| /* |
| * 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 "GrCCCoverageProcessor.h" |
| |
| #include "GrMesh.h" |
| #include "glsl/GrGLSLVertexGeoBuilder.h" |
| |
| using InputType = GrGLSLGeometryBuilder::InputType; |
| using OutputType = GrGLSLGeometryBuilder::OutputType; |
| using Shader = GrCCCoverageProcessor::Shader; |
| |
| /** |
| * This class and its subclasses implement the coverage processor with geometry shaders. |
| */ |
| class GrCCCoverageProcessor::GSImpl : public GrGLSLGeometryProcessor { |
| protected: |
| GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {} |
| |
| void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&, |
| FPCoordTransformIter&& transformIter) final { |
| this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); |
| } |
| |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final { |
| const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>(); |
| |
| // The vertex shader simply forwards transposed x or y values to the geometry shader. |
| SkASSERT(1 == proc.numAttribs()); |
| gpArgs->fPositionVar.set(GrVertexAttribTypeToSLType(proc.getAttrib(0).fType), |
| proc.getAttrib(0).fName); |
| |
| // Geometry shader. |
| GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; |
| this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName); |
| varyingHandler->emitAttributes(proc); |
| varyingHandler->setNoPerspective(); |
| SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform()); |
| |
| // Fragment shader. |
| fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage); |
| } |
| |
| void emitGeometryShader(const GrCCCoverageProcessor& proc, |
| GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g, |
| const char* rtAdjust) const { |
| int numInputPoints = proc.numInputPoints(); |
| SkASSERT(3 == numInputPoints || 4 == numInputPoints); |
| |
| const char* posValues = (4 == numInputPoints) ? "sk_Position" : "sk_Position.xyz"; |
| g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));", |
| numInputPoints, numInputPoints, posValues, posValues); |
| |
| GrShaderVar wind("wind", kHalf_GrSLType); |
| g->declareGlobal(wind); |
| if (WindMethod::kCrossProduct == proc.fWindMethod) { |
| g->codeAppend ("float area_x2 = determinant(float2x2(pts[0] - pts[1], " |
| "pts[0] - pts[2]));"); |
| if (4 == numInputPoints) { |
| g->codeAppend ("area_x2 += determinant(float2x2(pts[0] - pts[2], " |
| "pts[0] - pts[3]));"); |
| } |
| g->codeAppendf("%s = sign(area_x2);", wind.c_str()); |
| } else { |
| SkASSERT(WindMethod::kInstanceData == proc.fWindMethod); |
| SkASSERT(3 == numInputPoints); |
| SkASSERT(kFloat4_GrVertexAttribType == proc.getAttrib(0).fType); |
| g->codeAppendf("%s = sk_in[0].sk_Position.w;", wind.c_str()); |
| } |
| |
| SkString emitVertexFn; |
| SkSTArray<2, GrShaderVar> emitArgs; |
| const char* position = emitArgs.emplace_back("position", kFloat2_GrSLType).c_str(); |
| const char* coverage = nullptr; |
| if (RenderPass::kTriangleEdges == proc.fRenderPass) { |
| coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str(); |
| } |
| g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() { |
| SkString fnBody; |
| fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody, |
| position, coverage, wind.c_str()); |
| g->emitVertex(&fnBody, position, rtAdjust); |
| return fnBody; |
| }().c_str(), &emitVertexFn); |
| |
| float bloat = kAABloatRadius; |
| #ifdef SK_DEBUG |
| if (proc.debugVisualizationsEnabled()) { |
| bloat *= proc.debugBloat(); |
| } |
| #endif |
| g->defineConstant("bloat", bloat); |
| |
| this->onEmitGeometryShader(g, wind, emitVertexFn.c_str()); |
| } |
| |
| virtual void onEmitGeometryShader(GrGLSLGeometryBuilder*, const GrShaderVar& wind, |
| const char* emitVertexFn) const = 0; |
| |
| virtual ~GSImpl() {} |
| |
| const std::unique_ptr<Shader> fShader; |
| |
| typedef GrGLSLGeometryProcessor INHERITED; |
| }; |
| |
| /** |
| * Generates a conservative raster hull around a triangle. (See comments for RenderPass) |
| */ |
| class GSHull3Impl : public GrCCCoverageProcessor::GSImpl { |
| public: |
| GSHull3Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {} |
| |
| void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind, |
| const char* emitVertexFn) const override { |
| Shader::GeometryVars vars; |
| fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars); |
| |
| const char* hullPts = vars.fHullVars.fAlternatePoints; |
| if (!hullPts) { |
| hullPts = "pts"; |
| } |
| |
| // Visualize the input triangle as upright and equilateral, with a flat base. Paying special |
| // attention to wind, we can identify the points as top, bottom-left, and bottom-right. |
| // |
| // NOTE: We generate the hull in 2 independent invocations, so each invocation designates |
| // the corner it will begin with as the top. |
| g->codeAppendf("int i = %s > 0 ? sk_InvocationID : 1 - sk_InvocationID;", wind.c_str()); |
| g->codeAppendf("float2 top = %s[i];", hullPts); |
| g->codeAppendf("float2 left = %s[%s > 0 ? (1 - i) * 2 : i + 1];", hullPts, wind.c_str()); |
| g->codeAppendf("float2 right = %s[%s > 0 ? i + 1 : (1 - i) * 2];", hullPts, wind.c_str()); |
| |
| // Determine how much to outset the conservative raster hull from each of the three edges. |
| g->codeAppend ("float2 leftbloat = float2(top.y > left.y ? +bloat : -bloat, " |
| "top.x > left.x ? -bloat : +bloat);"); |
| g->codeAppend ("float2 rightbloat = float2(right.y > top.y ? +bloat : -bloat, " |
| "right.x > top.x ? -bloat : +bloat);"); |
| g->codeAppend ("float2 downbloat = float2(left.y > right.y ? +bloat : -bloat, " |
| "left.x > right.x ? -bloat : +bloat);"); |
| |
| // Here we generate the conservative raster geometry. It is the convex hull of 3 pixel-size |
| // boxes centered on the input points, split between two invocations. This translates to a |
| // polygon with either one, two, or three vertices at each input point, depending on how |
| // sharp the corner is. For more details on conservative raster, see: |
| // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html |
| g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);"); |
| g->codeAppend ("if (all(left_right_notequal)) {"); |
| // The top corner will have three conservative raster vertices. Emit the |
| // middle one first to the triangle strip. |
| g->codeAppendf( "%s(top + float2(-leftbloat.y, leftbloat.x));", emitVertexFn); |
| g->codeAppend ("}"); |
| g->codeAppend ("if (any(left_right_notequal)) {"); |
| // Second conservative raster vertex for the top corner. |
| g->codeAppendf( "%s(top + rightbloat);", emitVertexFn); |
| g->codeAppend ("}"); |
| |
| // Main interior body of the triangle. |
| g->codeAppendf("%s(top + leftbloat);", emitVertexFn); |
| g->codeAppendf("%s(right + rightbloat);", emitVertexFn); |
| |
| // Here the two invocations diverge. We can't symmetrically divide three triangle points |
| // between two invocations, so each does the following: |
| // |
| // sk_InvocationID=0: Finishes the main interior body of the triangle. |
| // sk_InvocationID=1: Remaining two conservative raster vertices for the third corner. |
| g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);"); |
| g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {"); |
| g->codeAppendf( "%s(sk_InvocationID == 0 ? left + leftbloat : right + downbloat);", |
| emitVertexFn); |
| g->codeAppend ("}"); |
| g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {"); |
| g->codeAppendf( "%s(right + float2(-rightbloat.y, rightbloat.x));", emitVertexFn); |
| g->codeAppend ("}"); |
| |
| g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 2); |
| } |
| }; |
| |
| /** |
| * Generates a conservative raster hull around a convex quadrilateral. (See comments for RenderPass) |
| */ |
| class GSHull4Impl : public GrCCCoverageProcessor::GSImpl { |
| public: |
| GSHull4Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {} |
| |
| void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind, |
| const char* emitVertexFn) const override { |
| Shader::GeometryVars vars; |
| fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars); |
| |
| const char* hullPts = vars.fHullVars.fAlternatePoints; |
| if (!hullPts) { |
| hullPts = "pts"; |
| } |
| |
| // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind, |
| // we can identify the points by their corresponding corner. |
| // |
| // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate |
| // the hull in two independent invocations. Each invocation designates the corner it will |
| // begin with as top-left. |
| g->codeAppend ("int i = sk_InvocationID * 2;"); |
| g->codeAppendf("float2 topleft = %s[i];", hullPts); |
| g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str()); |
| g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str()); |
| g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts); |
| |
| // Determine how much to outset the conservative raster hull from the relevant edges. |
| g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +bloat : -bloat, " |
| "topleft.x > bottomleft.x ? -bloat : bloat);"); |
| g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +bloat : -bloat, " |
| "topright.x > topleft.x ? -bloat : +bloat);"); |
| g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +bloat : -bloat, " |
| "bottomright.x > topright.x ? -bloat : +bloat);"); |
| |
| // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size |
| // boxes centered on the input points, split evenly between two invocations. This translates |
| // to a polygon with either one, two, or three vertices at each input point, depending on |
| // how sharp the corner is. For more details on conservative raster, see: |
| // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html |
| g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);"); |
| g->codeAppend ("if (all(left_up_notequal)) {"); |
| // The top-left corner will have three conservative raster vertices. |
| // Emit the middle one first to the triangle strip. |
| g->codeAppendf( "%s(topleft + float2(-leftbloat.y, leftbloat.x));", emitVertexFn); |
| g->codeAppend ("}"); |
| g->codeAppend ("if (any(left_up_notequal)) {"); |
| // Second conservative raster vertex for the top-left corner. |
| g->codeAppendf( "%s(topleft + leftbloat);", emitVertexFn); |
| g->codeAppend ("}"); |
| |
| // Main interior body of this invocation's half of the hull. |
| g->codeAppendf("%s(topleft + upbloat);", emitVertexFn); |
| g->codeAppendf("%s(bottomleft + leftbloat);", emitVertexFn); |
| g->codeAppendf("%s(topright + upbloat);", emitVertexFn); |
| |
| // Remaining two conservative raster vertices for the top-right corner. |
| g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);"); |
| g->codeAppend ("if (any(up_right_notequal)) {"); |
| g->codeAppendf( "%s(topright + rightbloat);", emitVertexFn); |
| g->codeAppend ("}"); |
| g->codeAppend ("if (all(up_right_notequal)) {"); |
| g->codeAppendf( "%s(topright + float2(-upbloat.y, upbloat.x));", emitVertexFn); |
| g->codeAppend ("}"); |
| |
| g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2); |
| } |
| }; |
| |
| /** |
| * Generates conservatives around each edge of a triangle. (See comments for RenderPass) |
| */ |
| class GSEdgeImpl : public GrCCCoverageProcessor::GSImpl { |
| public: |
| GSEdgeImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {} |
| |
| void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind, |
| const char* emitVertexFn) const override { |
| fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), nullptr); |
| |
| g->codeAppend ("int nextidx = 2 != sk_InvocationID ? sk_InvocationID + 1 : 0;"); |
| g->codeAppendf("float2 left = pts[%s > 0 ? sk_InvocationID : nextidx];", wind.c_str()); |
| g->codeAppendf("float2 right = pts[%s > 0 ? nextidx : sk_InvocationID];", wind.c_str()); |
| |
| Shader::EmitEdgeDistanceEquation(g, "left", "right", "float3 edge_distance_equation"); |
| |
| // Which quadrant does the vector from left -> right fall into? |
| g->codeAppend ("float2 qlr = sign(right - left);"); |
| g->codeAppend ("float2x2 outer_pts = float2x2(left - bloat * qlr, right + bloat * qlr);"); |
| g->codeAppend ("half2 outer_coverage = edge_distance_equation.xy * outer_pts + " |
| "edge_distance_equation.z;"); |
| |
| g->codeAppend ("float2 d1 = float2(qlr.y, -qlr.x);"); |
| g->codeAppend ("float2 d2 = d1;"); |
| g->codeAppend ("bool aligned = qlr.x == 0 || qlr.y == 0;"); |
| g->codeAppend ("if (aligned) {"); |
| g->codeAppend ( "d1 -= qlr;"); |
| g->codeAppend ( "d2 += qlr;"); |
| g->codeAppend ("}"); |
| |
| // Emit the convex hull of 2 pixel-size boxes centered on the endpoints of the edge. Each |
| // invocation emits a different edge. Emit negative coverage that subtracts the appropiate |
| // amount back out from the hull we drew above. |
| g->codeAppend ("if (!aligned) {"); |
| g->codeAppendf( "%s(outer_pts[0], outer_coverage[0]);", emitVertexFn); |
| g->codeAppend ("}"); |
| g->codeAppendf("%s(left + bloat * d1, -1);", emitVertexFn); |
| g->codeAppendf("%s(left - bloat * d2, 0);", emitVertexFn); |
| g->codeAppendf("%s(right + bloat * d2, -1);", emitVertexFn); |
| g->codeAppendf("%s(right - bloat * d1, 0);", emitVertexFn); |
| g->codeAppend ("if (!aligned) {"); |
| g->codeAppendf( "%s(outer_pts[1], outer_coverage[1]);", emitVertexFn); |
| g->codeAppend ("}"); |
| |
| g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 3); |
| } |
| }; |
| |
| /** |
| * Generates conservative rasters around corners. (See comments for RenderPass) |
| */ |
| class GSCornerImpl : public GrCCCoverageProcessor::GSImpl { |
| public: |
| GSCornerImpl(std::unique_ptr<Shader> shader, int numCorners) |
| : GSImpl(std::move(shader)), fNumCorners(numCorners) {} |
| |
| void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind, |
| const char* emitVertexFn) const override { |
| Shader::GeometryVars vars; |
| fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), &vars); |
| |
| const char* corner = vars.fCornerVars.fPoint; |
| SkASSERT(corner); |
| |
| g->codeAppendf("%s(%s + float2(-bloat, -bloat));", emitVertexFn, corner); |
| g->codeAppendf("%s(%s + float2(-bloat, +bloat));", emitVertexFn, corner); |
| g->codeAppendf("%s(%s + float2(+bloat, -bloat));", emitVertexFn, corner); |
| g->codeAppendf("%s(%s + float2(+bloat, +bloat));", emitVertexFn, corner); |
| |
| g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, fNumCorners); |
| } |
| |
| private: |
| const int fNumCorners; |
| }; |
| |
| void GrCCCoverageProcessor::initGS() { |
| SkASSERT(Impl::kGeometryShader == fImpl); |
| if (RenderPassIsCubic(fRenderPass) || WindMethod::kInstanceData == fWindMethod) { |
| SkASSERT(WindMethod::kCrossProduct == fWindMethod || 3 == this->numInputPoints()); |
| this->addVertexAttrib("x_or_y_values", kFloat4_GrVertexAttribType); |
| SkASSERT(sizeof(QuadPointInstance) == this->getVertexStride() * 2); |
| SkASSERT(offsetof(QuadPointInstance, fY) == this->getVertexStride()); |
| GR_STATIC_ASSERT(0 == offsetof(QuadPointInstance, fX)); |
| } else { |
| this->addVertexAttrib("x_or_y_values", kFloat3_GrVertexAttribType); |
| SkASSERT(sizeof(TriPointInstance) == this->getVertexStride() * 2); |
| SkASSERT(offsetof(TriPointInstance, fY) == this->getVertexStride()); |
| GR_STATIC_ASSERT(0 == offsetof(TriPointInstance, fX)); |
| } |
| this->setWillUseGeoShader(); |
| } |
| |
| void GrCCCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, |
| int baseInstance, SkTArray<GrMesh>* out) const { |
| // GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point |
| // values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex |
| // invocation receives either the shape's x or y values as inputs, which it forwards to the |
| // geometry shader. |
| SkASSERT(Impl::kGeometryShader == fImpl); |
| GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines); |
| mesh.setNonIndexedNonInstanced(instanceCount * 2); |
| mesh.setVertexData(instanceBuffer, baseInstance * 2); |
| } |
| |
| GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const { |
| switch (fRenderPass) { |
| case RenderPass::kTriangleHulls: |
| return new GSHull3Impl(std::move(shadr)); |
| case RenderPass::kQuadraticHulls: |
| case RenderPass::kCubicHulls: |
| return new GSHull4Impl(std::move(shadr)); |
| case RenderPass::kTriangleEdges: |
| return new GSEdgeImpl(std::move(shadr)); |
| case RenderPass::kTriangleCorners: |
| return new GSCornerImpl(std::move(shadr), 3); |
| case RenderPass::kQuadraticCorners: |
| case RenderPass::kCubicCorners: |
| return new GSCornerImpl(std::move(shadr), 2); |
| } |
| SK_ABORT("Invalid RenderPass"); |
| return nullptr; |
| } |