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-rw-r--r--src/gpu/ccpr/GrCCPRCoverageProcessor.cpp5
-rw-r--r--src/gpu/ccpr/GrCCPRCoverageProcessor.h116
-rw-r--r--src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp284
-rw-r--r--src/gpu/ccpr/GrCCPRCubicShader.cpp25
-rw-r--r--src/gpu/ccpr/GrCCPRCubicShader.h14
-rw-r--r--src/gpu/ccpr/GrCCPRQuadraticShader.cpp19
-rw-r--r--src/gpu/ccpr/GrCCPRQuadraticShader.h14
-rw-r--r--src/gpu/ccpr/GrCCPRTriangleShader.cpp13
-rw-r--r--src/gpu/ccpr/GrCCPRTriangleShader.h11
9 files changed, 269 insertions, 232 deletions
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
index c7b80390e9..68166c02b6 100644
--- a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
@@ -12,6 +12,7 @@
#include "ccpr/GrCCPRQuadraticShader.h"
#include "ccpr/GrCCPRTriangleShader.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLVertexGeoBuilder.h"
void GrCCPRCoverageProcessor::Shader::emitVaryings(GrGLSLVaryingHandler* varyingHandler,
SkString* code, const char* position,
@@ -44,7 +45,7 @@ void GrCCPRCoverageProcessor::Shader::emitFragmentCode(const GrCCPRCoverageProce
#endif
}
-void GrCCPRCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLShaderBuilder* s,
+void GrCCPRCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
const char* leftPt,
const char* rightPt,
const char* outputDistanceEquation) {
@@ -107,5 +108,5 @@ GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrSh
shader = skstd::make_unique<GrCCPRCubicCornerShader>();
break;
}
- return CreateGSImpl(std::move(shader));
+ return this->createGSImpl(std::move(shader));
}
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.h b/src/gpu/ccpr/GrCCPRCoverageProcessor.h
index dfd2e249c4..6bc3fadf29 100644
--- a/src/gpu/ccpr/GrCCPRCoverageProcessor.h
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.h
@@ -14,13 +14,13 @@
#include "glsl/GrGLSLVarying.h"
class GrGLSLPPFragmentBuilder;
-class GrGLSLShaderBuilder;
+class GrGLSLVertexGeoBuilder;
class GrMesh;
/**
- * This is the geometry processor for the simple convex primitive shapes (triangles and closed curve
- * segments) from which ccpr paths are composed. The output is a single-channel alpha value,
- * positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
+ * This is the geometry processor for the simple convex primitive shapes (triangles and closed,
+ * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
+ * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
*
* The caller is responsible to execute all render passes for all applicable primitives into a
* cleared, floating point, alpha-only render target using SkBlendMode::kPlus (see RenderPass
@@ -48,21 +48,36 @@ public:
void set(const SkPoint[4], float dx, float dy);
};
- // All primitive shapes (triangles and convex closed curve segments) require more than one
+ // All primitive shapes (triangles and closed, convex bezier curves) require more than one
// render pass. Here we enumerate every render pass needed in order to produce a complete
// coverage count mask. This is an exhaustive list of all ccpr coverage shaders.
+ //
+ // During a render pass, the "Impl" (currently only GSImpl) generates conservative geometry for
+ // rasterization, and the Shader decides the coverage value at each pixel.
enum class RenderPass {
- // Triangles.
+ // For a Hull, the Impl generates a "conservative raster hull" around the input points. This
+ // is the geometry that causes a pixel to be rasterized if it is touched anywhere by the
+ // input polygon. The initial coverage values sent to the Shader at each vertex are +1 all
+ // around. Logically, the conservative raster hull is equivalent to the convex hull of pixel
+ // size boxes centered on each input point.
kTriangleHulls,
+ kQuadraticHulls,
+ kCubicHulls,
+
+ // For Edges, the Impl generates conservative rasters around every input edge (i.e. convex
+ // hulls of two pixel-size boxes centered on both of the edge's endpoints). The initial
+ // coverage values sent to the Shader at each vertex are -1 on the outside border of the
+ // edge geometry and 0 on the inside. This is the only geometry type that associates
+ // coverage values with the output vertices. Interpolated, these coverage values convert
+ // jagged conservative raster edges into a smooth antialiased edge.
kTriangleEdges,
- kTriangleCorners,
- // Quadratics.
- kQuadraticHulls,
+ // For Corners, the Impl Generates the conservative rasters of corner points (i.e.
+ // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader
+ // specifies which corners. The initial coverage values sent to the Shader at each pixel are
+ // +1 all around.
+ kTriangleCorners,
kQuadraticCorners,
-
- // Cubics.
- kCubicHulls,
kCubicCorners
};
static bool RenderPassIsCubic(RenderPass);
@@ -100,46 +115,13 @@ public:
float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; }
#endif
- // This serves as the base class for each RenderPass's Shader. It indicates what type of
- // geometry the Impl should generate and provides implementation-independent code to process the
- // inputs and calculate coverage in the fragment Shader.
+ // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
+ // provides details about shape-specific geometry.
class Shader {
public:
- using TexelBufferHandle = GrGLSLGeometryProcessor::TexelBufferHandle;
-
- // This enum specifies the type of geometry that should be generated for a Shader instance.
- // Subclasses are limited to three built-in types of geometry to choose from:
- enum class GeometryType {
- // Generates a conservative raster hull around the input points. This is the geometry
- // that causes a pixel to be rasterized if it is touched anywhere by the input polygon.
- // Coverage is +1 all around.
- //
- // Logically, the conservative raster hull is equivalent to the convex hull of pixel
- // size boxes centered around each input point.
- kHull,
-
- // Generates the conservative rasters of the input edges (i.e. convex hull of two
- // pixel-size boxes centered on both endpoints). Coverage is -1 on the outside border of
- // the edge geometry and 0 on the inside. This is the only geometry type that associates
- // coverage values with the output points. It effectively converts a jagged conservative
- // raster edge into a smooth antialiased edge.
- kEdges,
-
- // Generates the conservative rasters of the corners specified by the geometry provider
- // (i.e. pixel-size box centered on the corner point). Coverage is +1 all around.
- kCorners
- };
-
- virtual GeometryType getGeometryType() const = 0;
-
- // Returns the number of independent geometric segments to generate for the render pass
- // (number of wedges for a hull, number of edges, or number of corners.)
- virtual int getNumSegments() const = 0;
-
union GeometryVars {
struct {
const char* fAlternatePoints; // floatNx2 (if left null, will use input points).
- const char* fAlternateMidpoint; // float2 (if left null, finds euclidean midpoint).
} fHullVars;
struct {
@@ -152,8 +134,12 @@ public:
// Called before generating geometry. Subclasses must fill out the applicable fields in
// GeometryVars (if any), and may also use this opportunity to setup internal member
// variables that will be needed during onEmitVaryings (e.g. transformation matrices).
- virtual void emitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
- const char* wind, GeometryVars*) const {}
+ //
+ // repetitionID is a 0-based index and indicates which edge or corner is being generated.
+ // It will be null when generating a hull.
+ virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts,
+ const char* repetitionID, const char* wind,
+ GeometryVars*) const {}
void emitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
const char* coverage, const char* wind);
@@ -164,16 +150,10 @@ public:
// Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside
// border of a conservative raster edge and 0 on the inside. 'leftPt' and 'rightPt' must be
// ordered clockwise.
- static void EmitEdgeDistanceEquation(GrGLSLShaderBuilder*, const char* leftPt,
+ static void EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder*, const char* leftPt,
const char* rightPt,
const char* outputDistanceEquation);
- // Defines a global float2 array that contains MSAA sample locations as offsets from pixel
- // center. Subclasses can use this for software multisampling.
- //
- // Returns the number of samples.
- static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName);
-
virtual ~Shader() {}
protected:
@@ -188,7 +168,7 @@ public:
// Returns whether the subclass will handle wind modulation or if this base class should
// take charge of multiplying the final coverage output by "wind".
//
- // NOTE: the coverage parameter is only relevant for edges (see comments in GeometryType).
+ // NOTE: the coverage parameter is only relevant for edges (see comments in RenderPass).
// Otherwise it is +1 all around.
virtual WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code,
const char* position, const char* coverage,
@@ -199,6 +179,12 @@ public:
virtual void onEmitFragmentCode(GrGLSLPPFragmentBuilder*,
const char* outputCoverage) const = 0;
+ // Defines a global float2 array that contains MSAA sample locations as offsets from pixel
+ // center. Subclasses can use this for software multisampling.
+ //
+ // Returns the number of samples.
+ static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName);
+
private:
GrGLSLVarying fWind{kHalf_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
};
@@ -210,15 +196,13 @@ private:
// accidentally bleed into neighbor pixels.
static constexpr float kAABloatRadius = 0.491111f;
+ // Number of bezier points for curves, or 3 for triangles.
+ int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; }
+
void initGS();
void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
- SkTArray<GrMesh, true>* out);
-
- int numInputPoints() const {
- return RenderPassIsCubic(fRenderPass) ? 4 : 3;
- }
-
- static GrGLSLPrimitiveProcessor* CreateGSImpl(std::unique_ptr<Shader>);
+ SkTArray<GrMesh, true>* out) const;
+ GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
const RenderPass fRenderPass;
SkDEBUGCODE(float fDebugBloat = 0;)
@@ -257,7 +241,7 @@ inline bool GrCCPRCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
case RenderPass::kCubicCorners:
return true;
}
- SK_ABORT("Invalid GrCCPRCoverageProcessor::RenderPass");
+ SK_ABORT("Invalid RenderPass");
return false;
}
@@ -271,7 +255,7 @@ inline const char* GrCCPRCoverageProcessor::RenderPassName(RenderPass pass) {
case RenderPass::kCubicHulls: return "kCubicHulls";
case RenderPass::kCubicCorners: return "kCubicCorners";
}
- SK_ABORT("Invalid GrCCPRCoverageProcessor::RenderPass");
+ SK_ABORT("Invalid RenderPass");
return "";
}
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp
index 60928b6afc..a832f625c2 100644
--- a/src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp
@@ -10,6 +10,8 @@
#include "GrMesh.h"
#include "glsl/GrGLSLVertexGeoBuilder.h"
+using InputType = GrGLSLGeometryBuilder::InputType;
+using OutputType = GrGLSLGeometryBuilder::OutputType;
using Shader = GrCCPRCoverageProcessor::Shader;
/**
@@ -46,9 +48,6 @@ protected:
void emitGeometryShader(const GrCCPRCoverageProcessor& proc,
GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g,
const char* rtAdjust) const {
- using InputType = GrGLSLGeometryBuilder::InputType;
- using OutputType = GrGLSLGeometryBuilder::OutputType;
-
int numInputPoints = proc.numInputPoints();
SkASSERT(3 == numInputPoints || 4 == numInputPoints);
@@ -83,16 +82,11 @@ protected:
#endif
g->defineConstant("bloat", bloat);
- Shader::GeometryVars vars;
- fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), &vars);
- int maxPoints = this->onEmitGeometryShader(g, wind, emitVertexFn.c_str(), vars);
- g->configure(InputType::kLines, OutputType::kTriangleStrip, maxPoints,
- fShader->getNumSegments());
+ this->onEmitGeometryShader(g, wind, emitVertexFn.c_str());
}
- virtual int onEmitGeometryShader(GrGLSLGeometryBuilder*, const GrShaderVar& wind,
- const char* emitVertexFn,
- const Shader::GeometryVars&) const = 0;
+ virtual void onEmitGeometryShader(GrGLSLGeometryBuilder*, const GrShaderVar& wind,
+ const char* emitVertexFn) const = 0;
virtual ~GSImpl() {}
@@ -101,100 +95,166 @@ protected:
typedef GrGLSLGeometryProcessor INHERITED;
};
-class GSHullImpl : public GrCCPRCoverageProcessor::GSImpl {
+/**
+ * Generates a conservative raster hull around a triangle. (See comments for RenderPass)
+ */
+class GSHull3Impl : public GrCCPRCoverageProcessor::GSImpl {
public:
- GSHullImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
+ GSHull3Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
- int onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
- const char* emitVertexFn,
- const Shader::GeometryVars& vars) const override {
- int numSides = fShader->getNumSegments();
- SkASSERT(numSides >= 3);
+ void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
+ const char* emitVertexFn) const override {
+ Shader::GeometryVars vars;
+ fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars);
const char* hullPts = vars.fHullVars.fAlternatePoints;
if (!hullPts) {
hullPts = "pts";
}
- const char* midpoint = vars.fHullVars.fAlternateMidpoint;
- if (!midpoint) {
- g->codeAppendf("float2 midpoint = %s * float%i(%f);", hullPts, numSides, 1.0/numSides);
- midpoint = "midpoint";
- }
+ // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
+ // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
+ //
+ // NOTE: We generate the hull in 2 independent invocations, so each invocation designates
+ // the corner it will begin with as the top.
+ g->codeAppendf("int i = %s > 0 ? sk_InvocationID : 1 - sk_InvocationID;", wind.c_str());
+ g->codeAppendf("float2 top = %s[i];", hullPts);
+ g->codeAppendf("float2 left = %s[%s > 0 ? (1 - i) * 2 : i + 1];", hullPts, wind.c_str());
+ g->codeAppendf("float2 right = %s[%s > 0 ? i + 1 : (1 - i) * 2];", hullPts, wind.c_str());
+
+ // Determine how much to outset the conservative raster hull from each of the three edges.
+ g->codeAppend ("float2 leftbloat = float2(top.y > left.y ? +bloat : -bloat, "
+ "top.x > left.x ? -bloat : +bloat);");
+ g->codeAppend ("float2 rightbloat = float2(right.y > top.y ? +bloat : -bloat, "
+ "right.x > top.x ? -bloat : +bloat);");
+ g->codeAppend ("float2 downbloat = float2(left.y > right.y ? +bloat : -bloat, "
+ "left.x > right.x ? -bloat : +bloat);");
+
+ // Here we generate the conservative raster geometry. It is the convex hull of 3 pixel-size
+ // boxes centered on the input points, split between two invocations. This translates to a
+ // polygon with either one, two, or three vertices at each input point, depending on how
+ // sharp the corner is. For more details on conservative raster, see:
+ // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
+ g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
+ g->codeAppend ("if (all(left_right_notequal)) {");
+ // The top corner will have three conservative raster vertices. Emit the
+ // middle one first to the triangle strip.
+ g->codeAppendf( "%s(top + float2(-leftbloat.y, leftbloat.x), 1);", emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("if (any(left_right_notequal)) {");
+ // Second conservative raster vertex for the top corner.
+ g->codeAppendf( "%s(top + rightbloat, 1);", emitVertexFn);
+ g->codeAppend ("}");
- g->codeAppendf("int previdx = (sk_InvocationID + %i) %% %i, "
- "nextidx = (sk_InvocationID + 1) %% %i;",
- numSides - 1, numSides, numSides);
-
- g->codeAppendf("float2 self = %s[sk_InvocationID];"
- "int leftidx = %s > 0 ? previdx : nextidx;"
- "int rightidx = %s > 0 ? nextidx : previdx;",
- hullPts, wind.c_str(), wind.c_str());
-
- // Which quadrant does the vector from self -> right fall into?
- g->codeAppendf("float2 right = %s[rightidx];", hullPts);
- if (3 == numSides) {
- // TODO: evaluate perf gains.
- g->codeAppend ("float2 qsr = sign(right - self);");
- } else {
- SkASSERT(4 == numSides);
- g->codeAppendf("float2 diag = %s[(sk_InvocationID + 2) %% 4];", hullPts);
- g->codeAppend ("float2 qsr = sign((right != self ? right : diag) - self);");
- }
+ // Main interior body of the triangle.
+ g->codeAppendf("%s(top + leftbloat, 1);", emitVertexFn);
+ g->codeAppendf("%s(right + rightbloat, 1);", emitVertexFn);
+
+ // Here the two invocations diverge. We can't symmetrically divide three triangle points
+ // between two invocations, so each does the following:
+ //
+ // sk_InvocationID=0: Finishes the main interior body of the triangle.
+ // sk_InvocationID=1: Remaining two conservative raster vertices for the third corner.
+ g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
+ g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
+ g->codeAppendf( "%s(sk_InvocationID == 0 ? left + leftbloat : right + downbloat, 1);",
+ emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
+ g->codeAppendf( "%s(right + float2(-rightbloat.y, rightbloat.x), 1);", emitVertexFn);
+ g->codeAppend ("}");
- // Which quadrant does the vector from left -> self fall into?
- g->codeAppendf("float2 qls = sign(self - %s[leftidx]);", hullPts);
-
- // 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 ("float2 dr = float2(qsr.y != 0 ? +qsr.y : +qsr.x, "
- "qsr.x != 0 ? -qsr.x : +qsr.y);");
- g->codeAppend ("float2 dr2 = float2(qsr.y != 0 ? +qsr.y : -qsr.x, "
- "qsr.x != 0 ? -qsr.x : -qsr.y);");
- g->codeAppend ("float2 dl = float2(qls.y != 0 ? +qls.y : +qls.x, "
- "qls.x != 0 ? -qls.x : +qls.y);");
- dr2 = "dr2";
- } else {
- g->codeAppend ("float2 dr = float2(qsr.y != 0 ? +qsr.y : 1, "
- "qsr.x != 0 ? -qsr.x : 1);");
- g->codeAppend ("float2 dl = (qls == float2(0)) ? dr : "
- "float2(qls.y != 0 ? +qls.y : 1, qls.x != 0 ? -qls.x : 1);");
+ g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 2);
+ }
+};
+
+/**
+ * Generates a conservative raster hull around a convex quadrilateral. (See comments for RenderPass)
+ */
+class GSHull4Impl : public GrCCPRCoverageProcessor::GSImpl {
+public:
+ GSHull4Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
+
+ void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
+ const char* emitVertexFn) const override {
+ Shader::GeometryVars vars;
+ fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars);
+
+ const char* hullPts = vars.fHullVars.fAlternatePoints;
+ if (!hullPts) {
+ hullPts = "pts";
}
- g->codeAppendf("bool2 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.
- g->codeAppendf("%s(right + bloat * dr, 1);", emitVertexFn);
- g->codeAppendf("%s(%s, 1);", emitVertexFn, midpoint);
- g->codeAppendf("%s(self + bloat * %s, 1);", emitVertexFn, dr2);
- g->codeAppend ("if (any(dnotequal)) {");
- g->codeAppendf( "%s(self + bloat * dl, 1);", emitVertexFn);
+
+ // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
+ // we can identify the points by their corresponding corner.
+ //
+ // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
+ // the hull in two independent invocations. Each invocation designates the corner it will
+ // begin with as top-left.
+ g->codeAppend ("int i = sk_InvocationID * 2;");
+ g->codeAppendf("float2 topleft = %s[i];", hullPts);
+ g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
+ g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
+ g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
+
+ // Determine how much to outset the conservative raster hull from the relevant edges.
+ g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +bloat : -bloat, "
+ "topleft.x > bottomleft.x ? -bloat : bloat);");
+ g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +bloat : -bloat, "
+ "topright.x > topleft.x ? -bloat : +bloat);");
+ g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +bloat : -bloat, "
+ "bottomright.x > topright.x ? -bloat : +bloat);");
+
+ // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
+ // boxes centered on the input points, split evenly between two invocations. This translates
+ // to a polygon with either one, two, or three vertices at each input point, depending on
+ // how sharp the corner is. For more details on conservative raster, see:
+ // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
+ g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
+ g->codeAppend ("if (all(left_up_notequal)) {");
+ // The top-left corner will have three conservative raster vertices.
+ // Emit the middle one first to the triangle strip.
+ g->codeAppendf( "%s(topleft + float2(-leftbloat.y, leftbloat.x), 1);",
+ emitVertexFn);
+ g->codeAppend ("}");
+ g->codeAppend ("if (any(left_up_notequal)) {");
+ // Second conservative raster vertex for the top-left corner.
+ g->codeAppendf( "%s(topleft + leftbloat, 1);", emitVertexFn);
+ g->codeAppend ("}");
+
+ // Main interior body of this invocation's half of the hull.
+ g->codeAppendf("%s(topleft + upbloat, 1);", emitVertexFn);
+ g->codeAppendf("%s(bottomleft + leftbloat, 1);", emitVertexFn);
+ g->codeAppendf("%s(topright + upbloat, 1);", emitVertexFn);
+
+ // Remaining two conservative raster vertices for the top-right corner.
+ g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
+ g->codeAppend ("if (any(up_right_notequal)) {");
+ g->codeAppendf( "%s(topright + rightbloat, 1);", emitVertexFn);
g->codeAppend ("}");
- g->codeAppend ("if (all(dnotequal)) {");
- g->codeAppendf( "%s(self + bloat * float2(-dl.y, dl.x), 1);", emitVertexFn);
+ g->codeAppend ("if (all(up_right_notequal)) {");
+ g->codeAppendf( "%s(topright + float2(-upbloat.y, upbloat.x), 1);",
+ emitVertexFn);
g->codeAppend ("}");
- g->endPrimitive();
- return 5;
+ g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
}
};
+/**
+ * Generates conservatives around each edge of a triangle. (See comments for RenderPass)
+ */
class GSEdgeImpl : public GrCCPRCoverageProcessor::GSImpl {
public:
GSEdgeImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
- int onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
- const char* emitVertexFn,
- const Shader::GeometryVars&) const override {
- int numSides = fShader->getNumSegments();
+ void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
+ const char* emitVertexFn) const override {
+ fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), nullptr);
- g->codeAppendf("int nextidx = (sk_InvocationID + 1) %% %i;", numSides);
- g->codeAppendf("float2 left = pts[%s > 0 ? sk_InvocationID : nextidx], "
- "right = pts[%s > 0 ? nextidx : sk_InvocationID];",
- wind.c_str(), wind.c_str());
+ g->codeAppend ("int nextidx = 2 != sk_InvocationID ? sk_InvocationID + 1 : 0;");
+ g->codeAppendf("float2 left = pts[%s > 0 ? sk_InvocationID : nextidx];", wind.c_str());
+ g->codeAppendf("float2 right = pts[%s > 0 ? nextidx : sk_InvocationID];", wind.c_str());
Shader::EmitEdgeDistanceEquation(g, "left", "right", "float3 edge_distance_equation");
@@ -225,19 +285,24 @@ public:
g->codeAppend ("if (!aligned) {");
g->codeAppendf( "%s(outer_pts[1], outer_coverage[1]);", emitVertexFn);
g->codeAppend ("}");
- g->endPrimitive();
- return 6;
+ g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 3);
}
};
+/**
+ * Generates conservatives around corners. (See comments for RenderPass)
+ */
class GSCornerImpl : public GrCCPRCoverageProcessor::GSImpl {
public:
- GSCornerImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
+ GSCornerImpl(std::unique_ptr<Shader> shader, int numCorners)
+ : GSImpl(std::move(shader)), fNumCorners(numCorners) {}
+
+ void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
+ const char* emitVertexFn) const override {
+ Shader::GeometryVars vars;
+ fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), &vars);
- int onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
- const char* emitVertexFn,
- const Shader::GeometryVars& vars) const override {
const char* corner = vars.fCornerVars.fPoint;
SkASSERT(corner);
@@ -245,10 +310,12 @@ public:
g->codeAppendf("%s(%s + float2(-bloat, +bloat), 1);", emitVertexFn, corner);
g->codeAppendf("%s(%s + float2(+bloat, -bloat), 1);", emitVertexFn, corner);
g->codeAppendf("%s(%s + float2(+bloat, +bloat), 1);", emitVertexFn, corner);
- g->endPrimitive();
- return 4;
+ g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, fNumCorners);
}
+
+private:
+ const int fNumCorners;
};
void GrCCPRCoverageProcessor::initGS() {
@@ -262,21 +329,8 @@ void GrCCPRCoverageProcessor::initGS() {
this->setWillUseGeoShader();
}
-GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::CreateGSImpl(std::unique_ptr<Shader> shader) {
- switch (shader->getGeometryType()) {
- case Shader::GeometryType::kHull:
- return new GSHullImpl(std::move(shader));
- case Shader::GeometryType::kEdges:
- return new GSEdgeImpl(std::move(shader));
- case Shader::GeometryType::kCorners:
- return new GSCornerImpl(std::move(shader));
- }
- SK_ABORT("Unexpected Shader::GeometryType.");
- return nullptr;
-}
-
void GrCCPRCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount,
- int baseInstance, SkTArray<GrMesh, true>* out) {
+ int baseInstance, SkTArray<GrMesh, true>* out) const {
// GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
// values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
// invocation receives either the shape's x or y values as inputs, which it forwards to the
@@ -285,3 +339,23 @@ void GrCCPRCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanc
mesh.setNonIndexedNonInstanced(instanceCount * 2);
mesh.setVertexData(instanceBuffer, baseInstance * 2);
}
+
+GrGLSLPrimitiveProcessor*
+GrCCPRCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shader) const {
+ switch (fRenderPass) {
+ case RenderPass::kTriangleHulls:
+ return new GSHull3Impl(std::move(shader));
+ case RenderPass::kQuadraticHulls:
+ case RenderPass::kCubicHulls:
+ return new GSHull4Impl(std::move(shader));
+ case RenderPass::kTriangleEdges:
+ return new GSEdgeImpl(std::move(shader));
+ case RenderPass::kTriangleCorners:
+ return new GSCornerImpl(std::move(shader), 3);
+ case RenderPass::kQuadraticCorners:
+ case RenderPass::kCubicCorners:
+ return new GSCornerImpl(std::move(shader), 2);
+ }
+ SK_ABORT("Invalid RenderPass");
+ return nullptr;
+}
diff --git a/src/gpu/ccpr/GrCCPRCubicShader.cpp b/src/gpu/ccpr/GrCCPRCubicShader.cpp
index 4d63e98428..0d34d3748a 100644
--- a/src/gpu/ccpr/GrCCPRCubicShader.cpp
+++ b/src/gpu/ccpr/GrCCPRCubicShader.cpp
@@ -8,13 +8,11 @@
#include "GrCCPRCubicShader.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLVertexGeoBuilder.h"
-void GrCCPRCubicShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* segmentId, const char* wind,
+void GrCCPRCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID, const char* wind,
GeometryVars* vars) const {
- // Evaluate the cubic at T=.5 for an mid-ish point.
- s->codeAppendf("float2 midpoint = %s * float4(.125, .375, .375, .125);", pts);
-
// Find the cubic's power basis coefficients.
s->codeAppendf("float2x4 C = float4x4(-1, 3, -3, 1, "
" 3, -6, 3, 0, "
@@ -55,6 +53,9 @@ void GrCCPRCubicShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
"L[0], L[middlerow], L[3], "
"M[0], M[middlerow], M[3]);", fKLMMatrix.c_str());
+ // Evaluate the cubic at T=.5 for a mid-ish point.
+ s->codeAppendf("float2 midpoint = %s * float4(.125, .375, .375, .125);", pts);
+
// Orient the KLM matrix so we fill the correct side of the curve.
s->codeAppendf("float2 orientation = sign(float3(midpoint, 1) * float2x3(%s[1], %s[2]));",
fKLMMatrix.c_str(), fKLMMatrix.c_str());
@@ -69,7 +70,7 @@ void GrCCPRCubicShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
s->codeAppendf("float2 edgept1 = %s[3 - edgeidx0];", pts);
Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str());
- this->onEmitSetupCode(s, pts, segmentId, vars);
+ this->onEmitSetupCode(s, pts, repetitionID, vars);
}
GrCCPRCubicShader::WindHandling
@@ -85,12 +86,6 @@ GrCCPRCubicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString
return WindHandling::kNotHandled;
}
-void GrCCPRCubicHullShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* /*pts*/,
- const char* /*wedgeId*/, GeometryVars* vars) const {
- // "midpoint" was just defined by the base class.
- vars->fHullVars.fAlternateMidpoint = "midpoint";
-}
-
void GrCCPRCubicHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString* code) {
// "klm" was just defined by the base class.
varyingHandler->addVarying("grad_matrix", &fGradMatrix);
@@ -109,9 +104,9 @@ void GrCCPRCubicHullShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f,
f->codeAppendf("%s += min(d, 0);", outputCoverage); // Flat closing edge.
}
-void GrCCPRCubicCornerShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* cornerId, GeometryVars* vars) const {
- s->codeAppendf("float2 corner = %s[%s * 3];", pts, cornerId);
+void GrCCPRCubicCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID, GeometryVars* vars) const {
+ s->codeAppendf("float2 corner = %s[%s * 3];", pts, repetitionID);
vars->fCornerVars.fPoint = "corner";
}
diff --git a/src/gpu/ccpr/GrCCPRCubicShader.h b/src/gpu/ccpr/GrCCPRCubicShader.h
index be7635efec..10f4dffd76 100644
--- a/src/gpu/ccpr/GrCCPRCubicShader.h
+++ b/src/gpu/ccpr/GrCCPRCubicShader.h
@@ -23,11 +23,11 @@
*/
class GrCCPRCubicShader : public GrCCPRCoverageProcessor::Shader {
protected:
- void emitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
+ void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
const char* wind, GeometryVars*) const final;
- virtual void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
- GeometryVars*) const = 0;
+ virtual void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
+ GeometryVars*) const {}
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
const char* coverage, const char* wind) final;
@@ -40,10 +40,6 @@ protected:
};
class GrCCPRCubicHullShader : public GrCCPRCubicShader {
- GeometryType getGeometryType() const override { return GeometryType::kHull; }
- int getNumSegments() const override { return 4; } // 4 wedges.
- void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* wedgeId,
- GeometryVars*) const override;
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
@@ -51,9 +47,7 @@ class GrCCPRCubicHullShader : public GrCCPRCubicShader {
};
class GrCCPRCubicCornerShader : public GrCCPRCubicShader {
- GeometryType getGeometryType() const override { return GeometryType::kCorners; }
- int getNumSegments() const override { return 2; } // 2 corners.
- void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* cornerId,
+ void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
GeometryVars*) const override;
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
diff --git a/src/gpu/ccpr/GrCCPRQuadraticShader.cpp b/src/gpu/ccpr/GrCCPRQuadraticShader.cpp
index 01527d0017..bccba21d0c 100644
--- a/src/gpu/ccpr/GrCCPRQuadraticShader.cpp
+++ b/src/gpu/ccpr/GrCCPRQuadraticShader.cpp
@@ -8,9 +8,10 @@
#include "GrCCPRQuadraticShader.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLVertexGeoBuilder.h"
-void GrCCPRQuadraticShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* segmentId, const char* wind,
+void GrCCPRQuadraticShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID, const char* wind,
GeometryVars* vars) const {
s->declareGlobal(fCanonicalMatrix);
s->codeAppendf("%s = float3x3(0.0, 0, 1, "
@@ -26,7 +27,7 @@ void GrCCPRQuadraticShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pt
s->codeAppendf("float2 edgept1 = %s[%s > 0 ? 0 : 2];", pts, wind);
Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str());
- this->onEmitSetupCode(s, pts, segmentId, vars);
+ this->onEmitSetupCode(s, pts, repetitionID, vars);
}
GrCCPRQuadraticShader::WindHandling
@@ -44,8 +45,9 @@ GrCCPRQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkSt
return WindHandling::kNotHandled;
}
-void GrCCPRQuadraticHullShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* /*wedgeId*/, GeometryVars* vars) const {
+void GrCCPRQuadraticHullShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* /*repetitionID*/,
+ 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);
@@ -77,9 +79,10 @@ void GrCCPRQuadraticHullShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f,
f->codeAppendf("%s += min(%s.z, 0);", outputCoverage, fXYD.fsIn()); // Flat closing edge.
}
-void GrCCPRQuadraticCornerShader::onEmitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* cornerId, GeometryVars* vars) const {
- s->codeAppendf("float2 corner = %s[%s * 2];", pts, cornerId);
+void GrCCPRQuadraticCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID,
+ GeometryVars* vars) const {
+ s->codeAppendf("float2 corner = %s[%s * 2];", pts, repetitionID);
vars->fCornerVars.fPoint = "corner";
}
diff --git a/src/gpu/ccpr/GrCCPRQuadraticShader.h b/src/gpu/ccpr/GrCCPRQuadraticShader.h
index 5d26a39549..14505c6e2e 100644
--- a/src/gpu/ccpr/GrCCPRQuadraticShader.h
+++ b/src/gpu/ccpr/GrCCPRQuadraticShader.h
@@ -22,10 +22,10 @@
*/
class GrCCPRQuadraticShader : public GrCCPRCoverageProcessor::Shader {
protected:
- void emitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
+ void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
const char* wind, GeometryVars*) const final;
- virtual void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
+ virtual void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
GeometryVars*) const = 0;
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
@@ -45,10 +45,7 @@ protected:
* the provided curves are monotonic, this will get every pixel right except the two corners.
*/
class GrCCPRQuadraticHullShader : public GrCCPRQuadraticShader {
- int getNumSegments() const final { return 4; } // 4 wedges.
-
- GeometryType getGeometryType() const override { return GeometryType::kHull; }
- void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* wedgeId,
+ void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
GeometryVars*) const override;
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
@@ -60,10 +57,7 @@ class GrCCPRQuadraticHullShader : public GrCCPRQuadraticShader {
* This pass fixes the corners of a closed quadratic segment with soft MSAA.
*/
class GrCCPRQuadraticCornerShader : public GrCCPRQuadraticShader {
- int getNumSegments() const final { return 2; } // 2 corners.
-
- GeometryType getGeometryType() const override { return GeometryType::kCorners; }
- void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* cornerId,
+ void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
GeometryVars*) const override;
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
diff --git a/src/gpu/ccpr/GrCCPRTriangleShader.cpp b/src/gpu/ccpr/GrCCPRTriangleShader.cpp
index 836be31e43..1692b83ae1 100644
--- a/src/gpu/ccpr/GrCCPRTriangleShader.cpp
+++ b/src/gpu/ccpr/GrCCPRTriangleShader.cpp
@@ -36,15 +36,16 @@ void GrCCPRTriangleEdgeShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f,
f->codeAppendf("%s = %s;", outputCoverage, fCoverageTimesWind.fsIn());
}
-void GrCCPRTriangleCornerShader::emitSetupCode(GrGLSLShaderBuilder* s, const char* pts,
- const char* cornerId, const char* wind,
+void GrCCPRTriangleCornerShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+ const char* repetitionID, const char* wind,
GeometryVars* vars) const {
- s->codeAppendf("float2 corner = %s[sk_InvocationID];", pts);
+ s->codeAppendf("float2 corner = %s[%s];", pts, repetitionID);
vars->fCornerVars.fPoint = "corner";
- s->codeAppendf("float2x2 vectors = float2x2(corner - %s[(sk_InvocationID + 2) %% 3], "
- "corner - %s[(sk_InvocationID + 1) %% 3]);",
- pts, pts);
+ s->codeAppendf("float2x2 vectors = float2x2(corner - %s[0 != %s ? %s - 1 : 2], "
+ "corner - %s[2 != %s ? %s + 1 : 0]);",
+ pts, repetitionID, repetitionID, pts, repetitionID,
+ repetitionID);
// Make sure neither vector is 0 to avoid a divide-by-zero. Wind will be zero anyway if this
// is the case, so whatever we output won't have any effect as long it isn't NaN or Inf.
diff --git a/src/gpu/ccpr/GrCCPRTriangleShader.h b/src/gpu/ccpr/GrCCPRTriangleShader.h
index 6d0e2a2a2e..4f7228a57a 100644
--- a/src/gpu/ccpr/GrCCPRTriangleShader.h
+++ b/src/gpu/ccpr/GrCCPRTriangleShader.h
@@ -16,9 +16,6 @@
* convex hull of those boxes.)
*/
class GrCCPRTriangleHullShader : public GrCCPRCoverageProcessor::Shader {
- GeometryType getGeometryType() const override { return GeometryType::kHull; }
- int getNumSegments() const final { return 3; }
-
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
const char* coverage, const char* wind) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, const char* outputCoverage) const override;
@@ -30,9 +27,6 @@ class GrCCPRTriangleHullShader : public GrCCPRCoverageProcessor::Shader {
* coverage=-1 on the outside edge to coverage=0 on the inside edge.
*/
class GrCCPRTriangleEdgeShader : public GrCCPRCoverageProcessor::Shader {
- GeometryType getGeometryType() const override { return GeometryType::kEdges; }
- int getNumSegments() const final { return 3; }
-
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
const char* coverage, const char* wind) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
@@ -46,10 +40,7 @@ class GrCCPRTriangleEdgeShader : public GrCCPRCoverageProcessor::Shader {
* the same time.
*/
class GrCCPRTriangleCornerShader : public GrCCPRCoverageProcessor::Shader {
- GeometryType getGeometryType() const override { return GeometryType::kCorners; }
- int getNumSegments() const final { return 3; }
-
- void emitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* cornerId,
+ void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
const char* wind, GeometryVars*) const override;
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
const char* coverage, const char* wind) override;