/* * 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 "GrCCPRTriangleProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLGeometryShaderBuilder.h" #include "glsl/GrGLSLVertexShaderBuilder.h" void GrCCPRTriangleProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& proc, GrGLSLVertexBuilder* v, const TexelBufferHandle& pointsBuffer, const char* atlasOffset, const char* rtAdjust, GrGPArgs* gpArgs) const { v->codeAppend ("highp float2 self = "); v->appendTexelFetch(pointsBuffer, SkStringPrintf("%s[sk_VertexID]", proc.instanceAttrib()).c_str()); v->codeAppendf(".xy + %s;", atlasOffset); gpArgs->fPositionVar.set(kVec2f_GrSLType, "self"); } void GrCCPRTriangleProcessor::defineInputVertices(GrGLSLGeometryBuilder* g) const { // Prepend in_vertices at the start of the shader. g->codePrependf("highp float3x2 in_vertices = float3x2(sk_in[0].gl_Position.xy, " "sk_in[1].gl_Position.xy, " "sk_in[2].gl_Position.xy);"); } void GrCCPRTriangleProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* /*rtAdjust*/, const char* outputWind) const { // We will define in_vertices in defineInputVertices. g->codeAppendf("%s = sign(determinant(float2x2(in_vertices[1] - in_vertices[0], " "in_vertices[2] - in_vertices[0])));", outputWind); } void GrCCPRTriangleHullAndEdgeProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const char* emitVertexFn, const char* wind, const char* rtAdjust) const { this->defineInputVertices(g); int maxOutputVertices = 0; if (GeometryType::kEdges != fGeometryType) { maxOutputVertices += this->emitHullGeometry(g, emitVertexFn, "in_vertices", 3, "sk_InvocationID"); } if (GeometryType::kHulls != fGeometryType) { g->codeAppend ("int edgeidx0 = sk_InvocationID, " "edgeidx1 = (edgeidx0 + 1) % 3;"); g->codeAppendf("highp float2 edgept0 = in_vertices[%s > 0 ? edgeidx0 : edgeidx1];", wind); g->codeAppendf("highp float2 edgept1 = in_vertices[%s > 0 ? edgeidx1 : edgeidx0];", wind); maxOutputVertices += this->emitEdgeGeometry(g, emitVertexFn, "edgept0", "edgept1"); } g->configure(GrGLSLGeometryBuilder::InputType::kTriangles, GrGLSLGeometryBuilder::OutputType::kTriangleStrip, maxOutputVertices, 3); } void GrCCPRTriangleCornerProcessor::onEmitVertexShader(const GrCCPRCoverageProcessor& proc, GrGLSLVertexBuilder* v, const TexelBufferHandle& pointsBuffer, const char* atlasOffset, const char* rtAdjust, GrGPArgs* gpArgs) const { this->INHERITED::onEmitVertexShader(proc, v, pointsBuffer, atlasOffset, rtAdjust, gpArgs); // Fetch and transform the next point in the triangle. v->codeAppend ("highp float2 next = "); v->appendTexelFetch(pointsBuffer, SkStringPrintf("%s[(sk_VertexID+1) %% 3]", proc.instanceAttrib()).c_str()); v->codeAppendf(".xy + %s;", atlasOffset); // Find the plane that gives distance from the [self -> next] edge, normalized to its AA // bloat width. v->codeAppend ("highp float2 n = float2(next.y - self.y, self.x - next.x);"); v->codeAppendf("highp float2 d = n * float2x2(self + %f * sign(n), " "self - %f * sign(n));", kAABloatRadius, kAABloatRadius); // Clamp for when n=0. (wind=0 when n=0, so as long as we don't get Inf or NaN we are fine.) v->codeAppendf("%s.xy = n / max(d[0] - d[1], 1e-30);", fEdgeDistance.vsOut()); v->codeAppendf("%s.z = -dot(%s.xy, self);", fEdgeDistance.vsOut(), fEdgeDistance.vsOut()); // Emit device coords to geo shader. v->codeAppendf("%s = self;", fDevCoord.vsOut()); } void GrCCPRTriangleCornerProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const char* emitVertexFn, const char* wind, const char* rtAdjust) const { this->defineInputVertices(g); g->codeAppend ("highp float2 self = in_vertices[sk_InvocationID];"); g->codeAppendf("%s(self + float2(-bloat.x, -bloat.y), 1);", emitVertexFn); g->codeAppendf("%s(self + float2(-bloat.x, +bloat.y), 1);", emitVertexFn); g->codeAppendf("%s(self + float2(+bloat.x, -bloat.y), 1);", emitVertexFn); g->codeAppendf("%s(self + float2(+bloat.x, +bloat.y), 1);", emitVertexFn); g->codeAppend ("EndPrimitive();"); g->configure(GrGLSLGeometryBuilder::InputType::kTriangles, GrGLSLGeometryBuilder::OutputType::kTriangleStrip, 4, 3); } void GrCCPRTriangleCornerProcessor::emitPerVertexGeometryCode(SkString* fnBody, const char* position, const char* /*coverage*/, const char* wind) const { fnBody->appendf("%s.xy = %s[(sk_InvocationID + 1) %% 3];", fNeighbors.gsOut(), fDevCoord.gsIn()); fnBody->appendf("%s.zw = %s[(sk_InvocationID + 2) %% 3];", fNeighbors.gsOut(), fDevCoord.gsIn()); fnBody->appendf("%s = float3x3(%s[(sk_InvocationID + 2) %% 3], " "%s[sk_InvocationID], " "%s[(sk_InvocationID + 1) %% 3]) * %s;", fEdgeDistances.gsOut(), fEdgeDistance.gsIn(), fEdgeDistance.gsIn(), fEdgeDistance.gsIn(), wind); // Otherwise, fEdgeDistances = float3x3(...) * sign(wind * rtAdjust.x * rdAdjust.z). GR_STATIC_ASSERT(kTopLeft_GrSurfaceOrigin == GrCCPRCoverageProcessor::kAtlasOrigin); fnBody->appendf("%s = sk_InvocationID;", fCornerIdx.gsOut()); } void GrCCPRTriangleCornerProcessor::emitShaderCoverage(GrGLSLFragmentBuilder* f, const char* outputCoverage) const { // FIXME: Adreno breaks if we don't put the frag coord in an intermediate highp variable. f->codeAppendf("highp float2 fragcoord = sk_FragCoord.xy;"); // Approximate coverage by tracking where 4 horizontal lines enter and leave the triangle. GrShaderVar samples("samples", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(samples); f->codeAppendf("%s = fragcoord.y + float4(-0.375, -0.125, 0.125, 0.375);", samples.c_str()); GrShaderVar leftedge("leftedge", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(leftedge); f->codeAppendf("%s = float4(fragcoord.x - 0.5);", leftedge.c_str()); GrShaderVar rightedge("rightedge", kVec4f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->declareGlobal(rightedge); f->codeAppendf("%s = float4(fragcoord.x + 0.5);", rightedge.c_str()); SkString sampleEdgeFn; GrShaderVar edgeArg("edge_distance", kVec3f_GrSLType, GrShaderVar::kNonArray, kHigh_GrSLPrecision); f->emitFunction(kVoid_GrSLType, "sampleEdge", 1, &edgeArg, [&]() { SkString b; b.appendf("highp float m = abs(%s.x) < 1e-3 ? 1e18 : -1 / %s.x;", edgeArg.c_str(), edgeArg.c_str()); b.appendf("highp float4 edge = m * (%s.y * samples + %s.z);", edgeArg.c_str(), edgeArg.c_str()); b.appendf("if (%s.x <= 1e-3 || (abs(%s.x) < 1e-3 && %s.y > 0)) {", edgeArg.c_str(), edgeArg.c_str(), edgeArg.c_str()); b.appendf( "%s = max(%s, edge);", leftedge.c_str(), leftedge.c_str()); b.append ("} else {"); b.appendf( "%s = min(%s, edge);", rightedge.c_str(), rightedge.c_str()); b.append ("}"); return b; }().c_str(), &sampleEdgeFn); // See if the previous neighbor already handled this pixel. f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.zw), float2(%f)))) {", fNeighbors.fsIn(), kAABloatRadius); // Handle the case where all 3 corners defer to the previous neighbor. f->codeAppendf( "if (%s != 0 || !all(lessThan(abs(fragcoord - %s.xy), float2(%f)))) {", fCornerIdx.fsIn(), fNeighbors.fsIn(), kAABloatRadius); f->codeAppend ( "discard;"); f->codeAppend ( "}"); f->codeAppend ("}"); // Erase what the hull and two edges wrote at this corner in previous shaders (the two .5's // for the edges and the -1 for the hull cancel each other out). f->codeAppendf("%s = dot(float3(fragcoord, 1) * float2x3(%s), float2(1));", outputCoverage, fEdgeDistances.fsIn()); // Sample the two edges at this corner. f->codeAppendf("%s(%s[0]);", sampleEdgeFn.c_str(), fEdgeDistances.fsIn()); f->codeAppendf("%s(%s[1]);", sampleEdgeFn.c_str(), fEdgeDistances.fsIn()); // Handle the opposite edge if the next neighbor will defer to us. f->codeAppendf("if (all(lessThan(abs(fragcoord - %s.xy), float2(%f)))) {", fNeighbors.fsIn(), kAABloatRadius); // Erase the coverage the opposite edge wrote to this corner. f->codeAppendf( "%s += dot(%s[2], float3(fragcoord, 1)) + 0.5;", outputCoverage, fEdgeDistances.fsIn()); // Sample the opposite edge. f->codeAppendf( "%s(%s[2]);", sampleEdgeFn.c_str(), fEdgeDistances.fsIn()); f->codeAppend ("}"); f->codeAppendf("highp float4 widths = max(%s - %s, 0);", rightedge.c_str(), leftedge.c_str()); f->codeAppendf("%s += dot(widths, float4(0.25));", outputCoverage); }