/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrCCCoverageProcessor_DEFINED #define GrCCCoverageProcessor_DEFINED #include "GrCaps.h" #include "GrGeometryProcessor.h" #include "GrShaderCaps.h" #include "SkNx.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLVarying.h" class GrGLSLFragmentBuilder; class GrGLSLVertexGeoBuilder; class GrMesh; /** * 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 * below). Once all of a path's primitives have been drawn, the render target contains a composite * coverage count that can then be used to draw the path (see GrCCPathProcessor). * * To draw a renderer pass, see appendMesh below. */ class GrCCCoverageProcessor : public GrGeometryProcessor { public: // Defines a single triangle or closed quadratic bezier, with transposed x,y point values. struct TriangleInstance { float fX[3]; float fY[3]; void set(const SkPoint[3], const Sk2f& trans); void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans); }; // Defines a single closed cubic bezier, with transposed x,y point values. struct CubicInstance { float fX[4]; float fY[4]; void set(const SkPoint[4], float dx, float dy); }; // 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" (GSImpl or VSimpl) generates conservative geometry for // rasterization, and the Shader decides the coverage value at each pixel. enum class RenderPass { // 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 either // null, or +1 all around if the Impl combines this pass with kTriangleEdges. 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. // // NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass() // will be false for kTriangleEdges and it must not be used. kTriangleEdges, // 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. Initial coverage values sent to the Shader will be null. kTriangleCorners, kQuadraticCorners, kCubicCorners }; static bool RenderPassIsCubic(RenderPass); static const char* RenderPassName(RenderPass); constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) { return RenderPass::kTriangleEdges != renderPass || caps.shaderCaps()->geometryShaderSupport(); } GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, const GrCaps& caps) : INHERITED(kGrCCCoverageProcessor_ClassID) , fRenderPass(pass) , fImpl(caps.shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader : Impl::kVertexShader) { SkASSERT(DoesRenderPass(pass, caps)); if (Impl::kGeometryShader == fImpl) { this->initGS(); } else { this->initVS(rp, caps); } } // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array // of either TriangleInstance or CubicInstance, depending on this processor's RendererPass, with // coordinates in the desired shape's final atlas-space position. // // NOTE: Quadratics use TriangleInstance since both have 3 points. void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, SkTArray* out) { if (Impl::kGeometryShader == fImpl) { this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out); } else { this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out); } } // GrPrimitiveProcessor overrides. const char* name() const override { return RenderPassName(fRenderPass); } SkString dumpInfo() const override { return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str()); } void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override; #ifdef SK_DEBUG // Increases the 1/2 pixel AA bloat by a factor of debugBloat and outputs color instead of // coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red). void enableDebugVisualizations(float debugBloat) { fDebugBloat = debugBloat; } bool debugVisualizationsEnabled() const { return fDebugBloat > 0; } float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; } #endif // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also // provides details about shape-specific geometry. class Shader { public: union GeometryVars { struct { const char* fAlternatePoints; // floatNx2 (if left null, will use input points). } fHullVars; struct { const char* fPoint; // float2 } fCornerVars; GeometryVars() { memset(this, 0, sizeof(*this)); } }; // 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). // // 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*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* coverage, const char* wind); void emitFragmentCode(const GrCCCoverageProcessor& proc, GrGLSLFragmentBuilder*, const char* skOutputColor, const char* skOutputCoverage) const; // 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(GrGLSLVertexGeoBuilder*, const char* leftPt, const char* rightPt, const char* outputDistanceEquation); virtual ~Shader() {} protected: enum class WindHandling : bool { kHandled, kNotHandled }; // Here the subclass adds its internal varyings to the handler and produces code to // initialize those varyings from a given position, coverage value, and wind. // // 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 RenderPass). // Otherwise it is +1 all around. virtual WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* coverage, const char* wind) = 0; // Emits the fragment code that calculates a pixel's coverage value. If using // WindHandling::kHandled, this value must be signed appropriately. virtual void onEmitFragmentCode(GrGLSLFragmentBuilder*, const char* outputCoverage) const = 0; // Returns the name of a Shader's internal varying at the point where where its value is // assigned. This is intended to work whether called for a vertex or a geometry shader. const char* OutName(const GrGLSLVarying& varying) const { using Scope = GrGLSLVarying::Scope; SkASSERT(Scope::kVertToGeo != varying.scope()); return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut(); } // 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(GrGLSLFragmentBuilder* f, const char* samplesName); private: GrGLSLVarying fWind; }; class GSImpl; class VSImpl; private: // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't // 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; } enum class Impl : bool { kGeometryShader, kVertexShader }; void initGS(); void initVS(GrResourceProvider*, const GrCaps&); void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, SkTArray* out) const; void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, SkTArray* out) const; GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr) const; GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr) const; const RenderPass fRenderPass; const Impl fImpl; SkDEBUGCODE(float fDebugBloat = 0); // Used by VSImpl. sk_sp fVertexBuffer; sk_sp fIndexBuffer; int fNumIndicesPerInstance; GrPrimitiveType fPrimitiveType; typedef GrGeometryProcessor INHERITED; }; inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint p[3], const Sk2f& trans) { this->set(p[0], p[1], p[2], trans); } inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& trans) { Sk2f P0 = Sk2f::Load(&p0) + trans; Sk2f P1 = Sk2f::Load(&p1) + trans; Sk2f P2 = Sk2f::Load(&p2) + trans; Sk2f::Store3(this, P0, P1, P2); } inline void GrCCCoverageProcessor::CubicInstance::set(const SkPoint p[4], float dx, float dy) { Sk4f X,Y; Sk4f::Load2(p, &X, &Y); (X + dx).store(&fX); (Y + dy).store(&fY); } inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) { switch (pass) { case RenderPass::kTriangleHulls: case RenderPass::kTriangleEdges: case RenderPass::kTriangleCorners: case RenderPass::kQuadraticHulls: case RenderPass::kQuadraticCorners: return false; case RenderPass::kCubicHulls: case RenderPass::kCubicCorners: return true; } SK_ABORT("Invalid RenderPass"); return false; } inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) { switch (pass) { case RenderPass::kTriangleHulls: return "kTriangleHulls"; case RenderPass::kTriangleEdges: return "kTriangleEdges"; case RenderPass::kTriangleCorners: return "kTriangleCorners"; case RenderPass::kQuadraticHulls: return "kQuadraticHulls"; case RenderPass::kQuadraticCorners: return "kQuadraticCorners"; case RenderPass::kCubicHulls: return "kCubicHulls"; case RenderPass::kCubicCorners: return "kCubicCorners"; } SK_ABORT("Invalid RenderPass"); return ""; } #endif