/* * 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 "GrPipeline.h" #include "GrShaderCaps.h" #include "SkNx.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLVarying.h" class GrGLSLFPFragmentBuilder; class GrGLSLVertexGeoBuilder; class GrMesh; class GrOpFlushState; /** * 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 draw all primitives as produced by GrCCGeometry into a cleared, * floating point, alpha-only render target using SkBlendMode::kPlus. 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 primitives, use appendMesh() and draw() (defined below). */ class GrCCCoverageProcessor : public GrGeometryProcessor { public: enum class PrimitiveType { kTriangles, kWeightedTriangles, // Triangles (from the tessellator) whose winding magnitude > 1. kQuadratics, kCubics, kConics }; static const char* PrimitiveTypeName(PrimitiveType); // Defines a single primitive shape with 3 input points (i.e. Triangles and Quadratics). // X,Y point values are transposed. struct TriPointInstance { 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 primitive shape with 4 input points, or 3 input points plus a "weight" // parameter duplicated in both lanes of the 4th input (i.e. Cubics, Conics, and Triangles with // a weighted winding number). X,Y point values are transposed. struct QuadPointInstance { float fX[4]; float fY[4]; void set(const SkPoint[4], float dx, float dy); void setW(const SkPoint[3], const Sk2f& trans, float w); void setW(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w); }; GrCCCoverageProcessor(GrResourceProvider* rp, PrimitiveType type) : INHERITED(kGrCCCoverageProcessor_ClassID) , fPrimitiveType(type) , fImpl(rp->caps()->shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader : Impl::kVertexShader) { if (Impl::kGeometryShader == fImpl) { this->initGS(); } else { this->initVS(rp); } } // GrPrimitiveProcessor overrides. const char* name() const override { return PrimitiveTypeName(fPrimitiveType); } 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. void enableDebugBloat(float debugBloat) { fDebugBloat = debugBloat; } bool debugBloatEnabled() const { return fDebugBloat > 0; } float debugBloat() const { SkASSERT(this->debugBloatEnabled()); return fDebugBloat; } #endif // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array // of either TriPointInstance or QuadPointInstance, depending on this processor's RendererPass, // with coordinates in the desired shape's final atlas-space position. void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, SkTArray* out) const { if (Impl::kGeometryShader == fImpl) { this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out); } else { this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out); } } void draw(GrOpFlushState*, const GrPipeline&, const SkIRect scissorRects[], const GrMesh[], int meshCount, const SkRect& drawBounds) const; // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also // provides details about shape-specific geometry. class Shader { public: // Called before generating geometry. Subclasses may set up internal member variables during // this time that will be needed during onEmitVaryings (e.g. transformation matrices). // // If the 'outHull4' parameter is provided, and there are not 4 input points, the subclass // is required to fill it with the name of a 4-point hull around which the Impl can generate // its geometry. If it is left unchanged, the Impl will use the regular input points. virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* wind, const char** outHull4 = nullptr) const { SkASSERT(!outHull4); } void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, const char* position, const char* coverage, const char* cornerCoverage) { SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope); this->onEmitVaryings(varyingHandler, scope, code, position, coverage, cornerCoverage); } void emitFragmentCode(const GrCCCoverageProcessor&, GrGLSLFPFragmentBuilder*, const char* skOutputColor, const char* skOutputCoverage) const; // Calculates the winding direction of the input points (+1, -1, or 0). Wind for extremely // thin triangles gets rounded to zero. static void CalcWind(const GrCCCoverageProcessor&, GrGLSLVertexGeoBuilder*, const char* pts, const char* outputWind); // 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); // Calculates an edge's coverage at a conservative raster vertex. The edge is defined by two // clockwise-ordered points, 'leftPt' and 'rightPt'. 'rasterVertexDir' is a pair of +/-1 // values that point in the direction of conservative raster bloat, starting from an // endpoint. // // Coverage values ramp from -1 (completely outside the edge) to 0 (completely inside). static void CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder*, const char* leftPt, const char* rightPt, const char* rasterVertexDir, const char* outputCoverage); // Calculates an edge's coverage at two conservative raster vertices. // (See CalcEdgeCoverageAtBloatVertex). static void CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder*, const char* leftPt, const char* rightPt, const char* bloatDir1, const char* bloatDir2, const char* outputCoverages); // Corner boxes require an additional "attenuation" varying that is multiplied by the // regular (linearly-interpolated) coverage. This function calculates the attenuation value // to use in the single, outermost vertex. The remaining three vertices of the corner box // all use an attenuation value of 1. static void CalcCornerAttenuation(GrGLSLVertexGeoBuilder*, const char* leftDir, const char* rightDir, const char* outputAttenuation); virtual ~Shader() {} protected: // Here the subclass adds its internal varyings to the handler and produces code to // initialize those varyings from a given position and coverage values. // // NOTE: the coverage values are signed appropriately for wind. // 'coverage' will only be +1 or -1 on curves. virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* coverage, const char* cornerCoverage) = 0; // Emits the fragment code that calculates a pixel's signed coverage value. virtual void onEmitFragmentCode(GrGLSLFPFragmentBuilder*, 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(); } // Our friendship with GrGLSLShaderBuilder does not propogate to subclasses. inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); } }; private: class GSImpl; class GSTriangleHullImpl; class GSCurveHullImpl; class GSCornerImpl; class VSImpl; class TriangleShader; // 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 PrimitiveType::kCubics == fPrimitiveType ? 4 : 3; } bool isTriangles() const { return PrimitiveType::kTriangles == fPrimitiveType || PrimitiveType::kWeightedTriangles == fPrimitiveType; } int hasInputWeight() const { return PrimitiveType::kWeightedTriangles == fPrimitiveType || PrimitiveType::kConics == fPrimitiveType; } enum class Impl : bool { kGeometryShader, kVertexShader }; // Geometry shader backend draws primitives in two subpasses. enum class GSSubpass : bool { kHulls, kCorners }; GrCCCoverageProcessor(const GrCCCoverageProcessor& proc, GSSubpass subpass) : INHERITED(kGrCCCoverageProcessor_ClassID) , fPrimitiveType(proc.fPrimitiveType) , fImpl(Impl::kGeometryShader) SkDEBUGCODE(, fDebugBloat(proc.fDebugBloat)) , fGSSubpass(subpass) { SkASSERT(Impl::kGeometryShader == proc.fImpl); this->initGS(); } void initGS(); void initVS(GrResourceProvider*); const Attribute& onVertexAttribute(int i) const override { return fVertexAttribute; } const Attribute& onInstanceAttribute(int i) const override { SkASSERT(fImpl == Impl::kVertexShader); return fInstanceAttributes[i]; } 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; // The type and meaning of this attribute depends on whether we're using VSImpl or GSImpl. Attribute fVertexAttribute; const PrimitiveType fPrimitiveType; const Impl fImpl; SkDEBUGCODE(float fDebugBloat = 0); // Used by GSImpl. const GSSubpass fGSSubpass = GSSubpass::kHulls; // Used by VSImpl. Attribute fInstanceAttributes[2]; sk_sp fVSVertexBuffer; sk_sp fVSIndexBuffer; int fVSNumIndicesPerInstance; GrPrimitiveType fVSTriangleType; typedef GrGeometryProcessor INHERITED; }; inline const char* GrCCCoverageProcessor::PrimitiveTypeName(PrimitiveType type) { switch (type) { case PrimitiveType::kTriangles: return "kTriangles"; case PrimitiveType::kWeightedTriangles: return "kWeightedTriangles"; case PrimitiveType::kQuadratics: return "kQuadratics"; case PrimitiveType::kCubics: return "kCubics"; case PrimitiveType::kConics: return "kConics"; } SK_ABORT("Invalid PrimitiveType"); return ""; } inline void GrCCCoverageProcessor::TriPointInstance::set(const SkPoint p[3], const Sk2f& trans) { this->set(p[0], p[1], p[2], trans); } inline void GrCCCoverageProcessor::TriPointInstance::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::QuadPointInstance::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 void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint p[3], const Sk2f& trans, float w) { this->setW(p[0], p[1], p[2], trans, w); } inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& trans, float w) { Sk2f P0 = Sk2f::Load(&p0) + trans; Sk2f P1 = Sk2f::Load(&p1) + trans; Sk2f P2 = Sk2f::Load(&p2) + trans; Sk2f W = Sk2f(w); Sk2f::Store4(this, P0, P1, P2, W); } #endif