/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrAAHairLinePathRenderer.h" #include "GrContext.h" #include "GrDrawState.h" #include "GrGpu.h" #include "GrIndexBuffer.h" #include "GrPathUtils.h" #include "SkGeometry.h" #include "SkTemplates.h" namespace { // quadratics are rendered as 5-sided polys in order to bound the // AA stroke around the center-curve. See comments in push_quad_index_buffer and // bloat_quad. static const int kVertsPerQuad = 5; static const int kIdxsPerQuad = 9; static const int kVertsPerLineSeg = 4; static const int kIdxsPerLineSeg = 6; static const int kNumQuadsInIdxBuffer = 256; static const size_t kQuadIdxSBufize = kIdxsPerQuad * sizeof(uint16_t) * kNumQuadsInIdxBuffer; bool push_quad_index_data(GrIndexBuffer* qIdxBuffer) { uint16_t* data = (uint16_t*) qIdxBuffer->lock(); bool tempData = NULL == data; if (tempData) { data = SkNEW_ARRAY(uint16_t, kNumQuadsInIdxBuffer * kIdxsPerQuad); } for (int i = 0; i < kNumQuadsInIdxBuffer; ++i) { // Each quadratic is rendered as a five sided polygon. This poly bounds // the quadratic's bounding triangle but has been expanded so that the // 1-pixel wide area around the curve is inside the poly. // If a,b,c are the original control points then the poly a0,b0,c0,c1,a1 // that is rendered would look like this: // b0 // b // // a0 c0 // a c // a1 c1 // Each is drawn as three triangles specified by these 9 indices: int baseIdx = i * kIdxsPerQuad; uint16_t baseVert = (uint16_t)(i * kVertsPerQuad); data[0 + baseIdx] = baseVert + 0; // a0 data[1 + baseIdx] = baseVert + 1; // a1 data[2 + baseIdx] = baseVert + 2; // b0 data[3 + baseIdx] = baseVert + 2; // b0 data[4 + baseIdx] = baseVert + 4; // c1 data[5 + baseIdx] = baseVert + 3; // c0 data[6 + baseIdx] = baseVert + 1; // a1 data[7 + baseIdx] = baseVert + 4; // c1 data[8 + baseIdx] = baseVert + 2; // b0 } if (tempData) { bool ret = qIdxBuffer->updateData(data, kQuadIdxSBufize); delete[] data; return ret; } else { qIdxBuffer->unlock(); return true; } } } GrPathRenderer* GrAAHairLinePathRenderer::Create(GrContext* context) { const GrIndexBuffer* lIdxBuffer = context->getQuadIndexBuffer(); if (NULL == lIdxBuffer) { return NULL; } GrGpu* gpu = context->getGpu(); GrIndexBuffer* qIdxBuf = gpu->createIndexBuffer(kQuadIdxSBufize, false); SkAutoTUnref qIdxBuffer(qIdxBuf); if (NULL == qIdxBuf || !push_quad_index_data(qIdxBuf)) { return NULL; } return SkNEW_ARGS(GrAAHairLinePathRenderer, (context, lIdxBuffer, qIdxBuf)); } GrAAHairLinePathRenderer::GrAAHairLinePathRenderer( const GrContext* context, const GrIndexBuffer* linesIndexBuffer, const GrIndexBuffer* quadsIndexBuffer) { fLinesIndexBuffer = linesIndexBuffer; linesIndexBuffer->ref(); fQuadsIndexBuffer = quadsIndexBuffer; quadsIndexBuffer->ref(); } GrAAHairLinePathRenderer::~GrAAHairLinePathRenderer() { fLinesIndexBuffer->unref(); fQuadsIndexBuffer->unref(); } namespace { typedef SkTArray PtArray; #define PREALLOC_PTARRAY(N) SkSTArray<(N),SkPoint, true> typedef SkTArray IntArray; // Takes 178th time of logf on Z600 / VC2010 int get_float_exp(float x) { GR_STATIC_ASSERT(sizeof(int) == sizeof(float)); #if GR_DEBUG static bool tested; if (!tested) { tested = true; GrAssert(get_float_exp(0.25f) == -2); GrAssert(get_float_exp(0.3f) == -2); GrAssert(get_float_exp(0.5f) == -1); GrAssert(get_float_exp(1.f) == 0); GrAssert(get_float_exp(2.f) == 1); GrAssert(get_float_exp(2.5f) == 1); GrAssert(get_float_exp(8.f) == 3); GrAssert(get_float_exp(100.f) == 6); GrAssert(get_float_exp(1000.f) == 9); GrAssert(get_float_exp(1024.f) == 10); GrAssert(get_float_exp(3000000.f) == 21); } #endif const int* iptr = (const int*)&x; return (((*iptr) & 0x7f800000) >> 23) - 127; } // we subdivide the quads to avoid huge overfill // if it returns -1 then should be drawn as lines int num_quad_subdivs(const SkPoint p[3]) { static const SkScalar gDegenerateToLineTol = SK_Scalar1; static const SkScalar gDegenerateToLineTolSqd = SkScalarMul(gDegenerateToLineTol, gDegenerateToLineTol); if (p[0].distanceToSqd(p[1]) < gDegenerateToLineTolSqd || p[1].distanceToSqd(p[2]) < gDegenerateToLineTolSqd) { return -1; } GrScalar dsqd = p[1].distanceToLineBetweenSqd(p[0], p[2]); if (dsqd < gDegenerateToLineTolSqd) { return -1; } if (p[2].distanceToLineBetweenSqd(p[1], p[0]) < gDegenerateToLineTolSqd) { return -1; } static const int kMaxSub = 4; // tolerance of triangle height in pixels // tuned on windows Quadro FX 380 / Z600 // trade off of fill vs cpu time on verts // maybe different when do this using gpu (geo or tess shaders) static const SkScalar gSubdivTol = 175 * SK_Scalar1; if (dsqd <= SkScalarMul(gSubdivTol, gSubdivTol)) { return 0; } else { // subdividing the quad reduces d by 4. so we want x = log4(d/tol) // = log4(d*d/tol*tol)/2 // = log2(d*d/tol*tol) #ifdef SK_SCALAR_IS_FLOAT // +1 since we're ignoring the mantissa contribution. int log = get_float_exp(dsqd/(gSubdivTol*gSubdivTol)) + 1; log = GrMin(GrMax(0, log), kMaxSub); return log; #else SkScalar log = SkScalarLog( SkScalarDiv(dsqd, SkScalarMul(gSubdivTol, gSubdivTol))); static const SkScalar conv = SkScalarInvert(SkScalarLog(2)); log = SkScalarMul(log, conv); return GrMin(GrMax(0, SkScalarCeilToInt(log)),kMaxSub); #endif } } /** * Generates the lines and quads to be rendered. Lines are always recorded in * device space. We will do a device space bloat to account for the 1pixel * thickness. * Quads are recorded in device space unless m contains * perspective, then in they are in src space. We do this because we will * subdivide large quads to reduce over-fill. This subdivision has to be * performed before applying the perspective matrix. */ int generate_lines_and_quads(const SkPath& path, const SkMatrix& m, const SkVector& translate, const GrIRect& devClipBounds, PtArray* lines, PtArray* quads, IntArray* quadSubdivCnts) { SkPath::Iter iter(path, false); int totalQuadCount = 0; GrRect bounds; GrIRect ibounds; bool persp = m.hasPerspective(); for (;;) { GrPoint pts[4]; GrPoint devPts[4]; GrPathCmd cmd = (GrPathCmd)iter.next(pts); switch (cmd) { case kMove_PathCmd: break; case kLine_PathCmd: SkPoint::Offset(pts, 2, translate); m.mapPoints(devPts, pts, 2); bounds.setBounds(devPts, 2); bounds.outset(SK_Scalar1, SK_Scalar1); bounds.roundOut(&ibounds); if (SkIRect::Intersects(devClipBounds, ibounds)) { SkPoint* pts = lines->push_back_n(2); pts[0] = devPts[0]; pts[1] = devPts[1]; } break; case kQuadratic_PathCmd: SkPoint::Offset(pts, 3, translate); m.mapPoints(devPts, pts, 3); bounds.setBounds(devPts, 3); bounds.outset(SK_Scalar1, SK_Scalar1); bounds.roundOut(&ibounds); if (SkIRect::Intersects(devClipBounds, ibounds)) { int subdiv = num_quad_subdivs(devPts); GrAssert(subdiv >= -1); if (-1 == subdiv) { SkPoint* pts = lines->push_back_n(4); pts[0] = devPts[0]; pts[1] = devPts[1]; pts[2] = devPts[1]; pts[3] = devPts[2]; } else { // when in perspective keep quads in src space SkPoint* qPts = persp ? pts : devPts; SkPoint* pts = quads->push_back_n(3); pts[0] = qPts[0]; pts[1] = qPts[1]; pts[2] = qPts[2]; quadSubdivCnts->push_back() = subdiv; totalQuadCount += 1 << subdiv; } } break; case kCubic_PathCmd: SkPoint::Offset(pts, 4, translate); m.mapPoints(devPts, pts, 4); bounds.setBounds(devPts, 4); bounds.outset(SK_Scalar1, SK_Scalar1); bounds.roundOut(&ibounds); if (SkIRect::Intersects(devClipBounds, ibounds)) { PREALLOC_PTARRAY(32) q; // we don't need a direction if we aren't constraining the subdivision static const SkPath::Direction kDummyDir = SkPath::kCCW_Direction; // We convert cubics to quadratics (for now). // In perspective have to do conversion in src space. if (persp) { SkScalar tolScale = GrPathUtils::scaleToleranceToSrc(SK_Scalar1, m, path.getBounds()); GrPathUtils::convertCubicToQuads(pts, tolScale, false, kDummyDir, &q); } else { GrPathUtils::convertCubicToQuads(devPts, SK_Scalar1, false, kDummyDir, &q); } for (int i = 0; i < q.count(); i += 3) { SkPoint* qInDevSpace; // bounds has to be calculated in device space, but q is // in src space when there is perspective. if (persp) { m.mapPoints(devPts, &q[i], 3); bounds.setBounds(devPts, 3); qInDevSpace = devPts; } else { bounds.setBounds(&q[i], 3); qInDevSpace = &q[i]; } bounds.outset(SK_Scalar1, SK_Scalar1); bounds.roundOut(&ibounds); if (SkIRect::Intersects(devClipBounds, ibounds)) { int subdiv = num_quad_subdivs(qInDevSpace); GrAssert(subdiv >= -1); if (-1 == subdiv) { SkPoint* pts = lines->push_back_n(4); // lines should always be in device coords pts[0] = qInDevSpace[0]; pts[1] = qInDevSpace[1]; pts[2] = qInDevSpace[1]; pts[3] = qInDevSpace[2]; } else { SkPoint* pts = quads->push_back_n(3); // q is already in src space when there is no // perspective and dev coords otherwise. pts[0] = q[0 + i]; pts[1] = q[1 + i]; pts[2] = q[2 + i]; quadSubdivCnts->push_back() = subdiv; totalQuadCount += 1 << subdiv; } } } } break; case kClose_PathCmd: break; case kEnd_PathCmd: return totalQuadCount; } } } struct Vertex { GrPoint fPos; union { struct { GrScalar fA; GrScalar fB; GrScalar fC; } fLine; GrVec fQuadCoord; struct { GrScalar fBogus[4]; }; }; }; GR_STATIC_ASSERT(sizeof(Vertex) == 3 * sizeof(GrPoint)); void intersect_lines(const SkPoint& ptA, const SkVector& normA, const SkPoint& ptB, const SkVector& normB, SkPoint* result) { SkScalar lineAW = -normA.dot(ptA); SkScalar lineBW = -normB.dot(ptB); SkScalar wInv = SkScalarMul(normA.fX, normB.fY) - SkScalarMul(normA.fY, normB.fX); wInv = SkScalarInvert(wInv); result->fX = SkScalarMul(normA.fY, lineBW) - SkScalarMul(lineAW, normB.fY); result->fX = SkScalarMul(result->fX, wInv); result->fY = SkScalarMul(lineAW, normB.fX) - SkScalarMul(normA.fX, lineBW); result->fY = SkScalarMul(result->fY, wInv); } void bloat_quad(const SkPoint qpts[3], const GrMatrix* toDevice, const GrMatrix* toSrc, Vertex verts[kVertsPerQuad]) { GrAssert(!toDevice == !toSrc); // original quad is specified by tri a,b,c SkPoint a = qpts[0]; SkPoint b = qpts[1]; SkPoint c = qpts[2]; // this should be in the src space, not dev coords, when we have perspective GrPathUtils::QuadUVMatrix DevToUV(qpts); if (toDevice) { toDevice->mapPoints(&a, 1); toDevice->mapPoints(&b, 1); toDevice->mapPoints(&c, 1); } // make a new poly where we replace a and c by a 1-pixel wide edges orthog // to edges ab and bc: // // before | after // | b0 // b | // | // | a0 c0 // a c | a1 c1 // // edges a0->b0 and b0->c0 are parallel to original edges a->b and b->c, // respectively. Vertex& a0 = verts[0]; Vertex& a1 = verts[1]; Vertex& b0 = verts[2]; Vertex& c0 = verts[3]; Vertex& c1 = verts[4]; SkVector ab = b; ab -= a; SkVector ac = c; ac -= a; SkVector cb = b; cb -= c; // We should have already handled degenerates GrAssert(ab.length() > 0 && cb.length() > 0); ab.normalize(); SkVector abN; abN.setOrthog(ab, SkVector::kLeft_Side); if (abN.dot(ac) > 0) { abN.negate(); } cb.normalize(); SkVector cbN; cbN.setOrthog(cb, SkVector::kLeft_Side); if (cbN.dot(ac) < 0) { cbN.negate(); } a0.fPos = a; a0.fPos += abN; a1.fPos = a; a1.fPos -= abN; c0.fPos = c; c0.fPos += cbN; c1.fPos = c; c1.fPos -= cbN; intersect_lines(a0.fPos, abN, c0.fPos, cbN, &b0.fPos); if (toSrc) { toSrc->mapPointsWithStride(&verts[0].fPos, sizeof(Vertex), kVertsPerQuad); } DevToUV.apply(verts); } void add_quads(const SkPoint p[3], int subdiv, const GrMatrix* toDevice, const GrMatrix* toSrc, Vertex** vert) { GrAssert(subdiv >= 0); if (subdiv) { SkPoint newP[5]; SkChopQuadAtHalf(p, newP); add_quads(newP + 0, subdiv-1, toDevice, toSrc, vert); add_quads(newP + 2, subdiv-1, toDevice, toSrc, vert); } else { bloat_quad(p, toDevice, toSrc, *vert); *vert += kVertsPerQuad; } } void add_line(const SkPoint p[2], int rtHeight, const SkMatrix* toSrc, Vertex** vert) { const SkPoint& a = p[0]; const SkPoint& b = p[1]; SkVector orthVec = b; orthVec -= a; if (orthVec.setLength(SK_Scalar1)) { orthVec.setOrthog(orthVec); // the values we pass down to the frag shader // have to be in y-points-up space; SkVector normal; normal.fX = orthVec.fX; normal.fY = -orthVec.fY; SkPoint aYDown; aYDown.fX = a.fX; aYDown.fY = rtHeight - a.fY; SkScalar lineC = -(aYDown.dot(normal)); for (int i = 0; i < kVertsPerLineSeg; ++i) { (*vert)[i].fPos = (i < 2) ? a : b; if (0 == i || 3 == i) { (*vert)[i].fPos -= orthVec; } else { (*vert)[i].fPos += orthVec; } (*vert)[i].fLine.fA = normal.fX; (*vert)[i].fLine.fB = normal.fY; (*vert)[i].fLine.fC = lineC; } if (NULL != toSrc) { toSrc->mapPointsWithStride(&(*vert)->fPos, sizeof(Vertex), kVertsPerLineSeg); } } else { // just make it degenerate and likely offscreen (*vert)[0].fPos.set(SK_ScalarMax, SK_ScalarMax); (*vert)[1].fPos.set(SK_ScalarMax, SK_ScalarMax); (*vert)[2].fPos.set(SK_ScalarMax, SK_ScalarMax); (*vert)[3].fPos.set(SK_ScalarMax, SK_ScalarMax); } *vert += kVertsPerLineSeg; } } bool GrAAHairLinePathRenderer::createGeom( const SkPath& path, const GrVec* translate, GrDrawTarget* target, int* lineCnt, int* quadCnt, GrDrawTarget::AutoReleaseGeometry* arg) { const GrDrawState& drawState = target->getDrawState(); int rtHeight = drawState.getRenderTarget()->height(); GrIRect devClipBounds; target->getClip()->getConservativeBounds(drawState.getRenderTarget(), &devClipBounds); GrVertexLayout layout = GrDrawTarget::kEdge_VertexLayoutBit; GrMatrix viewM = drawState.getViewMatrix(); PREALLOC_PTARRAY(128) lines; PREALLOC_PTARRAY(128) quads; IntArray qSubdivs; static const GrVec gZeroVec = {0, 0}; if (NULL == translate) { translate = &gZeroVec; } *quadCnt = generate_lines_and_quads(path, viewM, *translate, devClipBounds, &lines, &quads, &qSubdivs); *lineCnt = lines.count() / 2; int vertCnt = kVertsPerLineSeg * *lineCnt + kVertsPerQuad * *quadCnt; GrAssert(sizeof(Vertex) == GrDrawTarget::VertexSize(layout)); if (!arg->set(target, layout, vertCnt, 0)) { return false; } Vertex* verts = reinterpret_cast(arg->vertices()); const GrMatrix* toDevice = NULL; const GrMatrix* toSrc = NULL; GrMatrix ivm; if (viewM.hasPerspective()) { if (viewM.invert(&ivm)) { toDevice = &viewM; toSrc = &ivm; } } for (int i = 0; i < *lineCnt; ++i) { add_line(&lines[2*i], rtHeight, toSrc, &verts); } int unsubdivQuadCnt = quads.count() / 3; for (int i = 0; i < unsubdivQuadCnt; ++i) { GrAssert(qSubdivs[i] >= 0); add_quads(&quads[3*i], qSubdivs[i], toDevice, toSrc, &verts); } return true; } bool GrAAHairLinePathRenderer::canDrawPath(const SkPath& path, GrPathFill fill, const GrDrawTarget* target, bool antiAlias) const { if (fill != kHairLine_GrPathFill || !antiAlias) { return false; } static const uint32_t gReqDerivMask = SkPath::kCubic_SegmentMask | SkPath::kQuad_SegmentMask; if (!target->getCaps().shaderDerivativeSupport() && (gReqDerivMask & path.getSegmentMasks())) { return false; } return true; } bool GrAAHairLinePathRenderer::onDrawPath(const SkPath& path, GrPathFill fill, const GrVec* translate, GrDrawTarget* target, bool antiAlias) { int lineCnt; int quadCnt; GrDrawTarget::AutoReleaseGeometry arg; if (!this->createGeom(path, translate, target, &lineCnt, &quadCnt, &arg)) { return false; } GrDrawTarget::AutoStateRestore asr; GrDrawState* drawState = target->drawState(); if (!drawState->getViewMatrix().hasPerspective()) { // we are going to whack the view matrix to identity to remove // perspective. asr.set(target, GrDrawTarget::kPreserve_ASRInit); drawState = target->drawState(); if (!drawState->preConcatSamplerMatricesWithInverse(drawState->getViewMatrix())) { return false; } drawState->viewMatrix()->reset(); } // TODO: See whether rendering lines as degenerate quads improves perf // when we have a mix target->setIndexSourceToBuffer(fLinesIndexBuffer); int lines = 0; int nBufLines = fLinesIndexBuffer->maxQuads(); while (lines < lineCnt) { int n = GrMin(lineCnt - lines, nBufLines); drawState->setVertexEdgeType(GrDrawState::kHairLine_EdgeType); target->drawIndexed(kTriangles_GrPrimitiveType, kVertsPerLineSeg*lines, // startV 0, // startI kVertsPerLineSeg*n, // vCount kIdxsPerLineSeg*n); // iCount lines += n; } target->setIndexSourceToBuffer(fQuadsIndexBuffer); int quads = 0; while (quads < quadCnt) { int n = GrMin(quadCnt - quads, kNumQuadsInIdxBuffer); drawState->setVertexEdgeType(GrDrawState::kHairQuad_EdgeType); target->drawIndexed(kTriangles_GrPrimitiveType, 4 * lineCnt + kVertsPerQuad*quads, // startV 0, // startI kVertsPerQuad*n, // vCount kIdxsPerQuad*n); // iCount quads += n; } return true; }