| /* | |
| * Copyright 2022 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/gpu/graphite/render/AnalyticRRectRenderStep.h" | |
| #include "include/core/SkM44.h" | |
| #include "include/core/SkPaint.h" | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkRRect.h" | |
| #include "include/core/SkScalar.h" | |
| #include "include/private/SkAssert.h" | |
| #include "include/private/SkDebug.h" | |
| #include "include/private/SkEnumBitMask.h" | |
| #include "include/private/SkFloatingPoint.h" | |
| #include "src/core/SkRRectPriv.h" | |
| #include "src/core/SkSLTypeShared.h" | |
| #include "src/core/SkVx.h" | |
| #include "src/gpu/BufferWriter.h" | |
| #include "src/gpu/graphite/Attribute.h" | |
| #include "src/gpu/graphite/BufferManager.h" | |
| #include "src/gpu/graphite/DrawOrder.h" | |
| #include "src/gpu/graphite/DrawParams.h" | |
| #include "src/gpu/graphite/DrawTypes.h" | |
| #include "src/gpu/graphite/DrawWriter.h" | |
| #include "src/gpu/graphite/PipelineData.h" | |
| #include "src/gpu/graphite/geom/EdgeAAQuad.h" | |
| #include "src/gpu/graphite/geom/Geometry.h" | |
| #include "src/gpu/graphite/geom/Rect.h" | |
| #include "src/gpu/graphite/geom/Shape.h" | |
| #include "src/gpu/graphite/geom/Transform.h" | |
| #include "src/gpu/graphite/render/CommonDepthStencilSettings.h" | |
| #include <array> | |
| #include <cstdint> | |
| // This RenderStep is flexible and can draw filled rectangles, filled quadrilaterals with per-edge | |
| // AA, filled rounded rectangles with arbitrary corner radii, stroked rectangles with any join, | |
| // stroked lines with any cap, stroked rounded rectangles with circular corners (each corner can be | |
| // different or square), hairline rectangles, hairline lines, and hairline rounded rectangles with | |
| // arbitrary corners. | |
| // | |
| // We combine all of these together to maximize batching across simple geometric draws and reduce | |
| // the number pipeline specializations. Additionally, these primitives are the most common | |
| // operations and help us avoid triggering MSAA. | |
| // | |
| // Each of these "primitives" is represented by a single instance. The instance attributes are | |
| // flexible enough to describe any of the above shapes without relying on uniforms to define its | |
| // operation. The attributes encode shape as follows: | |
| // | |
| // float4 xRadiiOrFlags - if any components is > 0, the instance represents a filled round rect | |
| // with elliptical corners and these values specify the X radii in top-left CW order. | |
| // Otherwise, if .x < -1, the instance represents a stroked or hairline [round] rect or line, | |
| // where .y differentiates hairline vs. stroke. If .y is negative, then it is a hairline [round] | |
| // rect and xRadiiOrFlags stores (-2 - X radii); if .y is zero, it is a regular stroked [round] | |
| // rect; if .y is positive, then it is a stroked *or* hairline line. For .y >= 0, .z holds the | |
| // stroke radius and .w stores the join limit (matching StrokeStyle's conventions). | |
| // Lastly, if -1 <= .x <= 0, it's a filled quadrilateral with per-edge AA defined by each by the | |
| // component: aa != 0. | |
| // float4 radiiOrQuadXs - if in filled round rect or hairline [round] rect mode, these values | |
| // provide the Y radii in top-left CW order. If in stroked [round] rect mode, these values | |
| // provide the circular corner radii (same order). Otherwise, when in per-edge quad mode, these | |
| // values provide the X coordinates of the quadrilateral (same order). | |
| // float4 ltrbOrQuadYs - if in filled round rect mode or stroked [round] rect mode, these values | |
| // define the LTRB edge coordinates of the rectangle surrounding the round rect (or the | |
| // rect itself when the radii are 0s). In stroked line mode, LTRB is treated as (x0,y0) and | |
| // (x1,y1) that defines the line. Otherwise, in per-edge quad mode, these values provide | |
| // the Y coordinates of the quadrilateral. | |
| // | |
| // From the other direction, shapes produce instance values like: | |
| // - filled rect: [-1 -1 -1 -1] [L R R L] [T T B B] | |
| // - stroked rect: [-2 0 stroke join] [0 0 0 0] [L T R B] | |
| // - hairline rect: [-2 -2 -2 -2] [0 0 0 0] [L T R B] | |
| // - filled rrect: [xRadii(tl,tr,br,bl)] [yRadii(tl,tr,br,bl)] [L T R B] | |
| // - stroked rrect: [-2 0 stroke join] [radii(tl,tr,br,bl)] [L T R B] | |
| // - hairline rrect: [-2-xRadii(tl,tr,br,bl)] [radii(tl,tr,br,bl)] [L T R B] | |
| // - filled line: N/A, discarded higher in the stack | |
| // - stroked line: [-2 1 stroke cap] [0 0 0 0] [x0,y0,x1,y1] | |
| // - hairline line: [-2 1 0 1] [0 0 0 0] [x0,y0,x1,y1] | |
| // - per-edge quad: [aa(t,r,b,l) ? -1 : 0] [xs(tl,tr,br,bl)] [ys(tl,tr,br,bl)] | |
| // | |
| // This encoding relies on the fact that a valid SkRRect with all x radii equal to 0 must have | |
| // y radii equal to 0 (so it's a rectangle and we can treat it as a quadrilateral with | |
| // all edges AA'ed). This avoids other encodings' inability to represent a quad with all edges | |
| // anti-aliased (e.g. checking for negatives in xRadiiOrFlags to turn on per-edge mode). | |
| // | |
| // From this encoding, data can be unpacked for each corner, which are equivalent under | |
| // rotational symmetry. A corner can have an outer curve, be mitered, or be beveled. It can | |
| // have an inner curve, an inner miter, or fill the interior. Per-edge quads are always mitered | |
| // and fill the interior, but the vertices are placed such that the edge coverage ramps can | |
| // collapse to 0 area on non-AA edges. | |
| // | |
| // The vertices that describe each corner are placed so that edges, miters, and bevels calculate | |
| // coverage by interpolating a varying and then clamping in the fragment shader. Triangles that | |
| // cover the inner and outer curves calculate distance to the curve within the fragment shader. | |
| // | |
| // See https://docs.google.com/presentation/d/1MCPstNsSlDBhR8CrsJo0r-cZNbu-sEJEvU9W94GOJoY/edit?usp=sharing | |
| // for diagrams and explanation of how the geometry is defined. | |
| // | |
| // AnalyticRRectRenderStep uses the common technique of approximating distance to the level set by | |
| // one expansion of the Taylor's series for the level set's equation. Given a level set function | |
| // C(x,y), this amounts to calculating C(px,py)/|∇C(px,py)|. For the straight edges the level set | |
| // is linear and calculated in the vertex shader and then interpolated exactly over the rectangle. | |
| // This provides distances to all four exterior edges within the fragment shader and allows it to | |
| // reconstruct a relative position per elliptical corner. Unfortunately this requires the fragment | |
| // shader to calculate the length of the gradient for straight edges instead of interpolating | |
| // exact device-space distance. | |
| // | |
| // All four corner radii are potentially evaluated by the fragment shader although each corner's | |
| // coverage is only calculated when the pixel is within the bounding box of its quadrant. For fills | |
| // and simple strokes it's theoretically valid to have each pixel calculate a single corner's | |
| // coverage that was controlled via the vertex shader. However, testing all four corners is | |
| // necessary in order to correctly handle self-intersecting stroke interiors. Similarly, all four | |
| // edges must be evaluated in order to handle extremely thin shapes; whereas often you could get | |
| // away with tracking a single edge distance per pixel. | |
| // | |
| // Analytic derivatives are used so that a single pipeline can be used regardless of HW derivative | |
| // support or for geometry that would prove difficult for forward differencing. The device-space | |
| // gradient for ellipses is calculated per-pixel by transforming a per-pixel local gradient vector | |
| // with the Jacobian of the inverse local-to-device transform: | |
| // | |
| // (px,py) is the projected point of (u,v) transformed by a 3x3 matrix, M: | |
| // [x(u,v) / w(u,v)] [x] [m00 m01 m02] [u] | |
| // (px,py) = [y(u,v) / w(u,v)] where [y] = [m10 m11 m12]X[v] = M*(u,v,1) | |
| // [w] [m20 m21 m22] [1] | |
| // | |
| // C(px,py) can be defined in terms of a local Cl(u,v) as C(px,py) = Cl(p^-1(px,py)), where p^-1 = | |
| // | |
| // [x'(px,py) / w'(px,py)] [x'] [m00' m01' * m02'] [px] | |
| // (u,v) = [y'(px,py) / w'(px,py)] where [y'] = [m10' m11' * m12']X[py] = M^-1*(px,py,0,1) | |
| // [w'] [m20' m21' * m22'] [ 1] | |
| // | |
| // Note that if the 3x3 M was arrived by dropping the 3rd row and column from a 4x4 since we assume | |
| // a local 3rd coordinate of 0, M^-1 is not equal to the 4x4 inverse with dropped rows and columns. | |
| // | |
| // Using the chain rule, then ∇C(px,py) | |
| // = ∇Cl(u,v)X[1/w'(px,py) 0 -x'(px,py)/w'(px,py)^2] [m00' m01'] | |
| // [ 0 1/w'(px,py) -y'(px,py)/w'(px,py)^2]X[m10' m11'] | |
| // [m20' m21'] | |
| // | |
| // = 1/w'(px,py)*∇Cl(u,v)X[1 0 -x'(px,py)/w'(px,py)] [m00' m01'] | |
| // [0 1 -y'(px,py)/w'(px,py)]X[m10' m11'] | |
| // [m20' m21'] | |
| // | |
| // = w(u,v)*∇Cl(u,v)X[1 0 0 -u] [m00' m01'] | |
| // [0 1 0 -v]X[m10' m11'] | |
| // [m20' m21'] | |
| // | |
| // = w(u,v)*∇Cl(u,v)X[m00'-m20'u m01'-m21'u] | |
| // [m10'-m20'v m11'-m21'v] | |
| // | |
| // The vertex shader calculates the rightmost 2x2 matrix and interpolates it across the shape since | |
| // each component is linear in (u,v). ∇Cl(u,v) is evaluated per pixel in the fragment shader and | |
| // depends on which corner and edge being evaluated. w(u,v) is the device-space W coordinate, so | |
| // its reciprocal is provided in sk_FragCoord.w. | |
| namespace skgpu::graphite { | |
| using AAFlags = EdgeAAQuad::Flags; | |
| static skvx::float4 load_x_radii(const SkRRect& rrect) { | |
| return skvx::float4{rrect.radii(SkRRect::kUpperLeft_Corner).fX, | |
| rrect.radii(SkRRect::kUpperRight_Corner).fX, | |
| rrect.radii(SkRRect::kLowerRight_Corner).fX, | |
| rrect.radii(SkRRect::kLowerLeft_Corner).fX}; | |
| } | |
| static skvx::float4 load_y_radii(const SkRRect& rrect) { | |
| return skvx::float4{rrect.radii(SkRRect::kUpperLeft_Corner).fY, | |
| rrect.radii(SkRRect::kUpperRight_Corner).fY, | |
| rrect.radii(SkRRect::kLowerRight_Corner).fY, | |
| rrect.radii(SkRRect::kLowerLeft_Corner).fY}; | |
| } | |
| static bool opposite_insets_intersect(const SkRRect& rrect, float strokeRadius, float aaRadius) { | |
| // One AA inset per side | |
| const float maxInset = strokeRadius + 2.f * aaRadius; | |
| return // Horizontal insets would intersect opposite corner's curve | |
| maxInset >= rrect.width() - rrect.radii(SkRRect::kLowerLeft_Corner).fX || | |
| maxInset >= rrect.width() - rrect.radii(SkRRect::kLowerRight_Corner).fX || | |
| maxInset >= rrect.width() - rrect.radii(SkRRect::kUpperLeft_Corner).fX || | |
| maxInset >= rrect.width() - rrect.radii(SkRRect::kUpperRight_Corner).fX || | |
| // Vertical insets would intersect opposite corner's curve | |
| maxInset >= rrect.height() - rrect.radii(SkRRect::kLowerLeft_Corner).fY || | |
| maxInset >= rrect.height() - rrect.radii(SkRRect::kLowerRight_Corner).fY || | |
| maxInset >= rrect.height() - rrect.radii(SkRRect::kUpperLeft_Corner).fY || | |
| maxInset >= rrect.height() - rrect.radii(SkRRect::kUpperRight_Corner).fY; | |
| } | |
| static bool opposite_insets_intersect(const Rect& rect, float strokeRadius, float aaRadius) { | |
| return any(rect.size() <= 2.f * (strokeRadius + aaRadius)); | |
| } | |
| static bool opposite_insets_intersect(const Geometry& geometry, | |
| float strokeRadius, | |
| float aaRadius) { | |
| if (geometry.isEdgeAAQuad()) { | |
| SkASSERT(strokeRadius == 0.f); | |
| const EdgeAAQuad& quad = geometry.edgeAAQuad(); | |
| if (quad.edgeFlags() == AAFlags::kNone) { | |
| // If all edges are non-AA, there won't be any insetting. This allows completely non-AA | |
| // quads to use the fill triangles for simpler fragment shader work. | |
| return false; | |
| } else if (quad.isRect() && quad.edgeFlags() == AAFlags::kAll) { | |
| return opposite_insets_intersect(quad.bounds(), 0.f, aaRadius); | |
| } else { | |
| // Quads with mixed AA edges are tiles where non-AA edges must seam perfectly together. | |
| // If we were to inset along just the axis with AA at a corner, two adjacent quads could | |
| // arrive at slightly different inset coordinates and then we wouldn't have a perfect | |
| // mesh. Forcing insets to snap to the center means all non-AA edges are formed solely | |
| // by the original quad coordinates and should seam perfectly assuming perfect input. | |
| // The only downside to this is the fill triangles cannot be used since they would | |
| // partially extend into the coverage ramp from adjacent AA edges. | |
| return true; | |
| } | |
| } else { | |
| const Shape& shape = geometry.shape(); | |
| if (shape.isLine()) { | |
| return strokeRadius <= aaRadius; | |
| } else if (shape.isRect()) { | |
| return opposite_insets_intersect(shape.rect(), strokeRadius, aaRadius); | |
| } else { | |
| SkASSERT(shape.isRRect()); | |
| return opposite_insets_intersect(shape.rrect(), strokeRadius, aaRadius); | |
| } | |
| } | |
| } | |
| static bool is_clockwise(const EdgeAAQuad& quad) { | |
| if (quad.isRect()) { | |
| return true; // by construction, these are always locally clockwise | |
| } | |
| // This assumes that each corner has a consistent winding, which is the case for convex inputs, | |
| // which is an assumption of the per-edge AA API. Check the sign of cross product between the | |
| // first two edges. | |
| const skvx::float4& xs = quad.xs(); | |
| const skvx::float4& ys = quad.ys(); | |
| float winding = (xs[0] - xs[3])*(ys[1] - ys[0]) - (ys[0] - ys[3])*(xs[1] - xs[0]); | |
| if (winding == 0.f) { | |
| // The input possibly forms a triangle with duplicate vertices, so check the opposite corner | |
| winding = (xs[2] - xs[1])*(ys[3] - ys[2]) - (ys[2] - ys[1])*(xs[3] - xs[2]); | |
| } | |
| // At this point if winding is < 0, the quad's vertices are CCW. If it's still 0, the vertices | |
| // form a line, in which case the vertex shader constructs a correct CW winding. Otherwise, | |
| // the quad or triangle vertices produce a positive winding and are CW. | |
| return winding >= 0.f; | |
| } | |
| static skvx::float2 quad_center(const EdgeAAQuad& quad) { | |
| // The center of the bounding box is *not* a good center to use. Take the average of the | |
| // four points instead (which is slightly biased if they form a triangle, but still okay). | |
| return skvx::float2(dot(quad.xs(), skvx::float4(0.25f)), | |
| dot(quad.ys(), skvx::float4(0.25f))); | |
| } | |
| // Allowed values for the center weight instance value (selected at record time based on style | |
| // and transform), and are defined such that when (insance-weight > vertex-weight) is true, the | |
| // vertex should be snapped to the center instead of its regular calculation. | |
| static constexpr float kSolidInterior = 1.f; | |
| static constexpr float kStrokeInterior = 0.f; | |
| static constexpr float kFilledStrokeInterior = -1.f; | |
| // Special value for local AA radius to signal when the self-intersections of a stroke interior | |
| // need extra calculations in the vertex shader. | |
| static constexpr float kComplexAAInsets = -1.f; | |
| static constexpr int kCornerVertexCount = 9; // sk_VertexID is divided by this in SkSL | |
| static constexpr int kVertexCount = 4 * kCornerVertexCount; | |
| static constexpr int kIndexCount = 73; | |
| // Represents the per-vertex attributes used in each instance. | |
| struct Vertex { | |
| uint32_t fCornerID; | |
| SkV2 fPosition; | |
| SkV2 fNormal; | |
| float fNormalScale; | |
| float fCenterWeight; | |
| }; | |
| // This template is repeated 4 times in the vertex buffer, for each of the four corners: TL -> TR -> | |
| // BR -> BL. The corner ID is used to lookup per-corner instance properties such as corner radii or | |
| // positions. | |
| template<uint32_t kCornerID> | |
| constexpr std::array<Vertex, kCornerVertexCount> get_per_corner_vertex_attrs() { | |
| // Allowed values for the normal scale attribute. +1 signals a device-space outset along the | |
| // normal away from the outer edge of the stroke. 0 signals no outset, but placed on the outer | |
| // edge of the stroke. -1 signals a local inset along the normal from the inner edge. | |
| constexpr float kOutset = 1.0; | |
| constexpr float kInset = -1.0; | |
| constexpr float kCenter = 1.f; // "true" as a float | |
| // Zero, but named this way to help call out non-zero parameters. | |
| constexpr float _______ = 0.f; | |
| constexpr float kHR2 = 0.5f * SK_FloatSqrt2; // "half root 2" | |
| return {{ | |
| // Device-space AA outsets from outer curve | |
| { kCornerID, {1.0f, 0.0f}, {1.0f, 0.0f}, kOutset, _______ }, | |
| { kCornerID, {1.0f, 0.0f}, {kHR2, kHR2}, kOutset, _______ }, | |
| { kCornerID, {0.0f, 1.0f}, {kHR2, kHR2}, kOutset, _______ }, | |
| { kCornerID, {0.0f, 1.0f}, {0.0f, 1.0f}, kOutset, _______ }, | |
| // Outer anchors (no local or device-space normal outset) | |
| { kCornerID, {1.0f, 0.0f}, {kHR2, kHR2}, _______, _______ }, | |
| { kCornerID, {0.0f, 1.0f}, {kHR2, kHR2}, _______, _______ }, | |
| // Inner curve (with additional AA inset in the common case) | |
| { kCornerID, {1.0f, 0.0f}, {1.0f, 0.0f}, kInset, _______ }, | |
| { kCornerID, {0.0f, 1.0f}, {0.0f, 1.0f}, kInset, _______ }, | |
| // Center filling vertices (equal to inner AA insets unless 'center' triggers a fill). | |
| // TODO: On backends that support "cull" distances (and with SkSL support), these vertices | |
| // and their corresponding triangles can be completely removed. The inset vertices can | |
| // set their cull distance value to cause all filling triangles to be discarded or not | |
| // depending on the instance's style. | |
| { kCornerID, {1.0f, 0.0f}, {1.0f, 0.0f}, kInset, kCenter }, | |
| }}; | |
| } | |
| static void write_index_buffer(VertexWriter writer) { | |
| static constexpr uint16_t kTL = 0 * kCornerVertexCount; | |
| static constexpr uint16_t kTR = 1 * kCornerVertexCount; | |
| static constexpr uint16_t kBR = 2 * kCornerVertexCount; | |
| static constexpr uint16_t kBL = 3 * kCornerVertexCount; | |
| static const uint16_t kIndices[kIndexCount] = { | |
| // Exterior AA ramp outset | |
| kTL+0,kTL+4,kTL+1,kTL+5,kTL+2,kTL+3, kTL+3,kTL+5, | |
| kTR+0,kTR+4,kTR+1,kTR+5,kTR+2,kTR+3, kTR+3,kTR+5, | |
| kBR+0,kBR+4,kBR+1,kBR+5,kBR+2,kBR+3, kBR+3,kBR+5, | |
| kBL+0,kBL+4,kBL+1,kBL+5,kBL+2,kBL+3, kBL+3,kBL+5, | |
| kTL+0,kTL+4, // close and jump to next strip | |
| // Outer to inner edges | |
| kTL+4,kTL+6,kTL+5,kTL+7, | |
| kTR+4,kTR+6,kTR+5,kTR+7, | |
| kBR+4,kBR+6,kBR+5,kBR+7, | |
| kBL+4,kBL+6,kBL+5,kBL+7, | |
| kTL+4,kTL+6, // close and jump to next strip | |
| // Fill triangles | |
| kTL+6,kTL+8,kTL+7, kTL+7,kTR+8, | |
| kTR+6,kTR+8,kTR+7, kTR+7,kBR+8, | |
| kBR+6,kBR+8,kBR+7, kBR+7,kBL+8, | |
| kBL+6,kBL+8,kBL+7, kBL+7,kTL+8, | |
| kTL+6 // close | |
| }; | |
| if (writer) { | |
| writer << kIndices; | |
| } // otherwise static buffer creation failed, so do nothing; Context initialization will fail. | |
| } | |
| static void write_vertex_buffer(VertexWriter writer) { | |
| if (writer) { | |
| writer << get_per_corner_vertex_attrs<0>() // TL | |
| << get_per_corner_vertex_attrs<1>() // TR | |
| << get_per_corner_vertex_attrs<2>() // BR | |
| << get_per_corner_vertex_attrs<3>(); // BL | |
| } // otherwise static buffer creation failed, so do nothing; Context initialization will fail. | |
| } | |
| AnalyticRRectRenderStep::AnalyticRRectRenderStep(Layout layout, StaticBufferManager* bufferManager) | |
| : RenderStep(layout, | |
| RenderStepID::kAnalyticRRect, | |
| Flags::kPerformsShading | Flags::kEmitsCoverage | |
| | Flags::kOutsetBoundsForAA | |
| | Flags::kUseNonAAInnerFill | |
| | Flags::kNoSelfIntersections | |
| | Flags::kAppendInstances, | |
| /*uniforms=*/{}, | |
| PrimitiveType::kTriangleStrip, | |
| /*stencilSettings=*/{}, | |
| /*staticAttrs=*/{{ | |
| {"cornerID", VertexAttribType::kUInt, SkSLType::kUInt}, | |
| {"position", VertexAttribType::kFloat2, SkSLType::kFloat2}, | |
| {"normal", VertexAttribType::kFloat2, SkSLType::kFloat2}, | |
| // TODO: These values are all +1/0/-1, or +1/0, so could be packed | |
| // much more densely than as three floats. | |
| {"normalScale", VertexAttribType::kFloat, SkSLType::kFloat}, | |
| {"centerWeight", VertexAttribType::kFloat, SkSLType::kFloat} | |
| }}, | |
| /*appendAttrs=*/{{ | |
| {"xRadiiOrFlags", VertexAttribType::kFloat4, SkSLType::kFloat4}, | |
| {"radiiOrQuadXs", VertexAttribType::kFloat4, SkSLType::kFloat4}, | |
| {"ltrbOrQuadYs", VertexAttribType::kFloat4, SkSLType::kFloat4}, | |
| // XY stores center of rrect in local coords. Z and W store values to | |
| // control interior fill behavior. Z can be -1, 0, or 1: | |
| // -1: A stroked interior where AA insets overlap, but isn't solid. | |
| // 0: A stroked interior with no complications. | |
| // 1: A solid interior (fill or sufficiently large stroke width). | |
| // W specifies the size of the AA inset if it's >= 0, or signals that | |
| // the inner curves intersect in a complex manner (rare). | |
| {"center", VertexAttribType::kFloat4, SkSLType::kFloat4}, | |
| // TODO: pack depth and ssbo index into one 32-bit attribute, if we can | |
| // go without needing both render step and paint ssbo index attributes. | |
| {"depth", VertexAttribType::kFloat, SkSLType::kFloat}, | |
| {"ssboIndex", VertexAttribType::kUInt, SkSLType::kUInt}, | |
| {"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3}, | |
| {"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3}, | |
| {"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3} | |
| }}, | |
| /*storageUniforms=*/{}, | |
| /*varyings=*/{{ | |
| // TODO: If the inverse transform is part of the draw's SSBO, we can | |
| // reconstruct the Jacobian in the fragment shader using the existing | |
| // local coordinates varying | |
| {"jacobian", SkSLType::kFloat4}, // float2x2 | |
| // Distance to LTRB edges of unstroked shape. Depending on | |
| // 'perPixelControl' these will either be local or device-space values. | |
| {"edgeDistances", SkSLType::kFloat4}, // distance to LTRB edges | |
| // TODO: These are constant for all fragments for a given instance, | |
| // could we store them in the draw's SSBO? | |
| #ifdef SK_DISABLE_GRAPHITE_NONINTEGRAL_VARYINGS_FLAT_INTERPOLATION | |
| {"xRadii", SkSLType::kFloat4}, | |
| {"yRadii", SkSLType::kFloat4}, | |
| #else | |
| {"xRadii", SkSLType::kFloat4, Interpolation::kFlat}, | |
| {"yRadii", SkSLType::kFloat4, Interpolation::kFlat}, | |
| #endif | |
| // Matches the StrokeStyle struct (X is radius, Y < 0 is round join, | |
| // Y = 0 is bevel, Y > 0 is miter join). | |
| // TODO: These could easily be considered part of the draw's uniforms. | |
| #ifdef SK_DISABLE_GRAPHITE_NONINTEGRAL_VARYINGS_FLAT_INTERPOLATION | |
| {"strokeParams", SkSLType::kFloat2}, | |
| #else | |
| {"strokeParams", SkSLType::kFloat2, Interpolation::kFlat}, | |
| #endif | |
| // 'perPixelControl' is a tightly packed description of how to | |
| // evaluate the possible edges that influence coverage in a pixel. | |
| // The decision points and encoded values are spread across X and Y | |
| // so that they are consistent regardless of whether or not MSAA is | |
| // used and does not require centroid sampling. | |
| // | |
| // The signs of values are used to determine the type of coverage to | |
| // calculate in the fragment shader and depending on the state, extra | |
| // varying state is encoded in the fields: | |
| // - A positive X value overrides all per-pixel coverage calculations | |
| // and sets the pixel to full coverage. Y is ignored in this case. | |
| // - A zero X value represents a solid interior shape. | |
| // - X much less than 0 represents bidirectional coverage for a | |
| // stroke, using a sufficiently negative value to avoid | |
| // extrapolation from fill triangles. For actual shapes with | |
| // bidirectional coverage, the fill triangles are zero area. | |
| // | |
| // - Y much greater than 0 takes precedence over the latter two X | |
| // rules and signals that 'edgeDistances' holds device-space values | |
| // and does not require additional per-pixel calculations. The | |
| // coverage scale is encoded as (1+scale*w) and the bias is | |
| // reconstructed from that. X is always 0 for non-fill triangles | |
| // since device-space edge distance is only used for solid interiors | |
| // - Otherwise, any negative Y value represents an additional | |
| // reduction in coverage due to a device-space outset. It is clamped | |
| // below 0 to avoid adding coverage from extrapolation. | |
| {"perPixelControl", SkSLType::kFloat2}, | |
| }}) { | |
| // Initialize the static buffers we'll use when recording draw calls. | |
| // NOTE: Each instance of this RenderStep gets its own copy of the data. Since there should only | |
| // ever be one AnalyticRRectRenderStep at a time, this shouldn't be an issue. | |
| write_vertex_buffer(bufferManager->getVertexWriter(kVertexCount, sizeof(Vertex), | |
| &fVertexBuffer)); | |
| write_index_buffer(bufferManager->getIndexWriter(sizeof(uint16_t) * kIndexCount, | |
| &fIndexBuffer)); | |
| } | |
| AnalyticRRectRenderStep::~AnalyticRRectRenderStep() {} | |
| std::string AnalyticRRectRenderStep::vertexSkSL(const RootNodesInfo&) const { | |
| // Returns the body of a vertex function, which must define a float4 devPosition variable and | |
| // must write to an already-defined float2 stepLocalCoords variable. | |
| return "float4 devPosition = analytic_rrect_vertex_fn(" | |
| // Static Data Attributes | |
| "cornerID, position, normal, normalScale, centerWeight, " | |
| // Append Data Attributes | |
| "xRadiiOrFlags, radiiOrQuadXs, ltrbOrQuadYs, center, depth, " | |
| "float3x3(mat0, mat1, mat2), " | |
| // Varyings | |
| "jacobian, edgeDistances, xRadii, yRadii, strokeParams, perPixelControl, " | |
| // Render Step | |
| "stepLocalCoords);\n"; | |
| } | |
| const char* AnalyticRRectRenderStep::fragmentCoverageSkSL() const { | |
| // The returned SkSL must write its coverage into a 'half4 outputCoverage' variable (defined in | |
| // the calling code) with the actual coverage splatted out into all four channels. | |
| return "outputCoverage = analytic_rrect_coverage_fn(sk_FragCoord, " | |
| "jacobian, " | |
| "edgeDistances, " | |
| "xRadii, " | |
| "yRadii, " | |
| "strokeParams, " | |
| "perPixelControl);"; | |
| } | |
| void AnalyticRRectRenderStep::writeVertices(DrawWriter* writer, | |
| StorageContext* /*storageContext*/, | |
| const DrawParams& params, | |
| uint32_t ssboIndex) const { | |
| SkASSERT(params.geometry().isShape() || params.geometry().isEdgeAAQuad()); | |
| DrawWriter::Instances instance{*writer, fVertexBuffer, fIndexBuffer, kIndexCount}; | |
| auto vw = instance.append(1); | |
| // The bounds of a rect is the rect, and the bounds of a rrect is tight (== SkRRect::getRect()). | |
| Rect bounds = params.geometry().bounds(); | |
| // aaRadius will be set to a negative value to signal a complex self-intersection that has to | |
| // be calculated in the vertex shader. | |
| float aaRadius = params.transform().localAARadius(bounds); | |
| float strokeInset = 0.f; | |
| float centerWeight = kSolidInterior; | |
| if (params.isStroke()) { | |
| // EdgeAAQuads are not stroked so we know it's a Shape, but we support rects, rrects, and | |
| // lines that all need to be converted to the same form. | |
| const Shape& shape = params.geometry().shape(); | |
| SkASSERT(params.strokeStyle().halfWidth() >= 0.f); | |
| SkASSERT(shape.isRect() || shape.isLine() || params.strokeStyle().halfWidth() == 0.f || | |
| (shape.isRRect() && SkRRectPriv::AllCornersRelativelyCircular( | |
| shape.rrect(), aaRadius * Shape::kDefaultPixelTolerance))); | |
| float strokeRadius = params.strokeStyle().halfWidth(); | |
| skvx::float2 size = shape.isLine() ? skvx::float2(length(shape.p1() - shape.p0()), 0.f) | |
| : bounds.size(); // rect or [r]rect | |
| skvx::float2 innerGap = size - 2.f * params.strokeStyle().halfWidth(); | |
| if (any(innerGap <= 0.f) && strokeRadius > 0.f) { | |
| // AA inset intersections are measured from the *outset* and remain marked as "solid" | |
| strokeInset = -strokeRadius; | |
| } else { | |
| // This will be upgraded to kFilledStrokeInterior if insets intersect | |
| centerWeight = kStrokeInterior; | |
| strokeInset = strokeRadius; | |
| } | |
| skvx::float4 xRadii = shape.isRRect() ? load_x_radii(shape.rrect()) : skvx::float4(0.f); | |
| if (strokeRadius > 0.f || shape.isLine()) { | |
| // Regular strokes only need to upload 4 corner radii; hairline lines can be uploaded in | |
| // the same manner since it has no real corner radii. | |
| float joinStyle = params.strokeStyle().joinLimit(); | |
| float lineFlag = shape.isLine() ? 1.f : 0.f; | |
| auto empty = size == 0.f; | |
| // Points and lines produce caps instead of joins. However, the capped geometry is | |
| // visually equivalent to a joined, stroked [r]rect of the paired join style. | |
| if (shape.isLine() || all(empty)) { | |
| // However, butt-cap points are defined not to produce any geometry, so that combo | |
| // should have been rejected earlier. | |
| SkASSERT(shape.isLine() || params.strokeStyle().cap() != SkPaint::kButt_Cap); | |
| switch(params.strokeStyle().cap()) { | |
| case SkPaint::kRound_Cap: joinStyle = -1.f; break; // round cap == round join | |
| case SkPaint::kButt_Cap: joinStyle = 0.f; break; // butt cap == bevel join | |
| case SkPaint::kSquare_Cap: joinStyle = 1.f; break; // square cap == miter join | |
| } | |
| } else if (params.strokeStyle().isMiterJoin()) { | |
| // Normal corners are 90-degrees so become beveled if the miter limit is < sqrt(2). | |
| // If the [r]rect has a width or height of 0, the corners are actually 180-degrees, | |
| // so the must always be beveled (or, equivalently, butt-capped). | |
| if (params.strokeStyle().miterLimit() < SK_ScalarSqrt2 || any(empty)) { | |
| joinStyle = 0.f; // == bevel (or butt if width or height are zero) | |
| } else { | |
| // Discard actual miter limit because a 90-degree corner never exceeds it. | |
| joinStyle = 1.f; | |
| } | |
| } // else no join style correction needed for non-empty geometry or round joins | |
| // Write a negative value outside [-1, 0] to signal a stroked shape, the line flag, then | |
| // the style params, followed by corner radii and coords. | |
| vw << -2.f << lineFlag << strokeRadius << joinStyle << xRadii | |
| << (shape.isLine() ? shape.line() : bounds.ltrb()); | |
| } else { | |
| // Write -2 - cornerRadii to encode the X radii in such a way to trigger stroking but | |
| // guarantee the 2nd field is non-zero to signal hairline. Then we upload Y radii as | |
| // well to allow for elliptical hairlines. | |
| skvx::float4 yRadii = shape.isRRect() ? load_y_radii(shape.rrect()) : skvx::float4(0.f); | |
| vw << (-2.f - xRadii) << yRadii << bounds.ltrb(); | |
| } | |
| } else { | |
| // Empty fills should not have been recorded at all. | |
| SkASSERT(!bounds.isEmptyNegativeOrNaN()); | |
| if (params.geometry().isEdgeAAQuad()) { | |
| // NOTE: If quad.isRect() && quad.edgeFlags() == kAll, the written data is identical to | |
| // Shape.isRect() case below. | |
| const EdgeAAQuad& quad = params.geometry().edgeAAQuad(); | |
| // If all edges are non-AA, set localAARadius to 0 so that the fill triangles cover the | |
| // entire shape. Otherwise leave it as-is for the full AA rect case; in the event it's | |
| // mixed-AA or a quad, it'll be converted to complex insets down below. | |
| if (quad.edgeFlags() == EdgeAAQuad::Flags::kNone) { | |
| aaRadius = 0.f; | |
| } | |
| // -1 for AA on, 0 for AA off | |
| auto edgeSigns = skvx::float4{quad.edgeFlags() & AAFlags::kLeft ? -1.f : 0.f, | |
| quad.edgeFlags() & AAFlags::kTop ? -1.f : 0.f, | |
| quad.edgeFlags() & AAFlags::kRight ? -1.f : 0.f, | |
| quad.edgeFlags() & AAFlags::kBottom ? -1.f : 0.f}; | |
| // The vertex shader expects points to be in clockwise order. EdgeAAQuad is the only | |
| // shape that *might* have counter-clockwise input. | |
| if (is_clockwise(quad)) { | |
| vw << edgeSigns << quad.xs() << quad.ys(); | |
| } else { | |
| vw << skvx::shuffle<2,1,0,3>(edgeSigns) // swap left and right AA bits | |
| << skvx::shuffle<1,0,3,2>(quad.xs()) // swap TL with TR, and BL with BR | |
| << skvx::shuffle<1,0,3,2>(quad.ys()); // "" | |
| } | |
| } else { | |
| const Shape& shape = params.geometry().shape(); | |
| // Filled lines are empty by definition, so they shouldn't have been recorded | |
| SkASSERT(!shape.isLine()); | |
| if (shape.isRect() || (shape.isRRect() && shape.rrect().isRect())) { | |
| // Rectangles (or rectangles embedded in an SkRRect) are converted to the | |
| // quadrilateral case, but with all edges anti-aliased (== -1). | |
| skvx::float4 ltrb = bounds.ltrb(); | |
| vw << /*edge flags*/ skvx::float4(-1.f) | |
| << /*xs*/ skvx::shuffle<0,2,2,0>(ltrb) | |
| << /*ys*/ skvx::shuffle<1,1,3,3>(ltrb); | |
| } else { | |
| // A filled rounded rectangle, so make sure at least one corner radii > 0 or the | |
| // shader won't detect it as a rounded rect. | |
| SkASSERT(any(load_x_radii(shape.rrect()) > 0.f)); | |
| vw << load_x_radii(shape.rrect()) << load_y_radii(shape.rrect()) << bounds.ltrb(); | |
| } | |
| } | |
| } | |
| if (opposite_insets_intersect(params.geometry(), strokeInset, aaRadius)) { | |
| aaRadius = kComplexAAInsets; | |
| if (centerWeight == kStrokeInterior) { | |
| centerWeight = kFilledStrokeInterior; | |
| } | |
| } | |
| // All instance types share the remaining instance attribute definitions | |
| const SkM44& m = params.transform().matrix(); | |
| auto center = params.geometry().isEdgeAAQuad() ? quad_center(params.geometry().edgeAAQuad()) | |
| : bounds.center(); | |
| vw << center << centerWeight << aaRadius | |
| << params.order().depthAsFloat() | |
| << ssboIndex | |
| << m.rc(0,0) << m.rc(1,0) << m.rc(3,0) // mat0 | |
| << m.rc(0,1) << m.rc(1,1) << m.rc(3,1) // mat1 | |
| << m.rc(0,3) << m.rc(1,3) << m.rc(3,3); // mat2 | |
| } | |
| void AnalyticRRectRenderStep::writeUniformsAndTextures(const DrawParams&, | |
| PipelineDataGatherer* gatherer) const { | |
| // All data is uploaded as instance attributes, so no uniforms are needed. | |
| SkDEBUGCODE(gatherer->checkRewind()); | |
| } | |
| } // namespace skgpu::graphite |