/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrCCPRCoverageProcessor.h" #include "SkMakeUnique.h" #include "ccpr/GrCCPRCubicShader.h" #include "ccpr/GrCCPRQuadraticShader.h" #include "ccpr/GrCCPRTriangleShader.h" #include "glsl/GrGLSLVertexGeoBuilder.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLVertexGeoBuilder.h" void GrCCPRCoverageProcessor::Shader::emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, const char* position, const char* coverage, const char* wind) { SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope); WindHandling windHandling = this->onEmitVaryings(varyingHandler, scope, code, position, coverage, wind); if (WindHandling::kNotHandled == windHandling) { fWind.reset(kHalf_GrSLType, scope); varyingHandler->addFlatVarying("wind", &fWind); code->appendf("%s = %s;", OutName(fWind), wind); } } void GrCCPRCoverageProcessor::Shader::emitFragmentCode(const GrCCPRCoverageProcessor& proc, GrGLSLPPFragmentBuilder* f, const char* skOutputColor, const char* skOutputCoverage) const { f->codeAppendf("half coverage = 0;"); this->onEmitFragmentCode(f, "coverage"); if (fWind.fsIn()) { f->codeAppendf("%s.a = coverage * %s;", skOutputColor, fWind.fsIn()); } else { f->codeAppendf("%s.a = coverage;", skOutputColor); } f->codeAppendf("%s = half4(1);", skOutputCoverage); #ifdef SK_DEBUG if (proc.debugVisualizationsEnabled()) { f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);", skOutputColor, skOutputColor, skOutputColor); } #endif } void GrCCPRCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s, const char* leftPt, const char* rightPt, const char* outputDistanceEquation) { s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);", rightPt, leftPt, leftPt, rightPt); s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);"); // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we // come up with here as long as it isn't NaN or Inf. s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;"); s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt); } int GrCCPRCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName) { // Standard DX11 sample locations. #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS) f->defineConstant("float2[8]", samplesName, "float2[8](" "float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, " "float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16." ")"); return 8; #else f->defineConstant("float2[16]", samplesName, "float2[16](" "float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, " "float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, " "float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, " "float2(-8, 0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16." ")"); return 16; #endif } void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const { int key = (int)fRenderPass << 1; if (Impl::kGeometryShader == fImpl) { key |= 1; } #ifdef SK_DEBUG uint32_t bloatBits; memcpy(&bloatBits, &fDebugBloat, 4); b->add32(bloatBits); #endif b->add32(key); } GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const { std::unique_ptr shader; switch (fRenderPass) { case RenderPass::kTriangleHulls: case RenderPass::kTriangleEdges: shader = skstd::make_unique(); break; case RenderPass::kTriangleCorners: shader = skstd::make_unique(); break; case RenderPass::kQuadraticHulls: shader = skstd::make_unique(); break; case RenderPass::kQuadraticCorners: shader = skstd::make_unique(); break; case RenderPass::kCubicHulls: shader = skstd::make_unique(); break; case RenderPass::kCubicCorners: shader = skstd::make_unique(); break; } return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader)) : this->createVSImpl(std::move(shader)); }