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-rw-r--r--samplecode/SampleCCPRGeometry.cpp10
-rw-r--r--src/gpu/ccpr/GrCCCoverageProcessor.cpp7
-rw-r--r--src/gpu/ccpr/GrCCCoverageProcessor.h58
-rw-r--r--src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp177
-rw-r--r--src/gpu/ccpr/GrCCCoverageProcessor_VSImpl.cpp34
-rw-r--r--src/gpu/ccpr/GrCCPathParser.cpp18
-rw-r--r--src/gpu/ccpr/GrCCTriangleShader.cpp11
7 files changed, 125 insertions, 190 deletions
diff --git a/samplecode/SampleCCPRGeometry.cpp b/samplecode/SampleCCPRGeometry.cpp
index a0c5d7be7a..a90ece09a1 100644
--- a/samplecode/SampleCCPRGeometry.cpp
+++ b/samplecode/SampleCCPRGeometry.cpp
@@ -33,7 +33,7 @@ using RenderPass = GrCCCoverageProcessor::RenderPass;
static constexpr float kDebugBloat = 40;
static int is_quadratic(RenderPass pass) {
- return pass == RenderPass::kQuadraticHulls || pass == RenderPass::kQuadraticCorners;
+ return pass == RenderPass::kQuadratics || pass == RenderPass::kQuadraticCorners;
}
/**
@@ -59,7 +59,7 @@ private:
void updateGpuData();
- RenderPass fRenderPass = RenderPass::kTriangleHulls;
+ RenderPass fRenderPass = RenderPass::kTriangles;
SkCubicType fCubicType;
SkMatrix fCubicKLM;
@@ -249,10 +249,6 @@ void CCPRGeometryView::Op::onExecute(GrOpFlushState* state) {
? static_cast<GrGLGpu*>(state->gpu())
: nullptr;
- if (!GrCCCoverageProcessor::DoesRenderPass(fView->fRenderPass, state->caps())) {
- return;
- }
-
GrCCCoverageProcessor proc(rp, fView->fRenderPass,
GrCCCoverageProcessor::WindMethod::kCrossProduct);
SkDEBUGCODE(proc.enableDebugVisualizations(kDebugBloat));
@@ -346,7 +342,7 @@ bool CCPRGeometryView::onQuery(SkEvent* evt) {
}
SkUnichar unichar;
if (SampleCode::CharQ(*evt, &unichar)) {
- if (unichar >= '1' && unichar <= '7') {
+ if (unichar >= '1' && unichar <= '6') {
fRenderPass = RenderPass(unichar - '1');
this->updateAndInval();
return true;
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor.cpp b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
index 8c85a75d81..686ab5514d 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
@@ -119,20 +119,19 @@ void GrCCCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
std::unique_ptr<Shader> shader;
switch (fRenderPass) {
- case RenderPass::kTriangleHulls:
- case RenderPass::kTriangleEdges:
+ case RenderPass::kTriangles:
shader = skstd::make_unique<GrCCTriangleShader>();
break;
case RenderPass::kTriangleCorners:
shader = skstd::make_unique<GrCCTriangleCornerShader>();
break;
- case RenderPass::kQuadraticHulls:
+ case RenderPass::kQuadratics:
shader = skstd::make_unique<GrCCQuadraticHullShader>();
break;
case RenderPass::kQuadraticCorners:
shader = skstd::make_unique<GrCCQuadraticCornerShader>();
break;
- case RenderPass::kCubicHulls:
+ case RenderPass::kCubics:
shader = skstd::make_unique<GrCCCubicHullShader>();
break;
case RenderPass::kCubicCorners:
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor.h b/src/gpu/ccpr/GrCCCoverageProcessor.h
index 698087735c..c1f85993a1 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor.h
+++ b/src/gpu/ccpr/GrCCCoverageProcessor.h
@@ -54,49 +54,21 @@ public:
void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w);
};
- // 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
+ // All primitive shapes (triangles and closed, convex bezier curves) require two
+ // render passes: One to draw a rough outline of the shape, and a second pass to touch up the
+ // corners. 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" (GSImpl or VSimpl) generates conservative geometry for
- // rasterization, and the Shader decides the coverage value at each pixel.
enum class RenderPass {
- // 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 input coverage values sent to the Shader at each vertex are either
- // null, or +1 all around if the Impl combines this pass with kTriangleEdges. 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 input
- // 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.
- //
- // NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass()
- // will be false for kTriangleEdges and it must not be used.
- kTriangleEdges,
-
- // 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. Input coverage values sent to the Shader will be null.
+ kTriangles,
kTriangleCorners,
+ kQuadratics,
kQuadraticCorners,
+ kCubics,
kCubicCorners
};
static bool RenderPassIsCubic(RenderPass);
static const char* RenderPassName(RenderPass);
- constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) {
- return RenderPass::kTriangleEdges != renderPass ||
- caps.shaderCaps()->geometryShaderSupport();
- }
-
enum class WindMethod : bool {
kCrossProduct, // Calculate wind = +/-1 by sign of the cross product.
kInstanceData // Instance data provides custom, signed wind values of any magnitude.
@@ -109,7 +81,6 @@ public:
, fWindMethod(windMethod)
, fImpl(rp->caps()->shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader
: Impl::kVertexShader) {
- SkASSERT(DoesRenderPass(pass, *rp->caps()));
if (Impl::kGeometryShader == fImpl) {
this->initGS();
} else {
@@ -204,8 +175,7 @@ public:
// Here the subclass adds its internal varyings to the handler and produces code to
// initialize those varyings from a given position, input coverage value, and wind.
//
- // NOTE: the coverage input is only relevant for edges (see comments in RenderPass).
- // Otherwise it is +1 all around.
+ // NOTE: the coverage input is only relevant for triangles. Otherwise it is null.
virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
const char* position, const char* inputCoverage,
const char* wind) = 0;
@@ -301,13 +271,12 @@ inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint& p0, con
inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
switch (pass) {
- case RenderPass::kTriangleHulls:
- case RenderPass::kTriangleEdges:
+ case RenderPass::kTriangles:
case RenderPass::kTriangleCorners:
- case RenderPass::kQuadraticHulls:
+ case RenderPass::kQuadratics:
case RenderPass::kQuadraticCorners:
return false;
- case RenderPass::kCubicHulls:
+ case RenderPass::kCubics:
case RenderPass::kCubicCorners:
return true;
}
@@ -317,12 +286,11 @@ inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) {
switch (pass) {
- case RenderPass::kTriangleHulls: return "kTriangleHulls";
- case RenderPass::kTriangleEdges: return "kTriangleEdges";
+ case RenderPass::kTriangles: return "kTriangles";
case RenderPass::kTriangleCorners: return "kTriangleCorners";
- case RenderPass::kQuadraticHulls: return "kQuadraticHulls";
+ case RenderPass::kQuadratics: return "kQuadratics";
case RenderPass::kQuadraticCorners: return "kQuadraticCorners";
- case RenderPass::kCubicHulls: return "kCubicHulls";
+ case RenderPass::kCubics: return "kCubics";
case RenderPass::kCubicCorners: return "kCubicCorners";
}
SK_ABORT("Invalid RenderPass");
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp b/src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp
index fe541483b6..d9febc0e66 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp
+++ b/src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp
@@ -76,7 +76,7 @@ protected:
SkSTArray<2, GrShaderVar> emitArgs;
const char* position = emitArgs.emplace_back("position", kFloat2_GrSLType).c_str();
const char* coverage = nullptr;
- if (RenderPass::kTriangleEdges == proc.fRenderPass) {
+ if (RenderPass::kTriangles == proc.fRenderPass) {
coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
}
g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
@@ -109,80 +109,110 @@ protected:
};
/**
- * Generates a conservative raster hull around a triangle. (See comments for RenderPass)
+ * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
+ *
+ * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
+ * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
+ * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
+ * into smooth, antialiased ones.
+ *
+ * The final corners get touched up in a later step by GSCornerImpl.
*/
-class GSHull3Impl : public GrCCCoverageProcessor::GSImpl {
+class GSTriangleImpl : public GrCCCoverageProcessor::GSImpl {
public:
- GSHull3Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
+ GSTriangleImpl(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";
- }
-
// 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
+ // NOTE: We generate the rasters in 5 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:
+ g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
+ wind.c_str());
+ g->codeAppend ("float2 top = pts[i];");
+ g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
+ g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
+
+ // Determine which direction to outset the conservative raster from each of the three edges.
+ g->codeAppend ("float2 leftbloat = sign(top - left);");
+ g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
+ "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
+
+ g->codeAppend ("float2 rightbloat = sign(right - top);");
+ g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
+ "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
+
+ g->codeAppend ("float2 downbloat = sign(left - right);");
+ g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
+ "0 != downbloat.x ? -downbloat.x : -downbloat.y);");
+
+ // The triangle's conservative raster has a coverage of +1 all around.
+ g->codeAppend ("half4 coverages = half4(+1);");
+
+ // Edges have coverage ramps.
+ g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
+ Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
+ "float2(+rightbloat.y, -rightbloat.x)",
+ "coverages[0]");
+ g->codeAppend ( "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
+ // Reassign bloats to characterize a conservative raster around a single edge, rather than
+ // the entire triangle.
+ g->codeAppend ( "leftbloat = downbloat = -rightbloat;");
+ g->codeAppend ("}");
+
+ // These can't be scaled until after we calculate coverage.
+ g->codeAppend ("leftbloat *= bloat;");
+ g->codeAppend ("rightbloat *= bloat;");
+ g->codeAppend ("downbloat *= bloat;");
+
+ // Here we generate the conservative raster geometry. The triangle's conservative raster is
+ // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
+ // convex polygon with either one, two, or three vertices at each input point (depending on
+ // how sharp the corner is) that we split between two invocations. Edge conservative rasters
+ // are convex hulls of 2 pixel-size boxes, one at each endpoint. 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));", emitVertexFn);
+ g->codeAppendf( "%s(top + float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
+ emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (any(left_right_notequal)) {");
// Second conservative raster vertex for the top corner.
- g->codeAppendf( "%s(top + rightbloat);", emitVertexFn);
+ g->codeAppendf( "%s(top + rightbloat, coverages[1]);", emitVertexFn);
g->codeAppend ("}");
- // Main interior body of the triangle.
- g->codeAppendf("%s(top + leftbloat);", emitVertexFn);
- g->codeAppendf("%s(right + rightbloat);", emitVertexFn);
+ // Main interior body.
+ g->codeAppendf("%s(top + leftbloat, coverages[2]);", emitVertexFn);
+ g->codeAppendf("%s(right + rightbloat, coverages[1]);", emitVertexFn);
- // Here the two invocations diverge. We can't symmetrically divide three triangle points
- // between two invocations, so each does the following:
+ // Here the invocations diverge slightly. 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.
+ // sk_InvocationID=0: Finishes the main interior body of the triangle hull.
+ // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
+ // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
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);",
- emitVertexFn);
+ g->codeAppendf( "%s(0 == sk_InvocationID ? left + leftbloat : right + downbloat, "
+ "coverages[2]);", emitVertexFn);
g->codeAppend ("}");
g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
- g->codeAppendf( "%s(right + float2(-rightbloat.y, rightbloat.x));", emitVertexFn);
+ g->codeAppendf( "%s(right + float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
+ emitVertexFn);
g->codeAppend ("}");
- g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 2);
+ // 5 invocations: 2 triangle hull invocations and 3 edges.
+ g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
}
};
/**
- * Generates a conservative raster hull around a convex quadrilateral. (See comments for RenderPass)
+ * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
*/
class GSHull4Impl : public GrCCCoverageProcessor::GSImpl {
public:
@@ -253,53 +283,6 @@ public:
};
/**
- * Generates conservatives around each edge of a triangle. (See comments for RenderPass)
- */
-class GSEdgeImpl : public GrCCCoverageProcessor::GSImpl {
-public:
- GSEdgeImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
-
- void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
- const char* emitVertexFn) const override {
- fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), nullptr);
-
- 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());
-
- // Which quadrant does the vector from left -> right fall into?
- g->codeAppend ("float2 qlr = sign(right - left);");
- g->codeAppend ("float2x2 outer_pts = float2x2(left - bloat * qlr, right + bloat * qlr);");
- g->codeAppend ("half outer_coverage;");
- Shader::CalcEdgeCoverageAtBloatVertex(g, "left", "right", "qlr", "outer_coverage");
-
- g->codeAppend ("float2 d1 = float2(qlr.y, -qlr.x);");
- g->codeAppend ("float2 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(outer_pts[0], -1 - outer_coverage);", emitVertexFn);
- g->codeAppend ("}");
- g->codeAppendf("%s(left + bloat * d1, -1);", emitVertexFn);
- g->codeAppendf("%s(left - bloat * d2, 0);", emitVertexFn);
- g->codeAppendf("%s(right + bloat * d2, -1);", emitVertexFn);
- g->codeAppendf("%s(right - bloat * d1, 0);", emitVertexFn);
- g->codeAppend ("if (!aligned) {");
- g->codeAppendf( "%s(outer_pts[1], outer_coverage);", emitVertexFn);
- g->codeAppend ("}");
-
- g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 3);
- }
-};
-
-/**
* Generates conservative rasters around corners. (See comments for RenderPass)
*/
class GSCornerImpl : public GrCCCoverageProcessor::GSImpl {
@@ -358,15 +341,13 @@ void GrCCCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceC
GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {
switch (fRenderPass) {
- case RenderPass::kTriangleHulls:
- return new GSHull3Impl(std::move(shadr));
- case RenderPass::kQuadraticHulls:
- case RenderPass::kCubicHulls:
- return new GSHull4Impl(std::move(shadr));
- case RenderPass::kTriangleEdges:
- return new GSEdgeImpl(std::move(shadr));
+ case RenderPass::kTriangles:
+ return new GSTriangleImpl(std::move(shadr));
case RenderPass::kTriangleCorners:
return new GSCornerImpl(std::move(shadr), 3);
+ case RenderPass::kQuadratics:
+ case RenderPass::kCubics:
+ return new GSHull4Impl(std::move(shadr));
case RenderPass::kQuadraticCorners:
case RenderPass::kCubicCorners:
return new GSCornerImpl(std::move(shadr), 2);
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor_VSImpl.cpp b/src/gpu/ccpr/GrCCCoverageProcessor_VSImpl.cpp
index 4c3bb67a93..144a4a5d58 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor_VSImpl.cpp
+++ b/src/gpu/ccpr/GrCCCoverageProcessor_VSImpl.cpp
@@ -244,8 +244,18 @@ static constexpr uint16_t kHull4IndicesAsTris[] = {
GR_DECLARE_STATIC_UNIQUE_KEY(gHull4IndexBufferKey);
/**
- * Generates a conservative raster hull around a convex polygon. For triangles, we also generate
- * independent conservative rasters around each edge. (See comments for RenderPass)
+ * Generates a conservative raster hull around a convex polygon. For triangles we generate
+ * additional conservative rasters around the edges and calculate coverage ramps.
+ *
+ * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
+ * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
+ * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
+ * into smooth, antialiased ones.
+ *
+ * Curve rough outlines are just the conservative raster of a convex quadrilateral that encloses the
+ * curve. The Shader takes care of everything else for now.
+ *
+ * The final corners get touched up in a later step by VSCornerImpl.
*/
class VSHullAndEdgeImpl : public GrCCCoverageProcessor::VSImpl {
public:
@@ -392,7 +402,7 @@ void GrCCCoverageProcessor::initVS(GrResourceProvider* rp) {
const GrCaps& caps = *rp->caps();
switch (fRenderPass) {
- case RenderPass::kTriangleHulls: {
+ case RenderPass::kTriangles: {
GR_DEFINE_STATIC_UNIQUE_KEY(gHull3AndEdgeVertexBufferKey);
fVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType,
sizeof(kHull3AndEdgeVertices),
@@ -414,8 +424,9 @@ void GrCCCoverageProcessor::initVS(GrResourceProvider* rp) {
}
break;
}
- case RenderPass::kQuadraticHulls:
- case RenderPass::kCubicHulls: {
+
+ case RenderPass::kQuadratics:
+ case RenderPass::kCubics: {
GR_DEFINE_STATIC_UNIQUE_KEY(gHull4VertexBufferKey);
fVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType, sizeof(kHull4Vertices),
kHull4Vertices, gHull4VertexBufferKey);
@@ -435,9 +446,7 @@ void GrCCCoverageProcessor::initVS(GrResourceProvider* rp) {
}
break;
}
- case RenderPass::kTriangleEdges:
- SK_ABORT("kTriangleEdges RenderPass is not used by VSImpl.");
- break;
+
case RenderPass::kTriangleCorners:
case RenderPass::kQuadraticCorners:
case RenderPass::kCubicCorners: {
@@ -514,14 +523,11 @@ void GrCCCoverageProcessor::appendVSMesh(GrBuffer* instanceBuffer, int instanceC
GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createVSImpl(std::unique_ptr<Shader> shadr) const {
switch (fRenderPass) {
- case RenderPass::kTriangleHulls:
+ case RenderPass::kTriangles:
return new VSHullAndEdgeImpl(std::move(shadr), 3);
- case RenderPass::kQuadraticHulls:
- case RenderPass::kCubicHulls:
+ case RenderPass::kQuadratics:
+ case RenderPass::kCubics:
return new VSHullAndEdgeImpl(std::move(shadr), 4);
- case RenderPass::kTriangleEdges:
- SK_ABORT("kTriangleEdges RenderPass is not used by VSImpl.");
- return nullptr;
case RenderPass::kTriangleCorners:
case RenderPass::kQuadraticCorners:
case RenderPass::kCubicCorners:
diff --git a/src/gpu/ccpr/GrCCPathParser.cpp b/src/gpu/ccpr/GrCCPathParser.cpp
index 8bb507bd01..43f5e6be6a 100644
--- a/src/gpu/ccpr/GrCCPathParser.cpp
+++ b/src/gpu/ccpr/GrCCPathParser.cpp
@@ -512,36 +512,30 @@ void GrCCPathParser::drawCoverageCount(GrOpFlushState* flushState, CoverageCount
SkBlendMode::kPlus);
if (batchTotalCounts.fTriangles) {
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleHulls,
+ this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangles,
WindMethod::kCrossProduct, &PrimitiveTallies::fTriangles, drawBounds);
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleEdges,
- WindMethod::kCrossProduct, &PrimitiveTallies::fTriangles,
- drawBounds); // Might get skipped.
this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleCorners,
WindMethod::kCrossProduct, &PrimitiveTallies::fTriangles, drawBounds);
}
if (batchTotalCounts.fWoundTriangles) {
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleHulls,
+ this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangles,
WindMethod::kInstanceData, &PrimitiveTallies::fWoundTriangles,
drawBounds);
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleEdges,
- WindMethod::kInstanceData, &PrimitiveTallies::fWoundTriangles,
- drawBounds); // Might get skipped.
this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleCorners,
WindMethod::kInstanceData, &PrimitiveTallies::fWoundTriangles,
drawBounds);
}
if (batchTotalCounts.fQuadratics) {
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kQuadraticHulls,
+ this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kQuadratics,
WindMethod::kCrossProduct, &PrimitiveTallies::fQuadratics, drawBounds);
this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kQuadraticCorners,
WindMethod::kCrossProduct, &PrimitiveTallies::fQuadratics, drawBounds);
}
if (batchTotalCounts.fCubics) {
- this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kCubicHulls,
+ this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kCubics,
WindMethod::kCrossProduct, &PrimitiveTallies::fCubics, drawBounds);
this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kCubicCorners,
WindMethod::kCrossProduct, &PrimitiveTallies::fCubics, drawBounds);
@@ -556,10 +550,6 @@ void GrCCPathParser::drawRenderPass(GrOpFlushState* flushState, const GrPipeline
const SkIRect& drawBounds) const {
SkASSERT(pipeline.getScissorState().enabled());
- if (!GrCCCoverageProcessor::DoesRenderPass(renderPass, flushState->caps())) {
- return;
- }
-
// Don't call reset(), as that also resets the reserve count.
fMeshesScratchBuffer.pop_back_n(fMeshesScratchBuffer.count());
fDynamicStatesScratchBuffer.pop_back_n(fDynamicStatesScratchBuffer.count());
diff --git a/src/gpu/ccpr/GrCCTriangleShader.cpp b/src/gpu/ccpr/GrCCTriangleShader.cpp
index f371b03fac..e086201b42 100644
--- a/src/gpu/ccpr/GrCCTriangleShader.cpp
+++ b/src/gpu/ccpr/GrCCTriangleShader.cpp
@@ -16,15 +16,10 @@ void GrCCTriangleShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
GrGLSLVarying::Scope scope, SkString* code,
const char* /*position*/, const char* inputCoverage,
const char* wind) {
+ SkASSERT(inputCoverage);
fCoverageTimesWind.reset(kHalf_GrSLType, scope);
- if (!inputCoverage) {
- varyingHandler->addVarying("wind", &fCoverageTimesWind,
- GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
- code->appendf("%s = %s;", OutName(fCoverageTimesWind), wind);
- } else {
- varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
- code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), inputCoverage, wind);
- }
+ varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
+ code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), inputCoverage, wind);
}
void GrCCTriangleShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,