aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/ccpr/GrCCCoverageProcessor.h
blob: 698087735c3f11963c304b9c0c036ca09935c597 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
/*
 * 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 GrGLSLFPFragmentBuilder;
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 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 W parameter
    // duplicated in both 4th components (i.e. Cubics or Triangles with a custom 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 set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w);
    };

    // 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 input 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 input
        // 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. Input 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();
    }

    enum class WindMethod : bool {
        kCrossProduct, // Calculate wind = +/-1 by sign of the cross product.
        kInstanceData // Instance data provides custom, signed wind values of any magnitude.
                      // (For tightly-wound tessellated triangles.)
    };

    GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, WindMethod windMethod)
            : INHERITED(kGrCCCoverageProcessor_ClassID)
            , fRenderPass(pass)
            , fWindMethod(windMethod)
            , fImpl(rp->caps()->shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader
                                                                      : Impl::kVertexShader) {
        SkASSERT(DoesRenderPass(pass, *rp->caps()));
        if (Impl::kGeometryShader == fImpl) {
            this->initGS();
        } else {
            this->initVS(rp);
        }
    }

    // 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<GrMesh>* 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* varyingHandler, GrGLSLVarying::Scope scope,
                          SkString* code, const char* position, const char* inputCoverage,
                          const char* wind) {
            SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
            this->onEmitVaryings(varyingHandler, scope, code, position, inputCoverage, wind);
        }

        void emitFragmentCode(const GrCCCoverageProcessor&, GrGLSLFPFragmentBuilder*,
                              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);

        // 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);

        virtual ~Shader() {}

    protected:
        // Here the subclass adds its internal varyings to the handler and produces code to
        // initialize those varyings from a given position, input coverage value, and wind.
        //
        // NOTE: the coverage input is only relevant for edges (see comments in RenderPass).
        // Otherwise it is +1 all around.
        virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
                                    const char* position, const char* inputCoverage,
                                    const char* wind) = 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();
        }

        // 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(GrGLSLFPFragmentBuilder* f, const char* samplesName);
    };

    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*);

    void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
                      SkTArray<GrMesh>* out) const;
    void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
                      SkTArray<GrMesh>* out) const;

    GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
    GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const;

    const RenderPass fRenderPass;
    const WindMethod fWindMethod;
    const Impl fImpl;
    SkDEBUGCODE(float fDebugBloat = 0);

    // Used by VSImpl.
    sk_sp<const GrBuffer> fVertexBuffer;
    sk_sp<const GrBuffer> fIndexBuffer;
    int fNumIndicesPerInstance;
    GrPrimitiveType fPrimitiveType;

    typedef GrGeometryProcessor INHERITED;
};

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::set(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);
}

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