diff options
Diffstat (limited to 'src/gpu/ccpr/GrCCCubicShader.cpp')
-rw-r--r-- | src/gpu/ccpr/GrCCCubicShader.cpp | 118 |
1 files changed, 22 insertions, 96 deletions
diff --git a/src/gpu/ccpr/GrCCCubicShader.cpp b/src/gpu/ccpr/GrCCCubicShader.cpp index 5ae51c7d9b..76d1646b65 100644 --- a/src/gpu/ccpr/GrCCCubicShader.cpp +++ b/src/gpu/ccpr/GrCCCubicShader.cpp @@ -13,8 +13,8 @@ using Shader = GrCCCoverageProcessor::Shader; void GrCCCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts, - const char* repetitionID, const char* wind, - GeometryVars* vars) const { + const char* /*repetitionID*/, const char* /*wind*/, + GeometryVars*) const { // Find the cubic's power basis coefficients. s->codeAppendf("float2x4 C = float4x4(-1, 3, -3, 1, " " 3, -6, 3, 0, " @@ -58,118 +58,44 @@ void GrCCCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts, // 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 L & M have matching signs on the side of the curve we wish to fill. - // We give L & M both the same sign as wind, in order to pass this value to the fragment shader. - // (Cubics are pre-chopped such that L & M do not change sign within any individual segment). + // Orient the KLM matrix so L & M are both positive on the side of the curve we wish to fill. s->codeAppendf("float2 orientation = sign(float3(midpoint, 1) * float2x3(%s[1], %s[2]));", fKLMMatrix.c_str(), fKLMMatrix.c_str()); s->codeAppendf("%s *= float3x3(orientation[0] * orientation[1], 0, 0, " - "0, orientation[0] * %s, 0, " - "0, 0, orientation[1] * %s);", fKLMMatrix.c_str(), wind, wind); - - // Determine the amount of additional coverage to subtract out for the flat edge (P3 -> P0). - s->declareGlobal(fEdgeDistanceEquation); - s->codeAppendf("short edgeidx0 = %s > 0 ? 3 : 0;", wind); - s->codeAppendf("float2 edgept0 = %s[edgeidx0];", pts); - s->codeAppendf("float2 edgept1 = %s[3 - edgeidx0];", pts); - Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str()); - - this->onEmitSetupCode(s, pts, repetitionID, vars); + "0, orientation[0], 0, " + "0, 0, orientation[1]);", fKLMMatrix.c_str()); } void GrCCCubicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, const char* position, const char* inputCoverage, - const char* /*wind*/) { - SkASSERT(!inputCoverage); - - fKLMD.reset(kFloat4_GrSLType, scope); - varyingHandler->addVarying("klmd", &fKLMD); + const char* wind) { code->appendf("float3 klm = float3(%s, 1) * %s;", position, fKLMMatrix.c_str()); - code->appendf("float d = dot(float3(%s, 1), %s);", position, fEdgeDistanceEquation.c_str()); - code->appendf("%s = float4(klm, d);", OutName(fKLMD)); - - this->onEmitVaryings(varyingHandler, scope, code); -} -void GrCCCubicShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f, - const char* outputCoverage) const { - f->codeAppendf("float k = %s.x, l = %s.y, m = %s.z, d = %s.w;", - fKLMD.fsIn(), fKLMD.fsIn(), fKLMD.fsIn(), fKLMD.fsIn()); - - this->emitCoverage(f, outputCoverage); + fKLMW.reset(kFloat4_GrSLType, scope); + varyingHandler->addVarying("klmw", &fKLMW); + code->appendf("%s.xyz = klm;", OutName(fKLMW)); + code->appendf("%s.w = %s * %s;", OutName(fKLMW), inputCoverage, wind); - // Wind is the sign of both L and/or M. Take the sign of whichever has the larger magnitude. - // (In reality, either would be fine because we chop cubics with more than a half pixel of - // padding around the L & M lines, so neither should approach zero.) - f->codeAppend ("half wind = sign(l + m);"); - f->codeAppendf("%s *= wind;", outputCoverage); -} - -void GrCCCubicHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, - GrGLSLVarying::Scope scope, SkString* code) { fGradMatrix.reset(kFloat2x2_GrSLType, scope); varyingHandler->addVarying("grad_matrix", &fGradMatrix); - // "klm" was just defined by the base class. code->appendf("%s[0] = 3 * klm[0] * %s[0].xy;", OutName(fGradMatrix), fKLMMatrix.c_str()); code->appendf("%s[1] = -klm[1] * %s[2].xy - klm[2] * %s[1].xy;", OutName(fGradMatrix), fKLMMatrix.c_str(), fKLMMatrix.c_str()); } -void GrCCCubicHullShader::emitCoverage(GrGLSLFPFragmentBuilder* f, - const char* outputCoverage) const { - // k,l,m,d are defined by the base class. - f->codeAppend ("float f = k*k*k - l*m;"); - f->codeAppendf("float2 grad_f = %s * float2(k, 1);", fGradMatrix.fsIn()); - f->codeAppendf("%s = clamp(0.5 - f * inversesqrt(dot(grad_f, grad_f)), 0, 1);", outputCoverage); - f->codeAppendf("%s += min(d, 0);", outputCoverage); // Flat edge opposite the curve. -} - -void GrCCCubicCornerShader::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"; -} - -void GrCCCubicCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, - GrGLSLVarying::Scope scope, SkString* code) { - using Interpolation = GrGLSLVaryingHandler::Interpolation; - - fdKLMDdx.reset(kFloat4_GrSLType, scope); - varyingHandler->addVarying("dklmddx", &fdKLMDdx, Interpolation::kCanBeFlat); - code->appendf("%s = float4(%s[0].x, %s[1].x, %s[2].x, %s.x);", - OutName(fdKLMDdx), fKLMMatrix.c_str(), fKLMMatrix.c_str(), - fKLMMatrix.c_str(), fEdgeDistanceEquation.c_str()); - - fdKLMDdy.reset(kFloat4_GrSLType, scope); - varyingHandler->addVarying("dklmddy", &fdKLMDdy, Interpolation::kCanBeFlat); - code->appendf("%s = float4(%s[0].y, %s[1].y, %s[2].y, %s.y);", - OutName(fdKLMDdy), fKLMMatrix.c_str(), fKLMMatrix.c_str(), - fKLMMatrix.c_str(), fEdgeDistanceEquation.c_str()); -} - -void GrCCCubicCornerShader::emitCoverage(GrGLSLFPFragmentBuilder* f, +void GrCCCubicShader::onEmitFragmentCode(const GrCCCoverageProcessor& proc, + GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const { - f->codeAppendf("float2x4 grad_klmd = float2x4(%s, %s);", fdKLMDdx.fsIn(), fdKLMDdy.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. - // k,l,m,d are defined by the base class. + f->codeAppendf("float k = %s.x, l = %s.y, m = %s.z;", + fKLMW.fsIn(), fKLMW.fsIn(), fKLMW.fsIn()); f->codeAppend ("float f = k*k*k - l*m;"); - f->codeAppend ("float2 grad_f = float3(3*k*k, -m, -l) * float2x3(grad_klmd);"); - f->codeAppendf("%s = -clamp(0.5 - f * inversesqrt(dot(grad_f, grad_f)), 0, 1);", - outputCoverage); - f->codeAppendf("%s -= d;", outputCoverage); - - // Use software msaa to estimate actual coverage at the corner pixels. - const int sampleCount = Shader::DefineSoftSampleLocations(f, "samples"); - f->codeAppendf("float4 klmd_center = float4(%s.xyz, %s.w + 0.5);", - fKLMD.fsIn(), fKLMD.fsIn()); - f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount); - f->codeAppend ( "float4 klmd = grad_klmd * samples[i] + klmd_center;"); - f->codeAppend ( "half f = klmd.y * klmd.z - klmd.x * klmd.x * klmd.x;"); - f->codeAppendf( "%s += all(greaterThan(half4(f, klmd.y, klmd.z, klmd.w), " - "half4(0))) ? %f : 0;", - outputCoverage, 1.0 / sampleCount); - f->codeAppend ("}"); + f->codeAppendf("float2 grad_f = %s * float2(k, 1);", fGradMatrix.fsIn()); + f->codeAppend ("float d = f * inversesqrt(dot(grad_f, grad_f));"); +#ifdef SK_DEBUG + if (proc.debugVisualizationsEnabled()) { + f->codeAppendf("d /= %f;", proc.debugBloat()); + } +#endif + f->codeAppendf("%s = clamp(0.5 - d, 0, 1) * %s.w;", outputCoverage, fKLMW.fsIn()); } |