diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/gpu/ccpr/GrCCPRCoverageProcessor.cpp | 5 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCoverageProcessor.h | 116 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp | 284 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCubicShader.cpp | 25 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRCubicShader.h | 14 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRQuadraticShader.cpp | 19 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRQuadraticShader.h | 14 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRTriangleShader.cpp | 13 | ||||
-rw-r--r-- | src/gpu/ccpr/GrCCPRTriangleShader.h | 11 |
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; |