| /* | |
| * 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 "GrPipeline.h" | |
| #include "GrShaderCaps.h" | |
| #include "SkNx.h" | |
| #include "glsl/GrGLSLGeometryProcessor.h" | |
| #include "glsl/GrGLSLVarying.h" | |
| class GrGLSLFPFragmentBuilder; | |
| class GrGLSLVertexGeoBuilder; | |
| class GrMesh; | |
| class GrOpFlushState; | |
| /** | |
| * 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 draw all primitives as produced by GrCCGeometry 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 GrCCPathProcessor). | |
| * | |
| * To draw primitives, use appendMesh() and draw() (defined below). | |
| */ | |
| class GrCCCoverageProcessor : public GrGeometryProcessor { | |
| public: | |
| enum class PrimitiveType { | |
| kTriangles, | |
| kWeightedTriangles, // Triangles (from the tessellator) whose winding magnitude > 1. | |
| kQuadratics, | |
| kCubics, | |
| kConics | |
| }; | |
| static const char* PrimitiveTypeName(PrimitiveType); | |
| // 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); | |
| void set(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans); | |
| }; | |
| // Defines a single primitive shape with 4 input points, or 3 input points plus a "weight" | |
| // parameter duplicated in both lanes of the 4th input (i.e. Cubics, Conics, and Triangles with | |
| // a weighted 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 setW(const SkPoint[3], const Sk2f& trans, float w); | |
| void setW(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w); | |
| void setW(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans, float w); | |
| }; | |
| virtual void reset(PrimitiveType, GrResourceProvider*) = 0; | |
| PrimitiveType primitiveType() const { return fPrimitiveType; } | |
| // Number of bezier points for curves, or 3 for triangles. | |
| int numInputPoints() const { return PrimitiveType::kCubics == fPrimitiveType ? 4 : 3; } | |
| bool isTriangles() const { | |
| return PrimitiveType::kTriangles == fPrimitiveType || | |
| PrimitiveType::kWeightedTriangles == fPrimitiveType; | |
| } | |
| int hasInputWeight() const { | |
| return PrimitiveType::kWeightedTriangles == fPrimitiveType || | |
| PrimitiveType::kConics == fPrimitiveType; | |
| } | |
| // GrPrimitiveProcessor overrides. | |
| const char* name() const override { return PrimitiveTypeName(fPrimitiveType); } | |
| #ifdef SK_DEBUG | |
| SkString dumpInfo() const override { | |
| return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str()); | |
| } | |
| #endif | |
| void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override { | |
| SkDEBUGCODE(this->getDebugBloatKey(b)); | |
| b->add32((int)fPrimitiveType); | |
| } | |
| GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final; | |
| #ifdef SK_DEBUG | |
| // Increases the 1/2 pixel AA bloat by a factor of debugBloat. | |
| void enableDebugBloat(float debugBloat) { fDebugBloat = debugBloat; } | |
| bool debugBloatEnabled() const { return fDebugBloat > 0; } | |
| float debugBloat() const { SkASSERT(this->debugBloatEnabled()); return fDebugBloat; } | |
| void getDebugBloatKey(GrProcessorKeyBuilder* b) const { | |
| uint32_t bloatBits; | |
| memcpy(&bloatBits, &fDebugBloat, 4); | |
| b->add32(bloatBits); | |
| } | |
| #endif | |
| // 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. | |
| virtual void appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer, int instanceCount, | |
| int baseInstance, SkTArray<GrMesh>* out) const = 0; | |
| virtual void draw(GrOpFlushState*, const GrPipeline&, const SkIRect scissorRects[], | |
| const GrMesh[], int meshCount, const SkRect& drawBounds) const; | |
| // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also | |
| // provides details about shape-specific geometry. | |
| class Shader { | |
| public: | |
| // Called before generating geometry. Subclasses may set up internal member variables during | |
| // this time that will be needed during onEmitVaryings (e.g. transformation matrices). | |
| // | |
| // If the 'outHull4' parameter is provided, and there are not 4 input points, the subclass | |
| // is required to fill it with the name of a 4-point hull around which the Impl can generate | |
| // its geometry. If it is left unchanged, the Impl will use the regular input points. | |
| virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* wind, | |
| const char** outHull4 = nullptr) const { | |
| SkASSERT(!outHull4); | |
| } | |
| void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, | |
| SkString* code, const char* position, const char* coverage, | |
| const char* cornerCoverage) { | |
| SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope); | |
| this->onEmitVaryings(varyingHandler, scope, code, position, coverage, cornerCoverage); | |
| } | |
| void emitFragmentCode(const GrCCCoverageProcessor&, GrGLSLFPFragmentBuilder*, | |
| const char* skOutputColor, const char* skOutputCoverage) const; | |
| // Calculates the winding direction of the input points (+1, -1, or 0). Wind for extremely | |
| // thin triangles gets rounded to zero. | |
| static void CalcWind(const GrCCCoverageProcessor&, GrGLSLVertexGeoBuilder*, const char* pts, | |
| const char* outputWind); | |
| // 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); | |
| // Calculates an edge's coverage at two conservative raster vertices. | |
| // (See CalcEdgeCoverageAtBloatVertex). | |
| static void CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder*, const char* leftPt, | |
| const char* rightPt, const char* bloatDir1, | |
| const char* bloatDir2, | |
| const char* outputCoverages); | |
| // Corner boxes require an additional "attenuation" varying that is multiplied by the | |
| // regular (linearly-interpolated) coverage. This function calculates the attenuation value | |
| // to use in the single, outermost vertex. The remaining three vertices of the corner box | |
| // all use an attenuation value of 1. | |
| static void CalcCornerAttenuation(GrGLSLVertexGeoBuilder*, const char* leftDir, | |
| const char* rightDir, const char* outputAttenuation); | |
| virtual ~Shader() {} | |
| protected: | |
| // Here the subclass adds its internal varyings to the handler and produces code to | |
| // initialize those varyings from a given position and coverage values. | |
| // | |
| // NOTE: the coverage values are signed appropriately for wind. | |
| // 'coverage' will only be +1 or -1 on curves. | |
| virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, | |
| const char* position, const char* coverage, | |
| const char* cornerCoverage) = 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(); | |
| } | |
| // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses. | |
| inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); } | |
| }; | |
| 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; | |
| GrCCCoverageProcessor(ClassID classID) : INHERITED(classID) {} | |
| virtual GrGLSLPrimitiveProcessor* onCreateGLSLInstance(std::unique_ptr<Shader>) const = 0; | |
| // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses. | |
| inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); } | |
| PrimitiveType fPrimitiveType; | |
| SkDEBUGCODE(float fDebugBloat = 0); | |
| class TriangleShader; | |
| typedef GrGeometryProcessor INHERITED; | |
| }; | |
| inline const char* GrCCCoverageProcessor::PrimitiveTypeName(PrimitiveType type) { | |
| switch (type) { | |
| case PrimitiveType::kTriangles: return "kTriangles"; | |
| case PrimitiveType::kWeightedTriangles: return "kWeightedTriangles"; | |
| case PrimitiveType::kQuadratics: return "kQuadratics"; | |
| case PrimitiveType::kCubics: return "kCubics"; | |
| case PrimitiveType::kConics: return "kConics"; | |
| } | |
| SK_ABORT("Invalid PrimitiveType"); | |
| return ""; | |
| } | |
| 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); | |
| Sk2f P1 = Sk2f::Load(&p1); | |
| Sk2f P2 = Sk2f::Load(&p2); | |
| this->set(P0, P1, P2, trans); | |
| } | |
| inline void GrCCCoverageProcessor::TriPointInstance::set(const Sk2f& P0, const Sk2f& P1, | |
| const Sk2f& P2, const Sk2f& trans) { | |
| Sk2f::Store3(this, P0 + trans, P1 + trans, P2 + trans); | |
| } | |
| 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::setW(const SkPoint p[3], const Sk2f& trans, | |
| float w) { | |
| this->setW(p[0], p[1], p[2], trans, w); | |
| } | |
| inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint& p0, const SkPoint& p1, | |
| const SkPoint& p2, const Sk2f& trans, | |
| float w) { | |
| Sk2f P0 = Sk2f::Load(&p0); | |
| Sk2f P1 = Sk2f::Load(&p1); | |
| Sk2f P2 = Sk2f::Load(&p2); | |
| this->setW(P0, P1, P2, trans, w); | |
| } | |
| inline void GrCCCoverageProcessor::QuadPointInstance::setW(const Sk2f& P0, const Sk2f& P1, | |
| const Sk2f& P2, const Sk2f& trans, | |
| float w) { | |
| Sk2f W = Sk2f(w); | |
| Sk2f::Store4(this, P0 + trans, P1 + trans, P2 + trans, W); | |
| } | |
| #endif |