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author | 2017-10-16 12:31:14 +0000 | |
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committer | 2017-10-16 12:53:14 +0000 | |
commit | d6365e5fb8746d31b564d757297197df5b02a3d0 (patch) | |
tree | 6a393d7f551bab3ce1d8227261caec422408fc82 /src/gpu/ccpr/GrCCPRQuadraticShader.cpp | |
parent | 9ef6de782413a3b785ce12fb4b6ea782e72e8805 (diff) |
Revert "Refactor CCPR coverage shaders for a vertex impl"
This reverts commit e501033bbdc9143848edde3c3e3b7282169bc11e.
Reason for revert: Broke several bots
Original change's description:
> Refactor CCPR coverage shaders for a vertex impl
>
> Decouples geometry generation and analytic coverage. This paves the
> way for a vertex shader implementation.
>
> Bug: skia:
> Change-Id: I23b79d4397db22bd8fc063b8dfca58ab00037292
> Reviewed-on: https://skia-review.googlesource.com/59200
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Greg Daniel <egdaniel@google.com>
TBR=egdaniel@google.com,csmartdalton@google.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: skia:
Change-Id: I314bf03fa6cbeceb1c527d4d9464147b2e8464c6
Reviewed-on: https://skia-review.googlesource.com/59821
Reviewed-by: Eric Boren <borenet@google.com>
Commit-Queue: Eric Boren <borenet@google.com>
Diffstat (limited to 'src/gpu/ccpr/GrCCPRQuadraticShader.cpp')
-rw-r--r-- | src/gpu/ccpr/GrCCPRQuadraticShader.cpp | 157 |
1 files changed, 0 insertions, 157 deletions
diff --git a/src/gpu/ccpr/GrCCPRQuadraticShader.cpp b/src/gpu/ccpr/GrCCPRQuadraticShader.cpp deleted file mode 100644 index 9dc0c726da..0000000000 --- a/src/gpu/ccpr/GrCCPRQuadraticShader.cpp +++ /dev/null @@ -1,157 +0,0 @@ -/* - * 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 "GrCCPRQuadraticShader.h" - -#include "glsl/GrGLSLFragmentShaderBuilder.h" - -void GrCCPRQuadraticShader::appendInputPointFetch(const GrCCPRCoverageProcessor& proc, - GrGLSLShaderBuilder* s, - const TexelBufferHandle& pointsBuffer, - const char* pointId) const { - s->appendTexelFetch(pointsBuffer, - SkStringPrintf("%s.x + %s", proc.instanceAttrib(), pointId).c_str()); -} - -void GrCCPRQuadraticShader::emitWind(GrGLSLShaderBuilder* s, const char* pts, const char* rtAdjust, - const char* outputWind) const { - s->codeAppendf("float area_times_2 = determinant(float2x2(%s[1] - %s[0], %s[2] - %s[0]));", - pts, pts, pts, pts); - // Drop curves that are nearly flat, in favor of the higher quality triangle antialiasing. - s->codeAppendf("if (2 * abs(area_times_2) < length((%s[2] - %s[0]) * %s.zx)) {", - pts, pts, rtAdjust); -#ifndef SK_BUILD_FOR_MAC - s->codeAppend ( "return;"); -#else - // Returning from this geometry shader makes Mac very unhappy. Instead we make wind 0. - s->codeAppend ( "area_times_2 = 0;"); -#endif - s->codeAppend ("}"); - s->codeAppendf("%s = sign(area_times_2);", outputWind); -} - -void GrCCPRQuadraticShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts, - const char* segmentId, const char* bloat, - const char* wind, const char* rtAdjust, - GeometryVars* vars) const { - s->declareGlobal(fCanonicalMatrix); - s->codeAppendf("%s = float3x3(0.0, 0, 1, " - "0.5, 0, 1, " - "1.0, 1, 1) * " - "inverse(float3x3(%s[0], 1, " - "%s[1], 1, " - "%s[2], 1));", - fCanonicalMatrix.c_str(), pts, pts, pts); - - s->declareGlobal(fCanonicalDerivatives); - s->codeAppendf("%s = float2x2(%s) * float2x2(%s.x, 0, 0, %s.z);", - fCanonicalDerivatives.c_str(), fCanonicalMatrix.c_str(), rtAdjust, rtAdjust); - - s->declareGlobal(fEdgeDistanceEquation); - s->codeAppendf("float2 edgept0 = %s[%s > 0 ? 2 : 0];", pts, wind); - s->codeAppendf("float2 edgept1 = %s[%s > 0 ? 0 : 2];", pts, wind); - Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str()); - - this->onEmitSetupCode(s, pts, segmentId, rtAdjust, vars); -} - -GrCCPRQuadraticShader::WindHandling -GrCCPRQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString* code, - const char* position, const char* /*coverage*/, - const char* /*wind*/) { - varyingHandler->addVarying("xyd", &fXYD, kHigh_GrSLPrecision); - code->appendf("%s.xy = (%s * float3(%s, 1)).xy;", - fXYD.gsOut(), fCanonicalMatrix.c_str(), position); - code->appendf("%s.z = dot(%s.xy, %s) + %s.z;", - fXYD.gsOut(), fEdgeDistanceEquation.c_str(), position, - fEdgeDistanceEquation.c_str()); - - this->onEmitVaryings(varyingHandler, code); - return WindHandling::kNotHandled; -} - -void GrCCPRQuadraticHullShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* pts, - const char* /*wedgeId*/, const char* /*rtAdjust*/, - GeometryVars* vars) const { - // Find the T value whose tangent is halfway between the tangents at the endpionts. - s->codeAppendf("float2 tan0 = %s[1] - %s[0];", pts, pts); - s->codeAppendf("float2 tan1 = %s[2] - %s[1];", pts, pts); - s->codeAppend ("float2 midnorm = normalize(tan0) - normalize(tan1);"); - s->codeAppend ("float2 T = midnorm * float2x2(tan0 - tan1, tan0);"); - s->codeAppend ("float t = clamp(T.t / T.s, 0, 1);"); // T.s != 0; we cull flat curves on CPU. - - // Clip the bezier triangle by the tangent at our new t value. This is a simple application for - // De Casteljau's algorithm. - s->codeAppendf("float4x2 quadratic_hull = float4x2(%s[0], " - "%s[0] + tan0 * t, " - "%s[1] + tan1 * t, " - "%s[2]);", pts, pts, pts, pts); - vars->fHullVars.fAlternatePoints = "quadratic_hull"; -} - -void GrCCPRQuadraticHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, - SkString* code) { - varyingHandler->addVarying("grad", &fGrad, kHigh_GrSLPrecision); - code->appendf("%s = float2(2 * %s.x, -1) * %s;", - fGrad.gsOut(), fXYD.gsOut(), fCanonicalDerivatives.c_str()); -} - -void GrCCPRQuadraticHullShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, - const char* outputCoverage) const { - f->codeAppendf("float d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s, %s));", - fXYD.fsIn(), fXYD.fsIn(), fXYD.fsIn(), fGrad.fsIn(), fGrad.fsIn()); - f->codeAppendf("%s = clamp(0.5 - d, 0, 1);", outputCoverage); - f->codeAppendf("%s += min(%s.z, 0);", outputCoverage, fXYD.fsIn()); // Flat closing edge. -} - -void GrCCPRQuadraticCornerShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* pts, - const char* cornerId, const char* rtAdjust, - GeometryVars* vars) const { - s->declareGlobal(fEdgeDistanceDerivatives); - s->codeAppendf("%s = %s.xy * %s.xz;", - fEdgeDistanceDerivatives.c_str(), fEdgeDistanceEquation.c_str(), rtAdjust); - - s->codeAppendf("float2 corner = %s[%s * 2];", pts, cornerId); - vars->fCornerVars.fPoint = "corner"; -} - -void GrCCPRQuadraticCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, - SkString* code) { - varyingHandler->addFlatVarying("dXYDdx", &fdXYDdx, kHigh_GrSLPrecision); - code->appendf("%s = float3(%s[0].x, %s[0].y, %s.x);", - fdXYDdx.gsOut(), fCanonicalDerivatives.c_str(), fCanonicalDerivatives.c_str(), - fEdgeDistanceDerivatives.c_str()); - - varyingHandler->addFlatVarying("dXYDdy", &fdXYDdy, kHigh_GrSLPrecision); - code->appendf("%s = float3(%s[1].x, %s[1].y, %s.y);", - fdXYDdy.gsOut(), fCanonicalDerivatives.c_str(), fCanonicalDerivatives.c_str(), - fEdgeDistanceDerivatives.c_str()); -} - -void GrCCPRQuadraticCornerShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, - const char* outputCoverage) const { - f->codeAppendf("float x = %s.x, y = %s.y, d = %s.z;", - fXYD.fsIn(), fXYD.fsIn(), fXYD.fsIn()); - f->codeAppendf("float2x3 grad_xyd = float2x3(%s, %s);", fdXYDdx.fsIn(), fdXYDdy.fsIn()); - - // Erase what the previous hull shader wrote. We don't worry about the two corners falling on - // the same pixel because those cases should have been weeded out by this point. - f->codeAppend ("float f = x*x - y;"); - f->codeAppend ("float2 grad_f = float2(2*x, -1) * float2x2(grad_xyd);"); - f->codeAppendf("%s = -(0.5 - f * inversesqrt(dot(grad_f, grad_f)));", outputCoverage); - f->codeAppendf("%s -= d;", outputCoverage); - - // Use software msaa to approximate coverage at the corner pixels. - int sampleCount = Shader::DefineSoftSampleLocations(f, "samples"); - f->codeAppendf("float3 xyd_center = float3(%s.xy, %s.z + 0.5);", fXYD.fsIn(), fXYD.fsIn()); - f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount); - f->codeAppend ( "float3 xyd = grad_xyd * samples[i] + xyd_center;"); - f->codeAppend ( "half f = xyd.y - xyd.x * xyd.x;"); // f > 0 -> inside curve. - f->codeAppendf( "%s += all(greaterThan(float2(f,xyd.z), float2(0))) ? %f : 0;", - outputCoverage, 1.0 / sampleCount); - f->codeAppendf("}"); -} |