diff options
Diffstat (limited to 'src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp')
-rw-r--r-- | src/gpu/ccpr/GrCCCoverageProcessor_GSImpl.cpp | 177 |
1 files changed, 79 insertions, 98 deletions
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); |