0 ? +qsr.y : 1, "
+ "qsr.x != 0 ? -qsr.x : 1);");
+ g->codeAppend ("highp vec2 dl = (qls == vec2(0)) ? dr : vec2(qls.y != 0 ? +qls.y : 1, "
+ "qls.x != 0 ? -qls.x : 1);");
+ }
+ g->codeAppendf("bvec2 dnotequal = notEqual(%s, dl);", dr2);
+
+ // Emit one third of what is the convex hull of pixel-size boxes centered on the vertices.
+ // Each invocation emits a different third.
+ if (insetPts) {
+ g->codeAppendf("%s(%s[rightidx], 1);", emitVertexFn, insetPts);
+ }
+ g->codeAppendf("%s(right + bloat * dr, 1);", emitVertexFn);
+ if (insetPts) {
+ g->codeAppendf("%s(%s[%s], 1);", emitVertexFn, insetPts, wedgeIdx);
+ } else {
+ g->codeAppendf("%s(centroidpt, 1);", emitVertexFn);
+ }
+ g->codeAppendf("%s(self + bloat * %s, 1);", emitVertexFn, dr2);
+ g->codeAppend ("if (any(dnotequal)) {");
+ g->codeAppendf( "%s(self + bloat * dl, 1);", emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("if (all(dnotequal)) {");
+ g->codeAppendf( "%s(self + bloat * vec2(-dl.y, dl.x), 1);", emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("EndPrimitive();");
+
+ return insetPts ? 6 : 5;
+}
+
+int PrimitiveProcessor::emitEdgeGeometry(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
+ const char* leftPt, const char* rightPt,
+ const char* distanceEquation) const {
+ if (!distanceEquation) {
+ this->emitEdgeDistanceEquation(g, leftPt, rightPt, "highp vec3 edge_distance_equation");
+ distanceEquation = "edge_distance_equation";
+ }
+
+ // qlr is defined in emitEdgeDistanceEquation.
+ g->codeAppendf("highp mat2 endpts = mat2(%s - bloat * qlr, %s + bloat * qlr);",
+ leftPt, rightPt);
+ g->codeAppendf("mediump vec2 endpts_coverage = %s.xy * endpts + %s.z;",
+ distanceEquation, distanceEquation);
+
+ // d1 is defined in emitEdgeDistanceEquation.
+ g->codeAppend ("highp vec2 d2 = d1;");
+ g->codeAppend ("bool aligned = qlr.x == 0 || qlr.y == 0;");
+ g->codeAppend ("if (aligned) {");
+ g->codeAppend ( "d1 -= qlr;");
+ g->codeAppend ( "d2 += qlr;");
+ g->codeAppend ("}");
+
+ // Emit the convex hull of 2 pixel-size boxes centered on the endpoints of the edge. Each
+ // invocation emits a different edge. Emit negative coverage that subtracts the appropiate
+ // amount back out from the hull we drew above.
+ g->codeAppend ("if (!aligned) {");
+ g->codeAppendf( "%s(endpts[0], endpts_coverage[0]);", emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppendf("%s(%s + bloat * d1, -1);", emitVertexFn, leftPt);
+ g->codeAppendf("%s(%s - bloat * d2, 0);", emitVertexFn, leftPt);
+ g->codeAppendf("%s(%s + bloat * d2, -1);", emitVertexFn, rightPt);
+ g->codeAppendf("%s(%s - bloat * d1, 0);", emitVertexFn, rightPt);
+ g->codeAppend ("if (!aligned) {");
+ g->codeAppendf( "%s(endpts[1], endpts_coverage[1]);", emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("EndPrimitive();");
+
+ return 6;
+}
+
+void PrimitiveProcessor::emitEdgeDistanceEquation(GrGLSLGeometryBuilder* g,
+ const char* leftPt, const char* rightPt,
+ const char* outputDistanceEquation) const {
+ // Which quadrant does the vector from left -> right fall into?
+ g->codeAppendf("highp vec2 qlr = sign(%s - %s);", rightPt, leftPt);
+ g->codeAppend ("highp vec2 d1 = vec2(qlr.y, -qlr.x);");
+
+ g->codeAppendf("highp vec2 n = vec2(%s.y - %s.y, %s.x - %s.x);",
+ rightPt, leftPt, leftPt, rightPt);
+ g->codeAppendf("highp vec2 kk = n * mat2(%s + bloat * d1, %s - bloat * d1);", leftPt, leftPt);
+ // Clamp for when n=0. wind=0 when n=0 so as long as we don't get Inf or NaN we are fine.
+ g->codeAppendf("highp float scale = 1 / max(kk[0] - kk[1], 1e-30);");
+
+ g->codeAppendf("%s = vec3(-n, kk[1]) * scale;", outputDistanceEquation);
+}
+
+void PrimitiveProcessor::emitCoverage(const GrCCPRCoverageProcessor& proc, GrGLSLFragmentBuilder* f,
+ const char* outputColor, const char* outputCoverage) const {
+ switch (fCoverageType) {
+ case CoverageType::kOne:
+ f->codeAppendf("%s.a = %s;", outputColor, fFragWind.fsIn());
+ break;
+ case CoverageType::kInterpolated:
+ f->codeAppendf("%s.a = %s;", outputColor, fFragCoverageTimesWind.fsIn());
+ break;
+ case CoverageType::kShader:
+ f->codeAppendf("mediump float coverage = 0;");
+ this->emitShaderCoverage(f, "coverage");
+ f->codeAppendf("%s.a = coverage * %s;", outputColor, fFragWind.fsIn());
+ break;
+ }
+
+ f->codeAppendf("%s = vec4(1);", outputCoverage);
+
+#ifdef SK_DEBUG
+ if (proc.debugVisualizations()) {
+ f->codeAppendf("%s = vec4(-%s.a, %s.a, 0, 1);", outputColor, outputColor, outputColor);
+ }
+#endif
+}
+
+int PrimitiveProcessor::defineSoftSampleLocations(GrGLSLFragmentBuilder* f,
+ const char* samplesName) const {
+ // Standard DX11 sample locations.
+#if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
+ f->defineConstant("highp vec2[8]", samplesName, "vec2[8]("
+ "vec2(+1, -3)/16, vec2(-1, +3)/16, vec2(+5, +1)/16, vec2(-3, -5)/16, "
+ "vec2(-5, +5)/16, vec2(-7, -1)/16, vec2(+3, +7)/16, vec2(+7, -7)/16."
+ ")");
+ return 8;
+#else
+ f->defineConstant("highp vec2[16]", samplesName, "vec2[16]("
+ "vec2(+1, +1)/16, vec2(-1, -3)/16, vec2(-3, +2)/16, vec2(+4, -1)/16, "
+ "vec2(-5, -2)/16, vec2(+2, +5)/16, vec2(+5, +3)/16, vec2(+3, -5)/16, "
+ "vec2(-2, +6)/16, vec2( 0, -7)/16, vec2(-4, -6)/16, vec2(-6, +4)/16, "
+ "vec2(-8, 0)/16, vec2(+7, -4)/16, vec2(+6, +7)/16, vec2(-7, -8)/16."
+ ")");
+ return 16;
+#endif
+}
+
+#ifdef SK_DEBUG
+
+#include "GrRenderTarget.h"
+
+void GrCCPRCoverageProcessor::Validate(GrRenderTarget* atlasTexture) {
+ SkASSERT(kAtlasOrigin == atlasTexture->origin());
+ SkASSERT(GrPixelConfigIsAlphaOnly(atlasTexture->config()));
+ SkASSERT(GrPixelConfigIsFloatingPoint(atlasTexture->config()));
+}
+
+#endif