aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/GrTessellator.cpp
Commit message (Collapse)AuthorAge
* Remove SkAutoTDeleteArrayGravatar Ben Wagner2016-11-02
| | | | | | | | | | | | This class is already just an alias for std::unique_ptr<T[]>, so replace all uses with that and delete the class. CQ_INCLUDE_TRYBOTS=master.client.skia:Test-Ubuntu-Clang-GCE-CPU-AVX2-x86_64-Debug-ASAN-Trybot,Test-Ubuntu-Clang-Golo-GPU-GT610-x86_64-Debug-ASAN-Trybot Change-Id: I40668d398356a22da071ee791666c7f728b59266 Reviewed-on: https://skia-review.googlesource.com/4362 Reviewed-by: Mike Reed <reed@google.com> Reviewed-by: Mike Klein <mtklein@chromium.org>
* GrTessellator: make inverse fill types more sane.Gravatar senorblanco2016-10-12
| | | | | | | | | | | | | | | | | | | | | In the screenspace AA tessellator, a path's fill types would be applied twice: once when extracting contours, and then again when filling polys. It was supposed to be forced to kWinding_FillType by the second call to mesh_to_polys(), but for hysterical reasons this parameter is unused! For kInverseWinding_FillType (the only mode where this actually caused a bug), I unwittingly papered over the problem by reversing the outer contour for the inverse fill types, and comparing against -1 instead of 1. The better fix is to actually pass a winding mode of kWinding_FillType to polys_to_triangles(), and remove the (ignored) param from mesh_to_polys(). Then we can pass a clockwise outer contour as before, and compare against 1 instead of -1. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2404403003 Review-Url: https://codereview.chromium.org/2404403003
* fix vertex alpha calculation in GrTesselatorGravatar lsalzman2016-10-11
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2405813003 Review-Url: https://codereview.chromium.org/2405813003
* GrTessellator: refactor Line out of Edge.Gravatar senorblanco2016-10-07
| | | | | | | | | | There are cases where we need only a line equation, and not a full Edge. Create a Line struct for this, and refactor Edge to use it. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2397963003 Review-Url: https://codereview.chromium.org/2397963003
* Screenspace AA tessellated GPU path rendering.Gravatar senorblanco2016-08-31
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is an approach to antialiased concave path rendering on the GPU without using MSAA. It uses GrTessellator to extract boundary contours from the given path, then inflates by half a pixel in screen space each direction, then renders the result with zero alpha on the outer contour and one alpha on in the inner contour. This requires two passes through the tessellation code: one to extract the boundaries, then one to tessellate the result. This gives approximately a 3X improvement on the IE chalkboard demo in non-MSAA mode, a 30-40% improvement on MotionMark's "Fill Paths", and a ~3X improvement on MotionMark's "canvas arcTo segments". It works best for large, simple paths, so there's currently a limit of 10 verbs in the onCanDrawPath() check. This dovetails nicely with the distance field path renderer's support for small, detailed (and cached) paths. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009 NOTRY=true Review-Url: https://codereview.chromium.org/1152733009
* Revert of Screenspace AA tessellated path rendering. (patchset #37 id:730001 ↵Gravatar senorblanco2016-08-31
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of https://codereview.chromium.org/1152733009/ ) Reason for revert: Causing asserts in GLPrograms test on Mac. Original issue's description: > Screenspace AA tessellated GPU path rendering. > > This is an approach to antialiased concave path rendering > on the GPU without using MSAA. It uses GrTessellator to > extract boundary contours from the given path, then > inflates by half a pixel in screen space each direction, > then renders the result with zero alpha on the outer > contour and one alpha on in the inner contour. This > requires two passes through the tessellation code: one > to extract the boundaries, then one to tessellate the > result. > > This gives approximately a 3X improvement on the IE > chalkboard demo in non-MSAA mode, a 30-40% improvement > on MotionMark's "Fill Paths", and a ~3X improvement on > MotionMark's "canvas arcTo segments". > > It works best for large, simple paths, so there's currently > a limit of 10 verbs in the onCanDrawPath() check. This > dovetails nicely with the distance field path renderer's > support for small, detailed (and cached) paths. > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009 > > Committed: https://skia.googlesource.com/skia/+/9992bdef8ae97b3e5b109d278ccfab84c66bcbf0 TBR=bsalomon@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review-Url: https://codereview.chromium.org/2299683002
* Screenspace AA tessellated GPU path rendering.Gravatar senorblanco2016-08-31
| | | | | | | | | | | | | | | | | | | | | | | | | | | This is an approach to antialiased concave path rendering on the GPU without using MSAA. It uses GrTessellator to extract boundary contours from the given path, then inflates by half a pixel in screen space each direction, then renders the result with zero alpha on the outer contour and one alpha on in the inner contour. This requires two passes through the tessellation code: one to extract the boundaries, then one to tessellate the result. This gives approximately a 3X improvement on the IE chalkboard demo in non-MSAA mode, a 30-40% improvement on MotionMark's "Fill Paths", and a ~3X improvement on MotionMark's "canvas arcTo segments". It works best for large, simple paths, so there's currently a limit of 10 verbs in the onCanDrawPath() check. This dovetails nicely with the distance field path renderer's support for small, detailed (and cached) paths. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009 Review-Url: https://codereview.chromium.org/1152733009
* Tessellator: better fix for reused-edges issue.Gravatar senorblanco2016-08-18
| | | | | | | | | | | | | | | | | The GrTessellator fix for doubly-added edges in https://codereview.chromium.org/2259493002/ could leave a MonotonePoly with zero edges. This is a problem for Poly::addEdge(), which assumes that MonotonePolys always have at least one edge. The fix is to move the check and early-out up to Poly::addEdge(). This should also tighten up the vertex count. (Unfortunately, the only repro I have for this issue is very convoluted, and requires non-landed code.) BUG=skia:5636 GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2251643008 Review-Url: https://codereview.chromium.org/2251643008
* Fix assert caused by floating point error in tessellating path renderer.Gravatar senorblanco2016-08-17
| | | | | | | | | | | | | | | | | | | | | In rare cases, floating point error causes the tesselator to add the same Vertex to more than one Poly on the same side. This was not a big problem when we were allocating new vertices when constructing Polys, but after https://codereview.chromium.org/2029243002 it causes more serious issues, since each Edge can only belong to two Polys, and violating this condition messes up the linked list of Edges used for left & right Polys and the associated estimated vertex count. The fix is to simply let the first Poly win, and skip that vertex for subsequent Polys. Since this only occurs in cases where vertices are very close to each other, it should have little visual effect. This is also exercised by Nebraska-StateSeal.svg. BUG=skia:5636 GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2259493002 Review-Url: https://codereview.chromium.org/2259493002
* Fix vertex count estimate in GrTessellator.Gravatar senorblanco2016-07-13
| | | | | | | | | | | | | | When we start a new MonotonePoly due to a handedness change, we don't need to increase the vertex count, since that edge (and vertex) has already been accounted for in the previous MonotonePoly. This was not a correctness issue, but was causing us to allocate extra vertices which would go unused. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2146063002 Review-Url: https://codereview.chromium.org/2146063002
* Fix for rare crash in Poly::addEdge().Gravatar senorblanco2016-06-07
| | | | | | | | | | | | Don't add an edge if the bottom vertex was already added, or if an island vertex has a left poly but no right poly. (Sorry for the lack of test, but the only reduction I could create was still a huge path and only crashes in Chrome.) BUG=617907 GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2043873005 Review-Url: https://codereview.chromium.org/2043873005
* Tessellator: stop copying vertices into Polys and Monotones.Gravatar senorblanco2016-06-02
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The vertices which are produced by stage 5 of the tesselator are copied into the Polys and MonotonePolys it produces. This is necessary because each vertex may have an arbitrary valence, since it may participate in an arbitrary number of Polys, so we can't use the vertex's prev/next pointers to represent all the Monotones of which this vertex may be a member. However, each Edge can only be a member of two Polys (one on each side of the edge). So by adding two prev/next pointer pairs to each Edge, we can represent each Monotone as a list of edges instead. Then we no longer need to copy the vertices. One wrinkle is that the ear-clipping stage (6) of the tessellator does require prev/next pointers, in order to remove vertices as their ears are clipped. So we convert the edge list into a vertex list during Monotone::emit(), using the prev/next pointers temporarily for that monotone. This change improves performance by 7-20% on a non-caching version of the tessellator, and reduces memory use. Other notes: 1) Polys are initially constructed empty (no edges), but with the top vertex, which is needed for splitting Polys. Edges are added to Polys only after their bottom vertex is seen. 2) MonotonePolys are always constructed with one edge, so we always know their handedness (left/right). MonotonePoly::addEdge() no longer detects when a monotone is "done" (edge of opposite handedness); this is handled by Poly::addEdge(), so MonotonePoly::addEdge() has no return value. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2029243002 Review-Url: https://codereview.chromium.org/2029243002
* Style bikeshed - remove extraneous whitespaceGravatar halcanary2016-03-29
| | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1842753002 Review URL: https://codereview.chromium.org/1842753002
* GrTessellator: abstract vertex allocation into caller.Gravatar senorblanco2016-03-10
| | | | | | | | | | | | This abstracts all vertex allocation out of GrTessellator via a VertexBuffer interface. This removes all GPU-related calls from GrTessellator. It also factors vertex drawing into GrTessellatingPathRenderer::drawVertices(), and makes tessellate() (now draw() also responsible for drawing. This means the cache hit case is clearer as an early-out, and storing into cache is done in draw() as well. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1776003002 Review URL: https://codereview.chromium.org/1776003002
* Small GrTessellator refactor and cleanup.Gravatar senorblanco2016-03-08
| | | | | | | | | | Implement a VertexList, and use it. Rename insert<> -> list_insert<>. Rename remove<> -> list_remove<>. Remove some spurious returns. GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1771373002 Review URL: https://codereview.chromium.org/1771373002
* Broke GrTessellatingPathRenderer's tessellator out into a separate file.Gravatar ethannicholas2016-01-07
| | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1557083002 Committed: https://skia.googlesource.com/skia/+/8b05cb8a00bdb82e100f1ba74bf4de4a504cceea Review URL: https://codereview.chromium.org/1557083002
* Revert of Broke GrTessellatingPathRenderer's tessellator out into a separate ↵Gravatar caryclark2016-01-07
| | | | | | | | | | | | | | | | | | | | file. (patchset #8 id:240001 of https://codereview.chromium.org/1557083002/ ) Reason for revert: broke valgrind bot Original issue's description: > Broke GrTessellatingPathRenderer's tessellator out into a separate file. > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1557083002 > > Committed: https://skia.googlesource.com/skia/+/8b05cb8a00bdb82e100f1ba74bf4de4a504cceea TBR=bsalomon@google.com,joshualitt@chromium.org,senorblanco@chromium.org,ethannicholas@google.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review URL: https://codereview.chromium.org/1570503002
* Broke GrTessellatingPathRenderer's tessellator out into a separate file.Gravatar ethannicholas2016-01-06
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1557083002 Review URL: https://codereview.chromium.org/1557083002