/* * 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 GrCCPRCoverageProcessor_DEFINED #define GrCCPRCoverageProcessor_DEFINED #include "GrGeometryProcessor.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLVarying.h" class GrGLSLFragmentBuilder; /** * This is the geometry processor for the simple convex primitive shapes (triangles and closed curve * segments) from which ccpr paths are composed. The output is a single-channel alpha value, * positive for clockwise primitives and negative for counter-clockwise, that indicates coverage. * * The caller is responsible to render all modes for all applicable primitives 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 GrCCPRPathProcessor). * * Caller provides the primitives' (x,y) points in an fp32x2 (RG) texel buffer, and an instance * buffer with a single int32x4 attrib for each primitive (defined below). There are no vertex * attribs. * * Draw calls are instanced, with one vertex per bezier point (3 for triangles). They use the * corresponding GrPrimitiveType as defined below. */ class GrCCPRCoverageProcessor : public GrGeometryProcessor { public: // Use top-left to avoid a uniform access in the fragment shader. static constexpr GrSurfaceOrigin kAtlasOrigin = kTopLeft_GrSurfaceOrigin; static constexpr GrPrimitiveType kTrianglesGrPrimitiveType = GrPrimitiveType::kTriangles; static constexpr GrPrimitiveType kQuadraticsGrPrimitiveType = GrPrimitiveType::kTriangles; static constexpr GrPrimitiveType kCubicsGrPrimitiveType = GrPrimitiveType::kLinesAdjacency; struct PrimitiveInstance { union { struct { int32_t fPt0Idx; int32_t fPt1Idx; int32_t fPt2Idx; } fTriangleData; struct { int32_t fControlPtIdx; int32_t fEndPtsIdx; // The endpoints (P0 and P2) are adjacent in the texel buffer. } fQuadraticData; struct { int32_t fControlPtsKLMRootsIdx; // The control points (P1 and P2) are adjacent in // the texel buffer, followed immediately by the // homogenous KLM roots ({tl,sl}, {tm,sm}). int32_t fEndPtsIdx; // The endpoints (P0 and P3) are adjacent in the texel buffer. } fCubicData; }; int32_t fPackedAtlasOffset; // (offsetY << 16) | (offsetX & 0xffff) }; GR_STATIC_ASSERT(4 * 4 == sizeof(PrimitiveInstance)); enum class Mode { // Triangles. kTriangleHulls, kTriangleEdges, kCombinedTriangleHullsAndEdges, kTriangleCorners, // Quadratics. kQuadraticHulls, kQuadraticFlatEdges, // Cubics. kSerpentineInsets, kSerpentineBorders, kLoopInsets, kLoopBorders }; static const char* GetProcessorName(Mode); GrCCPRCoverageProcessor(Mode, GrBuffer* pointsBuffer); const char* instanceAttrib() const { return fInstanceAttrib.fName; } const char* name() const override { return GetProcessorName(fMode); } 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 static constexpr float kDebugBloat = 50; // Increases the 1/2 pixel AA bloat by a factor of kDebugBloat and outputs color instead of // coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red). void enableDebugVisualizations() { fDebugVisualizations = true; } bool debugVisualizations() const { return fDebugVisualizations; } static void Validate(GrRenderTargetProxy* atlasProxy); #endif class PrimitiveProcessor; private: const Mode fMode; const Attribute& fInstanceAttrib; BufferAccess fPointsBufferAccess; SkDEBUGCODE(bool fDebugVisualizations = false;) typedef GrGeometryProcessor INHERITED; }; /** * This class represents the actual SKSL implementation for the various primitives and modes of * GrCCPRCoverageProcessor. */ class GrCCPRCoverageProcessor::PrimitiveProcessor : public GrGLSLGeometryProcessor { protected: // 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; // Specifies how the fragment shader should calculate sk_FragColor.a. enum class CoverageType { kOne, // Output +1 all around, modulated by wind. kInterpolated, // Interpolate the coverage values that the geometry shader associates with // each point, modulated by wind. kShader // Call emitShaderCoverage and let the subclass decide, then a modulate by wind. }; PrimitiveProcessor(CoverageType coverageType) : fCoverageType(coverageType) , fGeomWind("wind", kFloat_GrSLType, GrShaderVar::kNonArray, kLow_GrSLPrecision) , fFragWind(kFloat_GrSLType) , fFragCoverageTimesWind(kFloat_GrSLType) {} // Called before generating shader code. Subclass should add its custom varyings to the handler // and update its corresponding internal member variables. virtual void resetVaryings(GrGLSLVaryingHandler*) {} // Here the subclass fetches its vertex from the texel buffer, translates by atlasOffset, and // sets "fPositionVar" in the GrGPArgs. virtual void onEmitVertexShader(const GrCCPRCoverageProcessor&, GrGLSLVertexBuilder*, const TexelBufferHandle& pointsBuffer, const char* atlasOffset, const char* rtAdjust, GrGPArgs*) const = 0; // Here the subclass determines the winding direction of its primitive. It must write a value of // either -1, 0, or +1 to "outputWind" (e.g. "sign(area)"). Fractional values are not valid. virtual void emitWind(GrGLSLGeometryBuilder*, const char* rtAdjust, const char* outputWind) const = 0; // This is where the subclass generates the actual geometry to be rasterized by hardware: // // emitVertexFn(point1, coverage); // emitVertexFn(point2, coverage); // ... // EndPrimitive(); // // Generally a subclass will want to use emitHullGeometry and/or emitEdgeGeometry rather than // calling emitVertexFn directly. // // Subclass must also call GrGLSLGeometryBuilder::configure. virtual void onEmitGeometryShader(GrGLSLGeometryBuilder*, const char* emitVertexFn, const char* wind, const char* rtAdjust) const = 0; // This is a hook to inject code in the geometry shader's "emitVertex" function. Subclass // should use this to write values to its custom varyings. // NOTE: even flat varyings should be rewritten at each vertex. virtual void emitPerVertexGeometryCode(SkString* fnBody, const char* position, const char* coverage, const char* wind) const {} // Called when the subclass has selected CoverageType::kShader. Primitives should produce // coverage values between +0..1. Base class modulates the sign for wind. // TODO: subclasses might have good spots to stuff the winding information without burning a // whole new varying slot. Consider requiring them to generate the correct coverage sign. virtual void emitShaderCoverage(GrGLSLFragmentBuilder*, const char* outputCoverage) const { SkFAIL("Shader coverage not implemented when using CoverageType::kShader."); } // Emits one wedge of the conservative raster hull of a convex polygon. The complete hull has // one wedge for each side of the polygon (i.e. call this N times, generally from different // geometry shader invocations). Coverage is +1 all around. // // Logically, the conservative raster hull is equivalent to the convex hull of pixel-size boxes // centered on the vertices. // // If an optional inset polygon is provided, then this emits a border from the inset to the // hull, rather than the entire hull. // // Geometry shader must be configured to output triangle strips. // // Returns the maximum number of vertices that will be emitted. int emitHullGeometry(GrGLSLGeometryBuilder*, const char* emitVertexFn, const char* polygonPts, int numSides, const char* wedgeIdx, const char* insetPts = nullptr) const; // Emits the conservative raster of an edge (i.e. convex hull of two pixel-size boxes centered // on the endpoints). Coverage is -1 on the outside border of the edge geometry and 0 on the // inside. This effectively converts a jagged conservative raster edge into a smooth antialiased // edge when using CoverageType::kInterpolated. // // If the subclass has already called emitEdgeDistanceEquation, then provide the distance // equation. Otherwise this function will call emitEdgeDistanceEquation implicitly. // // Geometry shader must be configured to output triangle strips. // // Returns the maximum number of vertices that will be emitted. int emitEdgeGeometry(GrGLSLGeometryBuilder*, const char* emitVertexFn, const char* leftPt, const char* rightPt, const char* distanceEquation = nullptr) const; // Defines an equation ("dot(vec3(pt, 1), distance_equation)") that is -1 on the outside border // of a conservative raster edge and 0 on the inside (see emitEdgeGeometry). void emitEdgeDistanceEquation(GrGLSLGeometryBuilder*, const char* leftPt, const char* rightPt, const char* outputDistanceEquation) const; // Defines a global vec2 array that contains MSAA sample locations as offsets from pixel center. // Subclasses can use this for software multisampling. // // Returns the number of samples. int defineSoftSampleLocations(GrGLSLFragmentBuilder*, const char* samplesName) const; private: void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&, FPCoordTransformIter&& transformIter) final { this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); } void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final; void emitVertexShader(const GrCCPRCoverageProcessor&, GrGLSLVertexBuilder*, const TexelBufferHandle& pointsBuffer, const char* rtAdjust, GrGPArgs* gpArgs) const; void emitGeometryShader(const GrCCPRCoverageProcessor&, GrGLSLGeometryBuilder*, const char* rtAdjust) const; void emitCoverage(const GrCCPRCoverageProcessor&, GrGLSLFragmentBuilder*, const char* outputColor, const char* outputCoverage) const; const CoverageType fCoverageType; GrShaderVar fGeomWind; GrGLSLGeoToFrag fFragWind; GrGLSLGeoToFrag fFragCoverageTimesWind; typedef GrGLSLGeometryProcessor INHERITED; }; #endif