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/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*
* Initial import from
* skia:src/gpu/ganesh/tessellate/GrStrokeTessellationShader.cpp
*
* Copyright 2022 Rive
*/
#define MAX_PARAMETRIC_SEGMENTS_LOG2 10 // Max 1024 segments.
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
ATTR(
0,
float4,
@a_p0p1_); // End in '_' because D3D interprets the '1' as a semantic index.
ATTR(1, float4, @a_p2p3_);
ATTR(2, float4, @a_joinTan_and_ys); // [joinTangent, y, reflectionY]
#ifdef SPLIT_UINT4_ATTRIBUTES
ATTR(3, uint, @a_x0x1);
ATTR(4, uint, @a_reflectionX0X1);
ATTR(5, uint, @a_segmentCounts);
ATTR(6, uint, @a_contourIDWithFlags);
#else
ATTR(3,
uint4,
@a_args); // [x0x1, reflectionX0X1, segmentCounts, contourIDWithFlags]
#endif
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, float4, v_p0p1);
NO_PERSPECTIVE VARYING(1, float4, v_p2p3);
// [vertexIdx, totalVertexCount, joinSegmentCount,
// parametricSegmentCount, radsPerPolarSegment]
NO_PERSPECTIVE VARYING(2, float4, v_args);
// [joinTangent, radsPerJoinSegment]
NO_PERSPECTIVE VARYING(3, float3, v_joinArgs);
FLAT VARYING(4, uint, v_contourIDWithFlags);
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_TEXTURE_BLOCK_BEGIN
TEXTURE_R16F_1D_ARRAY(PER_FLUSH_BINDINGS_SET,
FEATHER_TEXTURE_IDX,
@featherTexture);
VERTEX_TEXTURE_BLOCK_END
SAMPLER_LINEAR(FEATHER_TEXTURE_IDX, featherSampler)
VERTEX_STORAGE_BUFFER_BLOCK_BEGIN
STORAGE_BUFFER_U32x4(PATH_BUFFER_IDX, PathBuffer, @pathBuffer);
STORAGE_BUFFER_U32x4(CONTOUR_BUFFER_IDX, ContourBuffer, @contourBuffer);
VERTEX_STORAGE_BUFFER_BLOCK_END
VERTEX_MAIN(@tessellateVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
// Each instance repeats twice. Once for normal patch(es) and once for
// reflection(s).
ATTR_UNPACK(_instanceID, attrs, @a_p0p1_, float4);
ATTR_UNPACK(_instanceID, attrs, @a_p2p3_, float4);
ATTR_UNPACK(_instanceID, attrs, @a_joinTan_and_ys, float4);
#ifdef SPLIT_UINT4_ATTRIBUTES
ATTR_UNPACK(_instanceID, attrs, @a_x0x1, uint);
ATTR_UNPACK(_instanceID, attrs, @a_reflectionX0X1, uint);
ATTR_UNPACK(_instanceID, attrs, @a_segmentCounts, uint);
ATTR_UNPACK(_instanceID, attrs, @a_contourIDWithFlags, uint);
uint4 @a_args = uint4(@a_x0x1,
@a_reflectionX0X1,
@a_segmentCounts,
@a_contourIDWithFlags);
#else
ATTR_UNPACK(_instanceID, attrs, @a_args, uint4);
#endif
VARYING_INIT(v_p0p1, float4);
VARYING_INIT(v_p2p3, float4);
VARYING_INIT(v_args, float4);
VARYING_INIT(v_joinArgs, float3);
VARYING_INIT(v_contourIDWithFlags, uint);
float2 p0 = @a_p0p1_.xy;
float2 p1 = @a_p0p1_.zw;
float2 p2 = @a_p2p3_.xy;
float2 p3 = @a_p2p3_.zw;
// Each instance has two spans, potentially for both a forward copy and and
// reflection. (If the second span isn't needed, the client will have placed
// it offscreen.)
bool isFirstSpan = _vertexID < 4;
float y = isFirstSpan ? @a_joinTan_and_ys.z : @a_joinTan_and_ys.w;
int x0x1 = int(isFirstSpan ? @a_args.x : @a_args.y);
#ifdef GLSL
int x1up = x0x1 << 16;
if (@a_args.z == 0xffffffffu)
{
// Pixel 8 with ARM Mali-G715 throws away "x0x1 << 16 >> 16". We need
// this in order to sign-extend the bottom 16 bits of x0x1. Create a
// branch that we know won't be taken, in order to convince the compiler
// not to throw this operation away. NOTE: we could use
// bitfieldExtract(), but it isn't available on ES 3.0.
--x1up;
}
float x0 = float(x1up >> 16);
#else
float x0 = float(x0x1 << 16 >> 16);
#endif
float x1 = float(x0x1 >> 16);
float2 coord = float2((_vertexID & 1) == 0 ? x0 : x1,
(_vertexID & 2) == 0 ? y + 1. : y);
if ((x1 - x0) * uniforms.tessInverseViewportY < .0)
{
// Make sure we always emit clockwise triangles. Swap the top and bottom
// vertices.
coord.y = 2. * y + 1. - coord.y;
}
// Unpack arguments.
uint parametricSegmentCount = @a_args.z & 0x3ffu;
uint polarSegmentCount = (@a_args.z >> 10) & 0x3ffu;
uint joinSegmentCount = @a_args.z >> 20;
uint contourIDWithFlags = @a_args.w;
uint contourID = contourIDWithFlags & CONTOUR_ID_MASK;
uint pathID =
contourID > 0u
// Clamp contourID at 1, even though this is the <true> expression
// of "contourID > 0u", and even though GLSL specifies short-circuit
// evaluation for the ternary operator.
//
// PowerVR (B-Series BXM-8-256, build 1.15) appears to evaluate this
// expression unconditionally, leading to a load at buffer index
// 0xffffffff when contourID == 0, which crashes the render pass.
? STORAGE_BUFFER_LOAD4(@contourBuffer, max(contourID, 1u) - 1u).z
: 0u;
uint4 pathData = pathID != 0u
? STORAGE_BUFFER_LOAD4(@pathBuffer, pathID * 4u + 1u)
: uint4(0u, 0u, 0u, 0u);
float strokeRadius = uintBitsToFloat(pathData.z);
float featherRadius = uintBitsToFloat(pathData.w);
if (featherRadius != .0 && strokeRadius == .0)
{
// We're a cubic from a feathered fill. To simulate the
// feather-softening effect that happens with curvature, reduce the
// height of the curve proportionally.
// Start by finding the point of maximum height on the cubic.
float maxHeightT;
float height = find_cubic_max_height(p0, p1, p2, p3, maxHeightT);
// Measure curvature across one standard deviation of the feather.
float oneStddev = featherRadius * (1. / FEATHER_TEXTURE_STDDEVS);
float curvature = measure_cubic_local_curvature(p0,
p1,
p2,
p3,
maxHeightT,
oneStddev);
// The feather gets softer with curvature. Find a dimming factor based
// on the strength of curvature at maximum height.
float dimming = 1. - curvature * (1. / PI);
// It gets hard to measure curvature on short segments. Also taper down
// to completely flat as the distance between endpoints moves from 2
// standard deviations to 1.
float stddevsPow2 = dot(p3 - p0, p3 - p0) / (oneStddev * oneStddev);
float dimmingByStddevs = (stddevsPow2 - 1.) * .5;
dimming = min(dimming, dimmingByStddevs);
// Unfortunately, the best method we have to get rid of some final
// speckles on cusps is to dim everything by 1%.
dimming = min(dimming, .99);
// Soften the feather by reducing the curve height. Find a new height
// such that the center of the feather (currently 50% opacity) is
// reduced to "50% * dimming".
float desiredOpacityOnCenter = .5 * dimming;
float x = INVERSE_FEATHER(desiredOpacityOnCenter) * -2. + 1.;
float softness = clamped_divide(x * featherRadius, height);
// Flatten the curve down to "softenedHeight". (Height scales linearly
// as we lerp the control points to "flatLinePoints".)
float4 flatLinePoints =
mix(p0.xyxy, p3.xyxy, float4(1. / 3., 1. / 3., 2. / 3., 2. / 3.));
p1 = mix(p1, flatLinePoints.xy, softness);
p2 = mix(p2, flatLinePoints.zw, softness);
}
if ((contourIDWithFlags & CULL_EXCESS_TESSELLATION_SEGMENTS_CONTOUR_FLAG) !=
0u)
{
// This span may have more tessellation vertices allocated to it than
// necessary (e.g., outerCurve patches all have a fixed patch size,
// regardless of how many segments the curve actually needs). Re-run
// Wang's formula to figure out how many segments we actually need, and
// make any excess segments degenerate by co-locating their vertices at
// T=0.
float2x2 mat = make_float2x2(
uintBitsToFloat(STORAGE_BUFFER_LOAD4(@pathBuffer, pathID * 4u)));
float2 d0 = MUL(mat, -2. * p1 + p2 + p0);
float2 d1 = MUL(mat, -2. * p2 + p3 + p1);
float m = max(dot(d0, d0), dot(d1, d1));
float n = max(ceil(sqrt(.75 * 4. * sqrt(m))), 1.);
parametricSegmentCount = min(uint(n), parametricSegmentCount);
}
// Polar and parametric segments share the same beginning and ending
// vertices, so the merged *vertex* count is equal to the sum of polar and
// parametric *segment* counts.
uint totalVertexCount =
parametricSegmentCount + polarSegmentCount + joinSegmentCount - 1u;
float2x2 tangents = find_cubic_tangents(p0, p1, p2, p3);
float theta = acos(cosine_between_vectors(tangents[0], tangents[1]));
float radsPerPolarSegment = theta / float(polarSegmentCount);
// Adjust sign of radsPerPolarSegment to match the direction the curve
// turns.
// NOTE: Since the curve is not allowed to inflect, we can just check
// F'(.5) x F''(.5).
// NOTE: F'(.5) x F''(.5) has the same sign as (p2 - p0) x (p3 - p1).
float turn = determinant(float2x2(p2 - p0, p3 - p1));
// This is the case for joins and cusps where points are co-located.
if (turn == .0)
turn = determinant(tangents);
if (turn < .0)
radsPerPolarSegment = -radsPerPolarSegment;
v_p0p1 = float4(p0, p1);
v_p2p3 = float4(p2, p3);
v_args = float4(float(totalVertexCount) - abs(x1 - coord.x), // vertexIdx
float(totalVertexCount), // totalVertexCount
(joinSegmentCount << 10) | parametricSegmentCount,
radsPerPolarSegment);
if (joinSegmentCount > 1u)
{
float2x2 joinTangents = float2x2(tangents[1], @a_joinTan_and_ys.xy);
float joinTheta =
acos(cosine_between_vectors(joinTangents[0], joinTangents[1]));
float joinSpan = float(joinSegmentCount);
if ((contourIDWithFlags &
(JOIN_TYPE_MASK | EMULATED_STROKE_CAP_CONTOUR_FLAG)) ==
(ROUND_JOIN_CONTOUR_FLAG | EMULATED_STROKE_CAP_CONTOUR_FLAG))
{
// Round caps emulated as joins need to emit vertices at T=0 and
// T=1, unlike normal round joins. The fragment shader will handle
// most of this, but here we need to adjust radsPerJoinSegment to
// account for the fact that this join will be rotating around two
// more segments.
joinSpan -= 2.;
}
float radsPerJoinSegment = joinTheta / joinSpan;
if (determinant(joinTangents) < .0)
radsPerJoinSegment = -radsPerJoinSegment;
v_joinArgs.xy = @a_joinTan_and_ys.xy;
v_joinArgs.z = radsPerJoinSegment;
}
if (x1 < x0) // Reflections are drawn right to left.
{
contourIDWithFlags |= MIRRORED_CONTOUR_CONTOUR_FLAG;
}
v_contourIDWithFlags = contourIDWithFlags;
float4 pos = pixel_coord_to_clip_coord(coord,
2. / TESS_TEXTURE_WIDTH,
uniforms.tessInverseViewportY);
#ifdef @POST_INVERT_Y
pos.y = -pos.y;
#endif
VARYING_PACK(v_p0p1);
VARYING_PACK(v_p2p3);
VARYING_PACK(v_args);
VARYING_PACK(v_joinArgs);
VARYING_PACK(v_contourIDWithFlags);
EMIT_VERTEX(pos);
}
#endif
#ifdef @FRAGMENT
FRAG_TEXTURE_BLOCK_BEGIN
FRAG_TEXTURE_BLOCK_END
FRAG_DATA_MAIN(TESSDATA4, @tessellateFragmentMain)
{
VARYING_UNPACK(v_p0p1, float4);
VARYING_UNPACK(v_p2p3, float4);
VARYING_UNPACK(v_args, float4);
VARYING_UNPACK(v_joinArgs, float3);
VARYING_UNPACK(v_contourIDWithFlags, uint);
float2 p0 = v_p0p1.xy;
float2 p1 = v_p0p1.zw;
float2 p2 = v_p2p3.xy;
float2 p3 = v_p2p3.zw;
float2x2 tangents = find_cubic_tangents(p0, p1, p2, p3);
// Colocate any padding vertices at T=0.
float vertexIdx = max(floor(v_args.x), .0);
float totalVertexCount = v_args.y;
uint joinSegmentCount_and_parametricSegmentCount = uint(v_args.z);
float parametricSegmentCount =
float(joinSegmentCount_and_parametricSegmentCount & 0x3ffu);
float joinSegmentCount =
float(joinSegmentCount_and_parametricSegmentCount >> 10);
float radsPerPolarSegment = v_args.w;
uint contourIDWithFlags = v_contourIDWithFlags;
// mergedVertexID/mergedSegmentCount are relative to the sub-section of the
// instance this vertex belongs to (either the curve section that consists
// of merged polar and parametric segments, or the join section composed of
// just polar segments).
//
// Begin with the assumption that we belong to the curve section.
float mergedSegmentCount = totalVertexCount - joinSegmentCount;
float mergedVertexID = vertexIdx;
if (mergedVertexID <= mergedSegmentCount)
{
// We do belong to the curve section. Clear out any stroke join flags.
contourIDWithFlags &= ~JOIN_TYPE_MASK;
}
else
{
// We actually belong to the join section following the curve. Construct
// a point-cubic with rotation.
p0 = p1 = p2 = p3;
tangents = float2x2(tangents[1], v_joinArgs.xy /*joinTangent*/);
parametricSegmentCount = 1.;
mergedVertexID -= mergedSegmentCount;
mergedSegmentCount = joinSegmentCount;
radsPerPolarSegment = v_joinArgs.z; // radsPerJoinSegment.
if ((contourIDWithFlags & JOIN_TYPE_MASK) > ROUND_JOIN_CONTOUR_FLAG)
{
// Miter or bevel join vertices snap to either tangents[0] or
// tangents[1], and get adjusted in the shader that follows.
if (mergedVertexID < 2.5) // With 5 join segments, this branch will
// see IDs: 1, 2, 3, 4.
contourIDWithFlags |= JOIN_TANGENT_0_CONTOUR_FLAG;
if (mergedVertexID > 1.5 && mergedVertexID < 3.5)
contourIDWithFlags |= JOIN_TANGENT_INNER_CONTOUR_FLAG;
}
else if ((contourIDWithFlags & EMULATED_STROKE_CAP_CONTOUR_FLAG) !=
0u ||
(contourIDWithFlags & JOIN_TYPE_MASK) ==
FEATHER_JOIN_CONTOUR_FLAG)
{
// Round caps emulated as joins and feather joins need to emit
// vertices at T=0 and T=1, unlike normal round joins. Preserve
// the same number of vertices, but adjust our stepping
// parameters so we begin at T=0 and end at T=1. (The CPU should
// have known we were going to add vertices here and increased our
// count to make sure the tessellation would still be smooth).
mergedSegmentCount -= 2.;
--mergedVertexID;
}
contourIDWithFlags |= radsPerPolarSegment < .0
? LEFT_JOIN_CONTOUR_FLAG
: RIGHT_JOIN_CONTOUR_FLAG;
}
float2 tessCoord;
float theta = .0;
if (mergedVertexID == .0 || mergedVertexID == mergedSegmentCount ||
(contourIDWithFlags & JOIN_TYPE_MASK) > ROUND_JOIN_CONTOUR_FLAG)
{
// Tessellated vertices at the beginning and end of the strip use exact
// endpoints and tangents. This ensures crack-free seaming between
// instances.
bool isTan0 = mergedVertexID < mergedSegmentCount * .5;
tessCoord = isTan0 ? p0 : p3;
theta = atan2(isTan0 ? tangents[0] : tangents[1]);
}
else if ((contourIDWithFlags & RETROFITTED_TRIANGLE_CONTOUR_FLAG) != 0u)
{
// This cubic should actually be drawn as the single, non-AA triangle:
// [p0, p1, p3]. This is used to squeeze in more rare triangles, like
// "grout" triangles from self intersections on interior triangulation,
// where it wouldn't be worth it to put them in their own dedicated draw
// call.
tessCoord = p1;
}
else
{
float T, polarT;
if (parametricSegmentCount == mergedSegmentCount)
{
// There are no polar vertices. This is (probably) a fill. Vertices
// are spaced evenly in parametric space.
T = mergedVertexID / parametricSegmentCount;
polarT = .0; // Set polarT != T to ensure we calculate the
// parametric tangent later.
}
else
{
// Compute the location and tangent direction of the tessellated
// stroke vertex with the integral id "mergedVertexID", where
// mergedVertexID is the sorted-order index of parametric and polar
// vertices. Start by finding the tangent function's power basis
// coefficients. These define a tangent direction (scaled by some
// uniform value) as:
//
// |T^2|
// Tangent_Direction(T) = dx,dy = |A 2B C| * |T |
// |. . .| |1 |
float2 A, B, C = p1 - p0;
float2 D = p3 - p0;
float2 E = p2 - p1;
B = E - C;
A = -3. * E + D;
// FIXME(crbug.com/800804,skbug.com/11268): Consider normalizing the
// exponents in A,B,C at this point in order to prevent fp32
// overflow.
// Now find the coefficients that give a tangent direction from a
// parametric vertex ID:
//
// Tangent_Direction(parametricVertexID) = dx,dy =
//
// |parametricVertexID^2|
// |A B_ C_| * |parametricVertexID |
// |. . .| |1 |
//
float2 B_ = B * (parametricSegmentCount * 2.);
float2 C_ = C * (parametricSegmentCount * parametricSegmentCount);
// Run a binary search to determine the highest parametric vertex
// that is located on or before the mergedVertexID. A merged ID is
// determined by the sum of complete parametric and polar segments
// behind it. i.e., find the highest parametric vertex where:
//
// parametricVertexID + floor(numPolarSegmentsAtParametricT) <=
// mergedVertexID
//
float lastParametricVertexID = .0;
float maxParametricVertexID =
min(parametricSegmentCount - 1., mergedVertexID);
// FIXME(crbug.com/800804,skbug.com/11268): This normalize() can
// overflow.
float2 tan0norm = normalize(tangents[0]);
float negAbsRadsPerSegment = -abs(radsPerPolarSegment);
float maxRotation0 =
(1. + mergedVertexID) * abs(radsPerPolarSegment);
for (int p = MAX_PARAMETRIC_SEGMENTS_LOG2 - 1; p >= 0; --p)
{
// Test the parametric vertex at lastParametricVertexID + 2^p.
float testParametricID =
lastParametricVertexID + exp2(float(p));
if (testParametricID <= maxParametricVertexID)
{
float2 testTan = testParametricID * A + B_;
testTan = testParametricID * testTan + C_;
float cosRotation = dot(normalize(testTan), tan0norm);
float maxRotation =
testParametricID * negAbsRadsPerSegment + maxRotation0;
maxRotation = min(maxRotation, PI);
// Is rotation <= maxRotation? (i.e., is the number of
// complete polar segments behind testT, + testParametricID
// <= mergedVertexID?)
if (cosRotation >= cos(maxRotation))
lastParametricVertexID = testParametricID;
}
}
// Find the T value of the parametric vertex at
// lastParametricVertexID.
float parametricT = lastParametricVertexID / parametricSegmentCount;
// Now that we've identified the highest parametric vertex on or
// before the mergedVertexID, the highest polar vertex is easy:
float lastPolarVertexID = mergedVertexID - lastParametricVertexID;
// Find the angle of tan0, or the angle between tan0norm and the
// positive x axis.
float theta0 = acos(clamp(tan0norm.x, -1., 1.));
theta0 = tan0norm.y >= .0 ? theta0 : -theta0;
// Find the tangent vector on the vertex at lastPolarVertexID.
theta = lastPolarVertexID * radsPerPolarSegment + theta0;
float2 norm = float2(sin(theta), -cos(theta));
// Find the T value where the tangent is orthogonal to norm. This is
// a quadratic:
//
// dot(norm, Tangent_Direction(T)) == 0
//
// |T^2|
// norm * |A 2B C| * |T | == 0
// |. . .| |1 |
//
float a = dot(norm, A), b_over_2 = dot(norm, B), c = dot(norm, C);
float discr_over_4 = max(b_over_2 * b_over_2 - a * c, .0);
float q = sqrt(discr_over_4);
if (b_over_2 > .0)
q = -q;
q -= b_over_2;
// Roots are q/a and c/q. Since each curve section does not inflect
// or rotate more than 180 degrees, there can only be one tangent
// orthogonal to "norm" inside 0..1. Pick the root nearest .5.
float _5qa = -.5 * q * a;
float2 root = (abs(q * q + _5qa) < abs(a * c + _5qa))
? float2(q, a)
: float2(c, q);
polarT = (root.t != .0) ? root.s / root.t : .0;
polarT = clamp(polarT, .0, 1.);
// The root finder above can become unstable when lastPolarVertexID
// == 0 (e.g., if there are roots at exatly 0 and 1 both). polarT
// should always == 0 in this case.
if (lastPolarVertexID == .0)
polarT = .0;
// Now that we've identified the T values of the last parametric and
// polar vertices, our final T value for mergedVertexID is whichever
// is larger.
T = max(parametricT, polarT);
}
// Evaluate the cubic at T. Use De Casteljau's for its accuracy and
// stability.
float2 ab = unchecked_mix(p0, p1, T);
float2 bc = unchecked_mix(p1, p2, T);
float2 cd = unchecked_mix(p2, p3, T);
float2 abc = unchecked_mix(ab, bc, T);
float2 bcd = unchecked_mix(bc, cd, T);
tessCoord = unchecked_mix(abc, bcd, T);
// If we went with T=parametricT, then update theta. Otherwise leave it
// at the polar theta found previously. (In the event that
// parametricT == polarT, we keep the polar theta.)
if (T != polarT)
theta = atan2(bcd - abc);
}
TESSDATA4 tessData;
tessData.xy = FLOAT_AS_TESSDATA(tessCoord);
if ((contourIDWithFlags & JOIN_TYPE_MASK) == FEATHER_JOIN_CONTOUR_FLAG)
{
// Feather joins work out their stepping in the vertex shader, so we
// emit the original tessellation parameters instead of just the tangent
// angle and let the vertex shader work it all out.
// Pack these as integers instead of using packHalf2x16() because the
// latter does not work on ARM Mali.
tessData.z = UINT_AS_TESSDATA((uint(mergedSegmentCount) << 16) |
uint(mergedVertexID));
}
else
{
tessData.z = FLOAT_AS_TESSDATA(mod(theta, _2PI));
}
tessData.w = UINT_AS_TESSDATA(contourIDWithFlags);
EMIT_FRAG_DATA(tessData);
}
#endif