| /* | |
| * Copyright 2019 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/ganesh/geometry/GrQuadUtils.h" | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkRect.h" | |
| #include "include/core/SkScalar.h" | |
| #include "include/core/SkTypes.h" | |
| #include "include/private/base/SkFloatingPoint.h" | |
| #include "include/private/base/SkMacros.h" | |
| #include "include/private/gpu/ganesh/GrTypesPriv.h" | |
| #include "src/base/SkVx.h" | |
| #include "src/core/SkPathPriv.h" | |
| #include "src/gpu/ganesh/geometry/GrQuad.h" | |
| #include <algorithm> | |
| #include <cmath> | |
| using float4 = skvx::float4; | |
| using mask4 = skvx::int4; // aliased to 'mask' to emphasize that it will hold boolean SIMD masks. | |
| #define AI SK_ALWAYS_INLINE | |
| // General tolerance used for denominators, checking div-by-0 | |
| static constexpr float kTolerance = 1e-9f; | |
| // Increased slop when comparing signed distances / lengths | |
| static constexpr float kDistTolerance = 1e-2f; | |
| static constexpr float kDist2Tolerance = kDistTolerance * kDistTolerance; | |
| static constexpr float kInvDistTolerance = 1.f / kDistTolerance; | |
| // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip | |
| // order. | |
| template<typename T> | |
| static AI skvx::Vec<4, T> next_cw(const skvx::Vec<4, T>& v) { | |
| return skvx::shuffle<2, 0, 3, 1>(v); | |
| } | |
| template<typename T> | |
| static AI skvx::Vec<4, T> next_ccw(const skvx::Vec<4, T>& v) { | |
| return skvx::shuffle<1, 3, 0, 2>(v); | |
| } | |
| static AI float4 next_diag(const float4& v) { | |
| // Same as next_ccw(next_ccw(v)), or next_cw(next_cw(v)), e.g. two rotations either direction. | |
| return skvx::shuffle<3, 2, 1, 0>(v); | |
| } | |
| // Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector. | |
| // e3 may be null if only 2D edges need to be corrected for. | |
| static AI void correct_bad_edges(const mask4& bad, float4* e1, float4* e2, float4* e3) { | |
| if (any(bad)) { | |
| // Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding | |
| *e1 = if_then_else(bad, -next_diag(*e1), *e1); | |
| *e2 = if_then_else(bad, -next_diag(*e2), *e2); | |
| if (e3) { | |
| *e3 = if_then_else(bad, -next_diag(*e3), *e3); | |
| } | |
| } | |
| } | |
| // Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points. | |
| static AI void correct_bad_coords(const mask4& bad, float4* c1, float4* c2, float4* c3) { | |
| if (any(bad)) { | |
| *c1 = if_then_else(bad, next_ccw(*c1), *c1); | |
| *c2 = if_then_else(bad, next_ccw(*c2), *c2); | |
| if (c3) { | |
| *c3 = if_then_else(bad, next_ccw(*c3), *c3); | |
| } | |
| } | |
| } | |
| // Since the local quad may not be type kRect, this uses the opposites for each vertex when | |
| // interpolating, and calculates new ws in addition to new xs, ys. | |
| static void interpolate_local(float alpha, int v0, int v1, int v2, int v3, | |
| float lx[4], float ly[4], float lw[4]) { | |
| SkASSERT(v0 >= 0 && v0 < 4); | |
| SkASSERT(v1 >= 0 && v1 < 4); | |
| SkASSERT(v2 >= 0 && v2 < 4); | |
| SkASSERT(v3 >= 0 && v3 < 4); | |
| float beta = 1.f - alpha; | |
| lx[v0] = alpha * lx[v0] + beta * lx[v2]; | |
| ly[v0] = alpha * ly[v0] + beta * ly[v2]; | |
| lw[v0] = alpha * lw[v0] + beta * lw[v2]; | |
| lx[v1] = alpha * lx[v1] + beta * lx[v3]; | |
| ly[v1] = alpha * ly[v1] + beta * ly[v3]; | |
| lw[v1] = alpha * lw[v1] + beta * lw[v3]; | |
| } | |
| // Crops v0 to v1 based on the clipDevRect. v2 is opposite of v0, v3 is opposite of v1. | |
| // It is written to not modify coordinates if there's no intersection along the edge. | |
| // Ideally this would have been detected earlier and the entire draw is skipped. | |
| static bool crop_rect_edge(const SkRect& clipDevRect, int v0, int v1, int v2, int v3, | |
| float x[4], float y[4], float lx[4], float ly[4], float lw[4]) { | |
| SkASSERT(v0 >= 0 && v0 < 4); | |
| SkASSERT(v1 >= 0 && v1 < 4); | |
| SkASSERT(v2 >= 0 && v2 < 4); | |
| SkASSERT(v3 >= 0 && v3 < 4); | |
| if (SkScalarNearlyEqual(x[v0], x[v1])) { | |
| // A vertical edge | |
| if (x[v0] < clipDevRect.fLeft && x[v2] >= clipDevRect.fLeft) { | |
| // Overlapping with left edge of clipDevRect | |
| if (lx) { | |
| float alpha = (x[v2] - clipDevRect.fLeft) / (x[v2] - x[v0]); | |
| interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); | |
| } | |
| x[v0] = clipDevRect.fLeft; | |
| x[v1] = clipDevRect.fLeft; | |
| return true; | |
| } else if (x[v0] > clipDevRect.fRight && x[v2] <= clipDevRect.fRight) { | |
| // Overlapping with right edge of clipDevRect | |
| if (lx) { | |
| float alpha = (clipDevRect.fRight - x[v2]) / (x[v0] - x[v2]); | |
| interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); | |
| } | |
| x[v0] = clipDevRect.fRight; | |
| x[v1] = clipDevRect.fRight; | |
| return true; | |
| } | |
| } else { | |
| // A horizontal edge | |
| SkASSERT(SkScalarNearlyEqual(y[v0], y[v1])); | |
| if (y[v0] < clipDevRect.fTop && y[v2] >= clipDevRect.fTop) { | |
| // Overlapping with top edge of clipDevRect | |
| if (lx) { | |
| float alpha = (y[v2] - clipDevRect.fTop) / (y[v2] - y[v0]); | |
| interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); | |
| } | |
| y[v0] = clipDevRect.fTop; | |
| y[v1] = clipDevRect.fTop; | |
| return true; | |
| } else if (y[v0] > clipDevRect.fBottom && y[v2] <= clipDevRect.fBottom) { | |
| // Overlapping with bottom edge of clipDevRect | |
| if (lx) { | |
| float alpha = (clipDevRect.fBottom - y[v2]) / (y[v0] - y[v2]); | |
| interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw); | |
| } | |
| y[v0] = clipDevRect.fBottom; | |
| y[v1] = clipDevRect.fBottom; | |
| return true; | |
| } | |
| } | |
| // No overlap so don't crop it | |
| return false; | |
| } | |
| // Updates x and y to intersect with clipDevRect. lx, ly, and lw are updated appropriately and may | |
| // be null to skip calculations. Returns bit mask of edges that were clipped. | |
| static GrQuadAAFlags crop_rect(const SkRect& clipDevRect, float x[4], float y[4], | |
| float lx[4], float ly[4], float lw[4]) { | |
| GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone; | |
| // The quad's left edge may not align with the SkRect notion of left due to 90 degree rotations | |
| // or mirrors. So, this processes the logical edges of the quad and clamps it to the 4 sides of | |
| // clipDevRect. | |
| // Quad's left is v0 to v1 (op. v2 and v3) | |
| if (crop_rect_edge(clipDevRect, 0, 1, 2, 3, x, y, lx, ly, lw)) { | |
| clipEdgeFlags |= GrQuadAAFlags::kLeft; | |
| } | |
| // Quad's top edge is v0 to v2 (op. v1 and v3) | |
| if (crop_rect_edge(clipDevRect, 0, 2, 1, 3, x, y, lx, ly, lw)) { | |
| clipEdgeFlags |= GrQuadAAFlags::kTop; | |
| } | |
| // Quad's right edge is v2 to v3 (op. v0 and v1) | |
| if (crop_rect_edge(clipDevRect, 2, 3, 0, 1, x, y, lx, ly, lw)) { | |
| clipEdgeFlags |= GrQuadAAFlags::kRight; | |
| } | |
| // Quad's bottom edge is v1 to v3 (op. v0 and v2) | |
| if (crop_rect_edge(clipDevRect, 1, 3, 0, 2, x, y, lx, ly, lw)) { | |
| clipEdgeFlags |= GrQuadAAFlags::kBottom; | |
| } | |
| return clipEdgeFlags; | |
| } | |
| // Similar to crop_rect, but assumes that both the device coordinates and optional local coordinates | |
| // geometrically match the TL, BL, TR, BR vertex ordering, i.e. axis-aligned but not flipped, etc. | |
| static GrQuadAAFlags crop_simple_rect(const SkRect& clipDevRect, float x[4], float y[4], | |
| float lx[4], float ly[4]) { | |
| GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone; | |
| // Update local coordinates proportionately to how much the device rect edge was clipped | |
| const SkScalar dx = lx ? (lx[2] - lx[0]) / (x[2] - x[0]) : 0.f; | |
| const SkScalar dy = ly ? (ly[1] - ly[0]) / (y[1] - y[0]) : 0.f; | |
| if (clipDevRect.fLeft > x[0]) { | |
| if (lx) { | |
| lx[0] += (clipDevRect.fLeft - x[0]) * dx; | |
| lx[1] = lx[0]; | |
| } | |
| x[0] = clipDevRect.fLeft; | |
| x[1] = clipDevRect.fLeft; | |
| clipEdgeFlags |= GrQuadAAFlags::kLeft; | |
| } | |
| if (clipDevRect.fTop > y[0]) { | |
| if (ly) { | |
| ly[0] += (clipDevRect.fTop - y[0]) * dy; | |
| ly[2] = ly[0]; | |
| } | |
| y[0] = clipDevRect.fTop; | |
| y[2] = clipDevRect.fTop; | |
| clipEdgeFlags |= GrQuadAAFlags::kTop; | |
| } | |
| if (clipDevRect.fRight < x[2]) { | |
| if (lx) { | |
| lx[2] -= (x[2] - clipDevRect.fRight) * dx; | |
| lx[3] = lx[2]; | |
| } | |
| x[2] = clipDevRect.fRight; | |
| x[3] = clipDevRect.fRight; | |
| clipEdgeFlags |= GrQuadAAFlags::kRight; | |
| } | |
| if (clipDevRect.fBottom < y[1]) { | |
| if (ly) { | |
| ly[1] -= (y[1] - clipDevRect.fBottom) * dy; | |
| ly[3] = ly[1]; | |
| } | |
| y[1] = clipDevRect.fBottom; | |
| y[3] = clipDevRect.fBottom; | |
| clipEdgeFlags |= GrQuadAAFlags::kBottom; | |
| } | |
| return clipEdgeFlags; | |
| } | |
| // Consistent with GrQuad::asRect()'s return value but requires fewer operations since we don't need | |
| // to calculate the bounds of the quad. | |
| static bool is_simple_rect(const GrQuad& quad) { | |
| if (quad.quadType() != GrQuad::Type::kAxisAligned) { | |
| return false; | |
| } | |
| // v0 at the geometric top-left is unique, so we only need to compare x[0] < x[2] for left | |
| // and y[0] < y[1] for top, but add a little padding to protect against numerical precision | |
| // on R90 and R270 transforms tricking this check. | |
| return ((quad.x(0) + SK_ScalarNearlyZero) < quad.x(2)) && | |
| ((quad.y(0) + SK_ScalarNearlyZero) < quad.y(1)); | |
| } | |
| // Calculates barycentric coordinates for each point in (testX, testY) in the triangle formed by | |
| // (x0,y0) - (x1,y1) - (x2, y2) and stores them in u, v, w. | |
| static bool barycentric_coords(float x0, float y0, float x1, float y1, float x2, float y2, | |
| const float4& testX, const float4& testY, | |
| float4* u, float4* v, float4* w) { | |
| // The 32-bit calculations can have catastrophic cancellation if the device-space coordinates | |
| // are really big, and this code needs to handle that because we evaluate barycentric coords | |
| // pre-cropping to the render target bounds. This preserves some precision by shrinking the | |
| // coordinate space if the bounds are large. | |
| static constexpr float kCoordLimit = 1e7f; // Big but somewhat arbitrary, fixes crbug:10141204 | |
| float scaleX = std::max(std::max(x0, x1), x2) - std::min(std::min(x0, x1), x2); | |
| float scaleY = std::max(std::max(y0, y1), y2) - std::min(std::min(y0, y1), y2); | |
| if (scaleX > kCoordLimit) { | |
| scaleX = kCoordLimit / scaleX; | |
| x0 *= scaleX; | |
| x1 *= scaleX; | |
| x2 *= scaleX; | |
| } else { | |
| // Don't scale anything | |
| scaleX = 1.f; | |
| } | |
| if (scaleY > kCoordLimit) { | |
| scaleY = kCoordLimit / scaleY; | |
| y0 *= scaleY; | |
| y1 *= scaleY; | |
| y2 *= scaleY; | |
| } else { | |
| scaleY = 1.f; | |
| } | |
| // Modeled after SkPathOpsQuad::pointInTriangle() but uses float instead of double, is | |
| // vectorized and outputs normalized barycentric coordinates instead of inside/outside test | |
| float v0x = x2 - x0; | |
| float v0y = y2 - y0; | |
| float v1x = x1 - x0; | |
| float v1y = y1 - y0; | |
| float dot00 = v0x * v0x + v0y * v0y; | |
| float dot01 = v0x * v1x + v0y * v1y; | |
| float dot11 = v1x * v1x + v1y * v1y; | |
| // Not yet 1/d, first check d != 0 with a healthy tolerance (worst case is we end up not | |
| // cropping something we could have, which is better than cropping something we shouldn't have). | |
| // The tolerance is partly so large because these comparisons operate in device px^4 units, | |
| // with plenty of subtractions thrown in. The SkPathOpsQuad code's use of doubles helped, and | |
| // because it only needed to return "inside triangle", it could compare against [0, denom] and | |
| // skip the normalization entirely. | |
| float invDenom = dot00 * dot11 - dot01 * dot01; | |
| static constexpr SkScalar kEmptyTriTolerance = SK_Scalar1 / (1 << 5); | |
| if (SkScalarNearlyZero(invDenom, kEmptyTriTolerance)) { | |
| // The triangle was degenerate/empty, which can cause the following UVW calculations to | |
| // return (0,0,1) for every test point. This in turn makes the cropping code think that the | |
| // empty triangle contains the crop rect and we turn the draw into a fullscreen clear, which | |
| // is definitely the utter opposite of what we'd expect for an empty shape. | |
| return false; | |
| } else { | |
| // Safe to divide | |
| invDenom = sk_ieee_float_divide(1.f, invDenom); | |
| } | |
| float4 v2x = (scaleX * testX) - x0; | |
| float4 v2y = (scaleY * testY) - y0; | |
| float4 dot02 = v0x * v2x + v0y * v2y; | |
| float4 dot12 = v1x * v2x + v1y * v2y; | |
| // These are relative to the vertices, so there's no need to undo the scale factor | |
| *u = (dot11 * dot02 - dot01 * dot12) * invDenom; | |
| *v = (dot00 * dot12 - dot01 * dot02) * invDenom; | |
| *w = 1.f - *u - *v; | |
| return true; | |
| } | |
| static mask4 inside_triangle(const float4& u, const float4& v, const float4& w) { | |
| return ((u >= 0.f) & (u <= 1.f)) & ((v >= 0.f) & (v <= 1.f)) & ((w >= 0.f) & (w <= 1.f)); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| SkRect GrQuad::projectedBounds() const { | |
| float4 xs = this->x4f(); | |
| float4 ys = this->y4f(); | |
| float4 ws = this->w4f(); | |
| mask4 clipW = ws < SkPathPriv::kW0PlaneDistance; | |
| if (any(clipW)) { | |
| float4 x2d = xs / ws; | |
| float4 y2d = ys / ws; | |
| // Bounds of just the projected points in front of w = epsilon | |
| SkRect frontBounds = { | |
| min(if_then_else(clipW, float4(SK_ScalarInfinity), x2d)), | |
| min(if_then_else(clipW, float4(SK_ScalarInfinity), y2d)), | |
| max(if_then_else(clipW, float4(SK_ScalarNegativeInfinity), x2d)), | |
| max(if_then_else(clipW, float4(SK_ScalarNegativeInfinity), y2d)) | |
| }; | |
| // Calculate clipped coordinates by following CCW edges, only keeping points where the w | |
| // actually changes sign between the vertices. | |
| float4 t = (SkPathPriv::kW0PlaneDistance - ws) / (next_ccw(ws) - ws); | |
| x2d = (t * next_ccw(xs) + (1.f - t) * xs) / SkPathPriv::kW0PlaneDistance; | |
| y2d = (t * next_ccw(ys) + (1.f - t) * ys) / SkPathPriv::kW0PlaneDistance; | |
| // True if (w < e) xor (ccw(w) < e), i.e. crosses the w = epsilon plane | |
| clipW = clipW ^ (next_ccw(ws) < SkPathPriv::kW0PlaneDistance); | |
| return { | |
| min(if_then_else(clipW, x2d, float4(frontBounds.fLeft))), | |
| min(if_then_else(clipW, y2d, float4(frontBounds.fTop))), | |
| max(if_then_else(clipW, x2d, float4(frontBounds.fRight))), | |
| max(if_then_else(clipW, y2d, float4(frontBounds.fBottom))) | |
| }; | |
| } else { | |
| // Nothing is behind the viewer, so the projection is straight forward and valid | |
| ws = 1.f / ws; | |
| float4 x2d = xs * ws; | |
| float4 y2d = ys * ws; | |
| return {min(x2d), min(y2d), max(x2d), max(y2d)}; | |
| } | |
| } | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| namespace GrQuadUtils { | |
| void ResolveAAType(GrAAType requestedAAType, GrQuadAAFlags requestedEdgeFlags, const GrQuad& quad, | |
| GrAAType* outAAType, GrQuadAAFlags* outEdgeFlags) { | |
| // Most cases will keep the requested types unchanged | |
| *outAAType = requestedAAType; | |
| *outEdgeFlags = requestedEdgeFlags; | |
| switch (requestedAAType) { | |
| // When aa type is coverage, disable AA if the edge configuration doesn't actually need it | |
| case GrAAType::kCoverage: | |
| if (requestedEdgeFlags == GrQuadAAFlags::kNone) { | |
| // This can happen when quads are drawn in bulk, where the requestedAAType was | |
| // conservatively enabled and the edge flags are per-entry. | |
| *outAAType = GrAAType::kNone; | |
| } else if (quad.quadType() == GrQuad::Type::kAxisAligned && | |
| !quad.aaHasEffectOnRect(requestedEdgeFlags)) { | |
| // For coverage AA, if the quad is a rect and AA-enabled edges line up with pixel | |
| // boundaries, then overall AA and per-edge AA can be completely disabled. | |
| *outAAType = GrAAType::kNone; | |
| *outEdgeFlags = GrQuadAAFlags::kNone; | |
| } | |
| break; | |
| // For no or msaa anti aliasing, override the edge flags since edge flags only make sense | |
| // when coverage aa is being used. | |
| case GrAAType::kNone: | |
| *outEdgeFlags = GrQuadAAFlags::kNone; | |
| break; | |
| case GrAAType::kMSAA: | |
| *outEdgeFlags = GrQuadAAFlags::kAll; | |
| break; | |
| } | |
| } | |
| int ClipToW0(DrawQuad* quad, DrawQuad* extraVertices) { | |
| using Vertices = TessellationHelper::Vertices; | |
| SkASSERT(quad && extraVertices); | |
| if (quad->fDevice.quadType() < GrQuad::Type::kPerspective) { | |
| // W implicitly 1s for each vertex, so nothing to do but draw unmodified 'quad' | |
| return 1; | |
| } | |
| mask4 validW = quad->fDevice.w4f() >= SkPathPriv::kW0PlaneDistance; | |
| if (all(validW)) { | |
| // Nothing to clip, can proceed normally drawing just 'quad' | |
| return 1; | |
| } else if (!any(validW)) { | |
| // Everything is clipped, so draw nothing | |
| return 0; | |
| } | |
| // The clipped local coordinates will most likely not remain rectilinear | |
| GrQuad::Type localType = quad->fLocal.quadType(); | |
| if (localType < GrQuad::Type::kGeneral) { | |
| localType = GrQuad::Type::kGeneral; | |
| } | |
| // If we got here, there are 1, 2, or 3 points behind the w = 0 plane. If 2 or 3 points are | |
| // clipped we can define a new quad that covers the clipped shape directly. If there's 1 clipped | |
| // out, the new geometry is a pentagon. | |
| Vertices v; | |
| v.reset(quad->fDevice, &quad->fLocal); | |
| int clipCount = (validW[0] ? 0 : 1) + (validW[1] ? 0 : 1) + | |
| (validW[2] ? 0 : 1) + (validW[3] ? 0 : 1); | |
| SkASSERT(clipCount >= 1 && clipCount <= 3); | |
| // FIXME de-duplicate from the projectedBounds() calculations. | |
| float4 t = (SkPathPriv::kW0PlaneDistance - v.fW) / (next_ccw(v.fW) - v.fW); | |
| Vertices clip; | |
| clip.fX = (t * next_ccw(v.fX) + (1.f - t) * v.fX); | |
| clip.fY = (t * next_ccw(v.fY) + (1.f - t) * v.fY); | |
| clip.fW = SkPathPriv::kW0PlaneDistance; | |
| clip.fU = (t * next_ccw(v.fU) + (1.f - t) * v.fU); | |
| clip.fV = (t * next_ccw(v.fV) + (1.f - t) * v.fV); | |
| clip.fR = (t * next_ccw(v.fR) + (1.f - t) * v.fR); | |
| mask4 ccwValid = next_ccw(v.fW) >= SkPathPriv::kW0PlaneDistance; | |
| mask4 cwValid = next_cw(v.fW) >= SkPathPriv::kW0PlaneDistance; | |
| if (clipCount != 1) { | |
| // Simplest case, replace behind-w0 points with their clipped points by following CCW edge | |
| // or CW edge, depending on if the edge crosses from neg. to pos. w or pos. to neg. | |
| SkASSERT(clipCount == 2 || clipCount == 3); | |
| // NOTE: when 3 vertices are clipped, this results in a degenerate quad where one vertex | |
| // is replicated. This is preferably to inserting a 3rd vertex on the w = 0 intersection | |
| // line because two parallel edges make inset/outset math unstable for large quads. | |
| v.fX = if_then_else(validW, v.fX, | |
| if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fX), | |
| if_then_else(ccwValid, clip.fX, /* cwValid */ next_cw(clip.fX)))); | |
| v.fY = if_then_else(validW, v.fY, | |
| if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fY), | |
| if_then_else(ccwValid, clip.fY, /* cwValid */ next_cw(clip.fY)))); | |
| v.fW = if_then_else(validW, v.fW, clip.fW); | |
| v.fU = if_then_else(validW, v.fU, | |
| if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fU), | |
| if_then_else(ccwValid, clip.fU, /* cwValid */ next_cw(clip.fU)))); | |
| v.fV = if_then_else(validW, v.fV, | |
| if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fV), | |
| if_then_else(ccwValid, clip.fV, /* cwValid */ next_cw(clip.fV)))); | |
| v.fR = if_then_else(validW, v.fR, | |
| if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fR), | |
| if_then_else(ccwValid, clip.fR, /* cwValid */ next_cw(clip.fR)))); | |
| // For 2 or 3 clipped vertices, the resulting shape is a quad or a triangle, so it can be | |
| // entirely represented in 'quad'. | |
| v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective, | |
| &quad->fLocal, localType); | |
| return 1; | |
| } else { | |
| // The clipped geometry is a pentagon, so it will be represented as two quads connected by | |
| // a new non-AA edge. Use the midpoint along one of the unclipped edges as a split vertex. | |
| Vertices mid; | |
| mid.fX = 0.5f * (v.fX + next_ccw(v.fX)); | |
| mid.fY = 0.5f * (v.fY + next_ccw(v.fY)); | |
| mid.fW = 0.5f * (v.fW + next_ccw(v.fW)); | |
| mid.fU = 0.5f * (v.fU + next_ccw(v.fU)); | |
| mid.fV = 0.5f * (v.fV + next_ccw(v.fV)); | |
| mid.fR = 0.5f * (v.fR + next_ccw(v.fR)); | |
| // Make a quad formed by the 2 clipped points, the inserted mid point, and the good vertex | |
| // that is CCW rotated from the clipped vertex. | |
| Vertices v2; | |
| v2.fUVRCount = v.fUVRCount; | |
| v2.fX = if_then_else((!validW) | (!ccwValid), clip.fX, | |
| if_then_else(cwValid, next_cw(mid.fX), v.fX)); | |
| v2.fY = if_then_else((!validW) | (!ccwValid), clip.fY, | |
| if_then_else(cwValid, next_cw(mid.fY), v.fY)); | |
| v2.fW = if_then_else((!validW) | (!ccwValid), clip.fW, | |
| if_then_else(cwValid, next_cw(mid.fW), v.fW)); | |
| v2.fU = if_then_else((!validW) | (!ccwValid), clip.fU, | |
| if_then_else(cwValid, next_cw(mid.fU), v.fU)); | |
| v2.fV = if_then_else((!validW) | (!ccwValid), clip.fV, | |
| if_then_else(cwValid, next_cw(mid.fV), v.fV)); | |
| v2.fR = if_then_else((!validW) | (!ccwValid), clip.fR, | |
| if_then_else(cwValid, next_cw(mid.fR), v.fR)); | |
| // The non-AA edge for this quad is the opposite of the clipped vertex's edge | |
| GrQuadAAFlags v2EdgeFlag = (!validW[0] ? GrQuadAAFlags::kRight : // left clipped -> right | |
| (!validW[1] ? GrQuadAAFlags::kTop : // bottom clipped -> top | |
| (!validW[2] ? GrQuadAAFlags::kBottom : // top clipped -> bottom | |
| GrQuadAAFlags::kLeft))); // right clipped -> left | |
| extraVertices->fEdgeFlags = quad->fEdgeFlags & ~v2EdgeFlag; | |
| // Make a quad formed by the remaining two good vertices, one clipped point, and the | |
| // inserted mid point. | |
| v.fX = if_then_else(!validW, next_cw(clip.fX), | |
| if_then_else(!cwValid, mid.fX, v.fX)); | |
| v.fY = if_then_else(!validW, next_cw(clip.fY), | |
| if_then_else(!cwValid, mid.fY, v.fY)); | |
| v.fW = if_then_else(!validW, clip.fW, | |
| if_then_else(!cwValid, mid.fW, v.fW)); | |
| v.fU = if_then_else(!validW, next_cw(clip.fU), | |
| if_then_else(!cwValid, mid.fU, v.fU)); | |
| v.fV = if_then_else(!validW, next_cw(clip.fV), | |
| if_then_else(!cwValid, mid.fV, v.fV)); | |
| v.fR = if_then_else(!validW, next_cw(clip.fR), | |
| if_then_else(!cwValid, mid.fR, v.fR)); | |
| // The non-AA edge for this quad is the clipped vertex's edge | |
| GrQuadAAFlags v1EdgeFlag = (!validW[0] ? GrQuadAAFlags::kLeft : | |
| (!validW[1] ? GrQuadAAFlags::kBottom : | |
| (!validW[2] ? GrQuadAAFlags::kTop : | |
| GrQuadAAFlags::kRight))); | |
| v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective, | |
| &quad->fLocal, localType); | |
| quad->fEdgeFlags &= ~v1EdgeFlag; | |
| v2.asGrQuads(&extraVertices->fDevice, GrQuad::Type::kPerspective, | |
| &extraVertices->fLocal, localType); | |
| // Caller must draw both 'quad' and 'extraVertices' to cover the clipped geometry | |
| return 2; | |
| } | |
| } | |
| bool CropToRect(const SkRect& cropRect, GrAA cropAA, DrawQuad* quad, bool computeLocal) { | |
| SkASSERT(quad->fDevice.isFinite()); | |
| if (quad->fDevice.quadType() == GrQuad::Type::kAxisAligned) { | |
| // crop_rect and crop_rect_simple keep the rectangles as rectangles, so the intersection | |
| // of the crop and quad can be calculated exactly. Some care must be taken if the quad | |
| // is axis-aligned but does not satisfy asRect() due to flips, etc. | |
| GrQuadAAFlags clippedEdges; | |
| if (computeLocal) { | |
| if (is_simple_rect(quad->fDevice) && is_simple_rect(quad->fLocal)) { | |
| clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), | |
| quad->fLocal.xs(), quad->fLocal.ys()); | |
| } else { | |
| clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), | |
| quad->fLocal.xs(), quad->fLocal.ys(), quad->fLocal.ws()); | |
| } | |
| } else { | |
| if (is_simple_rect(quad->fDevice)) { | |
| clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), | |
| nullptr, nullptr); | |
| } else { | |
| clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(), | |
| nullptr, nullptr, nullptr); | |
| } | |
| } | |
| // Apply the clipped edge updates to the original edge flags | |
| if (cropAA == GrAA::kYes) { | |
| // Turn on all edges that were clipped | |
| quad->fEdgeFlags |= clippedEdges; | |
| } else { | |
| // Turn off all edges that were clipped | |
| quad->fEdgeFlags &= ~clippedEdges; | |
| } | |
| return true; | |
| } | |
| if (computeLocal || quad->fDevice.quadType() == GrQuad::Type::kPerspective) { | |
| // FIXME (michaelludwig) Calculate cropped local coordinates when not kAxisAligned | |
| // FIXME (michaelludwig) crbug.com/1204347 and skbug.com/40041027 - disable this when there's | |
| // perspective; it does not prove numerical robust enough in the wild and should be | |
| // revisited. | |
| return false; | |
| } | |
| float4 devX = quad->fDevice.x4f(); | |
| float4 devY = quad->fDevice.y4f(); | |
| float4 clipX = {cropRect.fLeft, cropRect.fLeft, cropRect.fRight, cropRect.fRight}; | |
| float4 clipY = {cropRect.fTop, cropRect.fBottom, cropRect.fTop, cropRect.fBottom}; | |
| // Calculate barycentric coordinates for the 4 rect corners in the 2 triangles that the quad | |
| // is tessellated into when drawn. | |
| float4 u1, v1, w1; | |
| float4 u2, v2, w2; | |
| if (!barycentric_coords(devX[0], devY[0], devX[1], devY[1], devX[2], devY[2], clipX, clipY, | |
| &u1, &v1, &w1) || | |
| !barycentric_coords(devX[1], devY[1], devX[3], devY[3], devX[2], devY[2], clipX, clipY, | |
| &u2, &v2, &w2)) { | |
| // Bad triangles, skip cropping | |
| return false; | |
| } | |
| // clipDevRect is completely inside this quad if each corner is in at least one of two triangles | |
| mask4 inTri1 = inside_triangle(u1, v1, w1); | |
| mask4 inTri2 = inside_triangle(u2, v2, w2); | |
| if (all(inTri1 | inTri2)) { | |
| // We can crop to exactly the clipDevRect. | |
| // FIXME (michaelludwig) - there are other ways to have determined quad covering the clip | |
| // rect, but the barycentric coords will be useful to derive local coordinates in the future | |
| // Since we are cropped to exactly clipDevRect, we have discarded any perspective and the | |
| // type becomes kRect. If updated locals were requested, they will incorporate perspective. | |
| // FIXME (michaelludwig) - once we have local coordinates handled, it may be desirable to | |
| // keep the draw as perspective so that the hardware does perspective interpolation instead | |
| // of pushing it into a local coord w and having the shader do an extra divide. | |
| clipX.store(quad->fDevice.xs()); | |
| clipY.store(quad->fDevice.ys()); | |
| quad->fDevice.setQuadType(GrQuad::Type::kAxisAligned); | |
| // Update the edge flags to match the clip setting since all 4 edges have been clipped | |
| quad->fEdgeFlags = cropAA == GrAA::kYes ? GrQuadAAFlags::kAll : GrQuadAAFlags::kNone; | |
| return true; | |
| } | |
| // FIXME (michaelludwig) - use TessellationHelper's inset/outset math to move | |
| // edges to the closest clip corner they are outside of | |
| return false; | |
| } | |
| bool WillUseHairline(const GrQuad& quad, GrAAType aaType, GrQuadAAFlags edgeFlags) { | |
| if (aaType != GrAAType::kCoverage || edgeFlags != GrQuadAAFlags::kAll) { | |
| // Non-aa or msaa don't do any outsetting so they will not be hairlined; mixed edge flags | |
| // could be hairlined in theory, but applying hairline bloat would extend beyond the | |
| // original tiled shape. | |
| return false; | |
| } | |
| if (quad.quadType() == GrQuad::Type::kAxisAligned) { | |
| // Fast path that avoids computing edge properties via TessellationHelper. | |
| // Taking the absolute value of the diagonals always produces the minimum of width or | |
| // height given that this is axis-aligned, regardless of mirror or 90/180-degree rotations. | |
| float d = std::min(std::abs(quad.x(3) - quad.x(0)), std::abs(quad.y(3) - quad.y(0))); | |
| return d < 1.f; | |
| } else { | |
| TessellationHelper helper; | |
| helper.reset(quad, nullptr); | |
| return helper.isSubpixel(); | |
| } | |
| } | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // TessellationHelper implementation and helper struct implementations | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| //** EdgeVectors implementation | |
| void TessellationHelper::EdgeVectors::reset(const skvx::Vec<4, float>& xs, | |
| const skvx::Vec<4, float>& ys, | |
| const skvx::Vec<4, float>& ws, | |
| GrQuad::Type quadType) { | |
| // Calculate all projected edge vector values for this quad. | |
| if (quadType == GrQuad::Type::kPerspective) { | |
| float4 iw = 1.f / ws; | |
| fX2D = xs * iw; | |
| fY2D = ys * iw; | |
| } else { | |
| fX2D = xs; | |
| fY2D = ys; | |
| } | |
| fDX = next_ccw(fX2D) - fX2D; | |
| fDY = next_ccw(fY2D) - fY2D; | |
| fInvLengths = 1.f / sqrt(fDX*fDX + fDY*fDY); | |
| // Normalize edge vectors | |
| fDX *= fInvLengths; | |
| fDY *= fInvLengths; | |
| // Calculate angles between vectors | |
| if (quadType <= GrQuad::Type::kRectilinear) { | |
| fCosTheta = 0.f; | |
| fInvSinTheta = 1.f; | |
| } else { | |
| fCosTheta = fDX*next_cw(fDX) + fDY*next_cw(fDY); | |
| // NOTE: if cosTheta is close to 1, inset/outset math will avoid the fast paths that rely | |
| // on thefInvSinTheta since it will approach infinity. | |
| fInvSinTheta = 1.f / sqrt(1.f - fCosTheta * fCosTheta); | |
| } | |
| } | |
| //** EdgeEquations implementation | |
| void TessellationHelper::EdgeEquations::reset(const EdgeVectors& edgeVectors) { | |
| float4 dx = edgeVectors.fDX; | |
| float4 dy = edgeVectors.fDY; | |
| // Correct for bad edges by copying adjacent edge information into the bad component | |
| correct_bad_edges(edgeVectors.fInvLengths >= kInvDistTolerance, &dx, &dy, nullptr); | |
| float4 c = dx*edgeVectors.fY2D - dy*edgeVectors.fX2D; | |
| // Make sure normals point into the shape | |
| float4 test = dy * next_cw(edgeVectors.fX2D) + (-dx * next_cw(edgeVectors.fY2D) + c); | |
| if (any(test < -kDistTolerance)) { | |
| fA = -dy; | |
| fB = dx; | |
| fC = -c; | |
| } else { | |
| fA = dy; | |
| fB = -dx; | |
| fC = c; | |
| } | |
| } | |
| float4 TessellationHelper::EdgeEquations::estimateCoverage(const float4& x2d, | |
| const float4& y2d) const { | |
| // Calculate distance of the 4 inset points (px, py) to the 4 edges | |
| float4 d0 = fA[0]*x2d + (fB[0]*y2d + fC[0]); | |
| float4 d1 = fA[1]*x2d + (fB[1]*y2d + fC[1]); | |
| float4 d2 = fA[2]*x2d + (fB[2]*y2d + fC[2]); | |
| float4 d3 = fA[3]*x2d + (fB[3]*y2d + fC[3]); | |
| // For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal | |
| // axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis | |
| // so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage | |
| // at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an | |
| // accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not | |
| // mathematically accurate but qualitatively provides a stable value proportional to the size of | |
| // the shape. | |
| float4 w = max(0.f, min(1.f, d0 + d3)); | |
| float4 h = max(0.f, min(1.f, d1 + d2)); | |
| return w * h; | |
| } | |
| bool TessellationHelper::EdgeEquations::isSubpixel(const float4& x2d, const float4& y2d) const { | |
| // Compute the minimum distances from vertices to opposite edges. If all 4 minimum distances | |
| // are less than 1px, then the inset geometry would be a point or line and quad rendering | |
| // will switch to hairline mode. | |
| float4 d = min(x2d * skvx::shuffle<1,2,1,2>(fA) + y2d * skvx::shuffle<1,2,1,2>(fB) | |
| + skvx::shuffle<1,2,1,2>(fC), | |
| x2d * skvx::shuffle<3,3,0,0>(fA) + y2d * skvx::shuffle<3,3,0,0>(fB) | |
| + skvx::shuffle<3,3,0,0>(fC)); | |
| return all(d < 1.f); | |
| } | |
| int TessellationHelper::EdgeEquations::computeDegenerateQuad(const float4& signedEdgeDistances, | |
| float4* x2d, float4* y2d, | |
| mask4* aaMask) const { | |
| // If the original points form a line in the 2D projection then give up on antialiasing. | |
| for (int i = 0; i < 4; ++i) { | |
| float4 d = (*x2d)*fA[i] + (*y2d)*fB[i] + fC[i]; | |
| if (all(abs(d) < kDistTolerance)) { | |
| *aaMask = mask4(0); | |
| return 4; | |
| } | |
| } | |
| *aaMask = signedEdgeDistances != 0.f; | |
| // Move the edge by the signed edge adjustment. | |
| float4 oc = fC + signedEdgeDistances; | |
| // There are 6 points that we care about to determine the final shape of the polygon, which | |
| // are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the | |
| // 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges). | |
| float4 denom = fA * next_cw(fB) - fB * next_cw(fA); | |
| float4 px = (fB * next_cw(oc) - oc * next_cw(fB)) / denom; | |
| float4 py = (oc * next_cw(fA) - fA * next_cw(oc)) / denom; | |
| correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr); | |
| // Calculate the signed distances from these 4 corners to the other two edges that did not | |
| // define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and | |
| // p(3) to e0,e2 | |
| float4 dists1 = px * skvx::shuffle<3, 3, 0, 0>(fA) + | |
| py * skvx::shuffle<3, 3, 0, 0>(fB) + | |
| skvx::shuffle<3, 3, 0, 0>(oc); | |
| float4 dists2 = px * skvx::shuffle<1, 2, 1, 2>(fA) + | |
| py * skvx::shuffle<1, 2, 1, 2>(fB) + | |
| skvx::shuffle<1, 2, 1, 2>(oc); | |
| // If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as | |
| // the 4 points. If any point is on the wrong side of both edges, the interior has collapsed | |
| // and we need to use a central point to represent it. If all four points are only on the | |
| // wrong side of 1 edge, one edge has crossed over another and we use a line to represent it. | |
| // Otherwise, use a triangle that replaces the bad points with the intersections of | |
| // (e1, e2) or (e0, e3) as needed. | |
| mask4 d1v0 = dists1 < kDistTolerance; | |
| mask4 d2v0 = dists2 < kDistTolerance; | |
| mask4 d1And2 = d1v0 & d2v0; | |
| mask4 d1Or2 = d1v0 | d2v0; | |
| if (!any(d1Or2)) { | |
| // Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is | |
| // and use full coverage | |
| *x2d = px; | |
| *y2d = py; | |
| return 4; | |
| } else if (any(d1And2)) { | |
| // A point failed against two edges, so reduce the shape to a single point, which we take as | |
| // the center of the original quad to ensure it is contained in the intended geometry. Since | |
| // it has collapsed, we know the shape cannot cover a pixel so update the coverage. | |
| SkPoint center = {0.25f * ((*x2d)[0] + (*x2d)[1] + (*x2d)[2] + (*x2d)[3]), | |
| 0.25f * ((*y2d)[0] + (*y2d)[1] + (*y2d)[2] + (*y2d)[3])}; | |
| *x2d = center.fX; | |
| *y2d = center.fY; | |
| *aaMask = any(*aaMask); | |
| return 1; | |
| } else if (all(d1Or2)) { | |
| // Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side, | |
| // that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed. | |
| if (dists1[2] < kDistTolerance && dists1[3] < kDistTolerance) { | |
| // Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3) | |
| *x2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px)); | |
| *y2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py)); | |
| // If edges 0 and 3 crossed then one must have AA but we moved both 2D points on the | |
| // edge so we need moveTo() to be able to move both 3D points along the shared edge. So | |
| // ensure both have AA. | |
| *aaMask = *aaMask | mask4({1, 0, 0, 1}); | |
| } else { | |
| // Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3) | |
| *x2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px)); | |
| *y2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py)); | |
| *aaMask = *aaMask | mask4({0, 1, 1, 0}); | |
| } | |
| return 2; | |
| } else { | |
| // This turns into a triangle. Replace corners as needed with the intersections between | |
| // (e0,e3) and (e1,e2), which must now be calculated. Because of kDistTolarance we can | |
| // have cases where the intersection lies far outside the quad. For example, consider top | |
| // and bottom edges that are nearly parallel and their intersections with the right edge are | |
| // nearly but not quite swapped (top edge intersection is barely above bottom edge | |
| // intersection). In this case we replace the point with the average of itself and the point | |
| // calculated using the edge equation it failed (in the example case this would be the | |
| // average of the points calculated by the top and bottom edges intersected with the right | |
| // edge.) | |
| using V2f = skvx::Vec<2, float>; | |
| V2f eDenom = skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(fB) - | |
| skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(fA); | |
| V2f ex = (skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(oc) - | |
| skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fB)) / eDenom; | |
| V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fA) - | |
| skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(oc)) / eDenom; | |
| float4 avgX = 0.5f * (skvx::shuffle<0, 1, 0, 2>(px) + skvx::shuffle<2, 3, 1, 3>(px)); | |
| float4 avgY = 0.5f * (skvx::shuffle<0, 1, 0, 2>(py) + skvx::shuffle<2, 3, 1, 3>(py)); | |
| for (int i = 0; i < 4; ++i) { | |
| // Note that we would not have taken this branch if any point failed both of its edges | |
| // tests. That is, it can't be the case that d1v0[i] and d2v0[i] are both true. | |
| if (dists1[i] < -kDistTolerance && std::abs(eDenom[0]) > kTolerance) { | |
| px[i] = ex[0]; | |
| py[i] = ey[0]; | |
| } else if (d1v0[i]) { | |
| px[i] = avgX[i % 2]; | |
| py[i] = avgY[i % 2]; | |
| } else if (dists2[i] < -kDistTolerance && std::abs(eDenom[1]) > kTolerance) { | |
| px[i] = ex[1]; | |
| py[i] = ey[1]; | |
| } else if (d2v0[i]) { | |
| px[i] = avgX[i / 2 + 2]; | |
| py[i] = avgY[i / 2 + 2]; | |
| } | |
| } | |
| // If we replace a vertex with an intersection then it will not fall along the | |
| // edges that intersect at the original vertex. When we apply AA later to the | |
| // original points we move along the original 3d edges to move towards the 2d | |
| // points we're computing here. If we have an AA edge and a non-AA edge we | |
| // can only move along 1 edge, but now the point we're moving toward isn't | |
| // on that edge. Thus, we provide an additional degree of freedom by turning | |
| // AA on for both edges if either edge is AA at each point. | |
| *aaMask = *aaMask | (d1Or2 & next_cw(*aaMask)) | (next_ccw(d1Or2) & next_ccw(*aaMask)); | |
| *x2d = px; | |
| *y2d = py; | |
| return 3; | |
| } | |
| } | |
| //** OutsetRequest implementation | |
| void TessellationHelper::OutsetRequest::reset(const EdgeVectors& edgeVectors, GrQuad::Type quadType, | |
| const skvx::Vec<4, float>& edgeDistances) { | |
| fEdgeDistances = edgeDistances; | |
| // Based on the edge distances, determine if it's acceptable to use fInvSinTheta to | |
| // calculate the inset or outset geometry. | |
| if (quadType <= GrQuad::Type::kRectilinear) { | |
| // Since it's rectangular, the width (edge[1] or edge[2]) collapses if subtracting | |
| // (dist[0] + dist[3]) makes the new width negative (minus for inset, outsetting will | |
| // never be degenerate in this case). The same applies for height (edge[0] or edge[3]) | |
| // and (dist[1] + dist[2]). | |
| fOutsetDegenerate = false; | |
| float widthChange = edgeDistances[0] + edgeDistances[3]; | |
| float heightChange = edgeDistances[1] + edgeDistances[2]; | |
| // (1/len > 1/(edge sum) implies len - edge sum < 0. | |
| fInsetDegenerate = | |
| (widthChange > 0.f && edgeVectors.fInvLengths[1] > 1.f / widthChange) || | |
| (heightChange > 0.f && edgeVectors.fInvLengths[0] > 1.f / heightChange); | |
| } else if (any(edgeVectors.fInvLengths >= kInvDistTolerance)) { | |
| // Have an edge that is effectively length 0, so we're dealing with a triangle, which | |
| // must always go through the degenerate code path. | |
| fOutsetDegenerate = true; | |
| fInsetDegenerate = true; | |
| } else { | |
| // If possible, the corners will move +/-edgeDistances * 1/sin(theta). The entire | |
| // request is degenerate if 1/sin(theta) -> infinity (or cos(theta) -> 1). | |
| if (any(abs(edgeVectors.fCosTheta) >= 0.9f)) { | |
| fOutsetDegenerate = true; | |
| fInsetDegenerate = true; | |
| } else { | |
| // With an edge-centric view, an edge's length changes by | |
| // edgeDistance * cos(pi - theta) / sin(theta) for each of its corners (the second | |
| // corner uses ccw theta value). An edge's length also changes when its adjacent | |
| // edges move, in which case it's updated by edgeDistance / sin(theta) | |
| // (or cos(theta) for the other edge). | |
| // cos(pi - theta) = -cos(theta) | |
| float4 halfTanTheta = -edgeVectors.fCosTheta * edgeVectors.fInvSinTheta; | |
| float4 edgeAdjust = edgeDistances * (halfTanTheta + next_ccw(halfTanTheta)) + | |
| next_ccw(edgeDistances) * next_ccw(edgeVectors.fInvSinTheta) + | |
| next_cw(edgeDistances) * edgeVectors.fInvSinTheta; | |
| // If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make | |
| // the edge lengths negative, then it's degenerate. | |
| float4 threshold = 0.1f - (1.f / edgeVectors.fInvLengths); | |
| fOutsetDegenerate = any(edgeAdjust < threshold); | |
| fInsetDegenerate = any(edgeAdjust > -threshold); | |
| } | |
| } | |
| } | |
| //** Vertices implementation | |
| void TessellationHelper::Vertices::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) { | |
| // Set vertices to match the device and local quad | |
| fX = deviceQuad.x4f(); | |
| fY = deviceQuad.y4f(); | |
| fW = deviceQuad.w4f(); | |
| if (localQuad) { | |
| fU = localQuad->x4f(); | |
| fV = localQuad->y4f(); | |
| fR = localQuad->w4f(); | |
| fUVRCount = localQuad->hasPerspective() ? 3 : 2; | |
| } else { | |
| fUVRCount = 0; | |
| } | |
| } | |
| void TessellationHelper::Vertices::asGrQuads(GrQuad* deviceOut, GrQuad::Type deviceType, | |
| GrQuad* localOut, GrQuad::Type localType) const { | |
| SkASSERT(deviceOut); | |
| SkASSERT(fUVRCount == 0 || localOut); | |
| fX.store(deviceOut->xs()); | |
| fY.store(deviceOut->ys()); | |
| if (deviceType == GrQuad::Type::kPerspective) { | |
| fW.store(deviceOut->ws()); | |
| } | |
| deviceOut->setQuadType(deviceType); // This sets ws == 1 when device type != perspective | |
| if (fUVRCount > 0) { | |
| fU.store(localOut->xs()); | |
| fV.store(localOut->ys()); | |
| if (fUVRCount == 3) { | |
| fR.store(localOut->ws()); | |
| } | |
| localOut->setQuadType(localType); | |
| } | |
| } | |
| void TessellationHelper::Vertices::moveAlong(const EdgeVectors& edgeVectors, | |
| const float4& signedEdgeDistances) { | |
| // This shouldn't be called if fInvSinTheta is close to infinity (cosTheta close to 1). | |
| // FIXME (michaelludwig) - Temporarily allow NaNs on debug builds here, for crbug:224618's GM | |
| // Once W clipping is implemented, shouldn't see NaNs unless it's actually time to fail. | |
| SkASSERT(all(abs(edgeVectors.fCosTheta) < 0.9f) || | |
| any(edgeVectors.fCosTheta != edgeVectors.fCosTheta)); | |
| // When the projected device quad is not degenerate, the vertex corners can move | |
| // cornerOutsetLen along their edge and their cw-rotated edge. The vertex's edge points | |
| // inwards and the cw-rotated edge points outwards, hence the minus-sign. | |
| // The edge distances are rotated compared to the corner outsets and (dx, dy), since if | |
| // the edge is "on" both its corners need to be moved along their other edge vectors. | |
| float4 signedOutsets = -edgeVectors.fInvSinTheta * next_cw(signedEdgeDistances); | |
| float4 signedOutsetsCW = edgeVectors.fInvSinTheta * signedEdgeDistances; | |
| // x = x + outset * mask * next_cw(xdiff) - outset * next_cw(mask) * xdiff | |
| fX += signedOutsetsCW * next_cw(edgeVectors.fDX) + signedOutsets * edgeVectors.fDX; | |
| fY += signedOutsetsCW * next_cw(edgeVectors.fDY) + signedOutsets * edgeVectors.fDY; | |
| if (fUVRCount > 0) { | |
| // We want to extend the texture coords by the same proportion as the positions. | |
| signedOutsets *= edgeVectors.fInvLengths; | |
| signedOutsetsCW *= next_cw(edgeVectors.fInvLengths); | |
| float4 du = next_ccw(fU) - fU; | |
| float4 dv = next_ccw(fV) - fV; | |
| fU += signedOutsetsCW * next_cw(du) + signedOutsets * du; | |
| fV += signedOutsetsCW * next_cw(dv) + signedOutsets * dv; | |
| if (fUVRCount == 3) { | |
| float4 dr = next_ccw(fR) - fR; | |
| fR += signedOutsetsCW * next_cw(dr) + signedOutsets * dr; | |
| } | |
| } | |
| } | |
| void TessellationHelper::Vertices::moveTo(const float4& x2d, const float4& y2d, const mask4& mask) { | |
| // Left to right, in device space, for each point | |
| float4 e1x = skvx::shuffle<2, 3, 2, 3>(fX) - skvx::shuffle<0, 1, 0, 1>(fX); | |
| float4 e1y = skvx::shuffle<2, 3, 2, 3>(fY) - skvx::shuffle<0, 1, 0, 1>(fY); | |
| float4 e1w = skvx::shuffle<2, 3, 2, 3>(fW) - skvx::shuffle<0, 1, 0, 1>(fW); | |
| mask4 e1Bad = e1x*e1x + e1y*e1y < kDist2Tolerance; | |
| correct_bad_edges(e1Bad, &e1x, &e1y, &e1w); | |
| // // Top to bottom, in device space, for each point | |
| float4 e2x = skvx::shuffle<1, 1, 3, 3>(fX) - skvx::shuffle<0, 0, 2, 2>(fX); | |
| float4 e2y = skvx::shuffle<1, 1, 3, 3>(fY) - skvx::shuffle<0, 0, 2, 2>(fY); | |
| float4 e2w = skvx::shuffle<1, 1, 3, 3>(fW) - skvx::shuffle<0, 0, 2, 2>(fW); | |
| mask4 e2Bad = e2x*e2x + e2y*e2y < kDist2Tolerance; | |
| correct_bad_edges(e2Bad, &e2x, &e2y, &e2w); | |
| // Can only move along e1 and e2 to reach the new 2D point, so we have | |
| // x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and | |
| // y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b | |
| // This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where | |
| // the cNx and cNy coefficients are: | |
| float4 c1x = e1w * x2d - e1x; | |
| float4 c1y = e1w * y2d - e1y; | |
| float4 c2x = e2w * x2d - e2x; | |
| float4 c2y = e2w * y2d - e2y; | |
| float4 c3x = fW * x2d - fX; | |
| float4 c3y = fW * y2d - fY; | |
| // Solve for a and b | |
| float4 a, b, denom; | |
| if (all(mask)) { | |
| // When every edge is outset/inset, each corner can use both edge vectors | |
| denom = c1x * c2y - c2x * c1y; | |
| a = (c2x * c3y - c3x * c2y) / denom; | |
| b = (c3x * c1y - c1x * c3y) / denom; | |
| } else { | |
| // Force a or b to be 0 if that edge cannot be used due to non-AA | |
| mask4 aMask = skvx::shuffle<0, 0, 3, 3>(mask); | |
| mask4 bMask = skvx::shuffle<2, 1, 2, 1>(mask); | |
| // When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case. | |
| // When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom | |
| // When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, "" | |
| // When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0 | |
| mask4 useC1x = abs(c1x) > abs(c1y); | |
| mask4 useC2x = abs(c2x) > abs(c2y); | |
| denom = if_then_else(aMask, | |
| if_then_else(bMask, | |
| c1x * c2y - c2x * c1y, /* A & B */ | |
| if_then_else(useC1x, c1x, c1y)), /* A & !B */ | |
| if_then_else(bMask, | |
| if_then_else(useC2x, c2x, c2y), /* !A & B */ | |
| float4(1.f))); /* !A & !B */ | |
| a = if_then_else(aMask, | |
| if_then_else(bMask, | |
| c2x * c3y - c3x * c2y, /* A & B */ | |
| if_then_else(useC1x, -c3x, -c3y)), /* A & !B */ | |
| float4(0.f)) / denom; /* !A */ | |
| b = if_then_else(bMask, | |
| if_then_else(aMask, | |
| c3x * c1y - c1x * c3y, /* A & B */ | |
| if_then_else(useC2x, -c3x, -c3y)), /* !A & B */ | |
| float4(0.f)) / denom; /* !B */ | |
| } | |
| fX += a * e1x + b * e2x; | |
| fY += a * e1y + b * e2y; | |
| fW += a * e1w + b * e2w; | |
| // If fW has gone negative, flip the point to the other side of w=0. This only happens if the | |
| // edge was approaching a vanishing point and it was physically impossible to outset 1/2px in | |
| // screen space w/o going behind the viewer and being mirrored. Scaling by -1 preserves the | |
| // computed screen space position but moves the 3D point off of the original quad. So far, this | |
| // seems to be a reasonable compromise. | |
| if (any(fW < 0.f)) { | |
| float4 scale = if_then_else(fW < 0.f, float4(-1.f), float4(1.f)); | |
| fX *= scale; | |
| fY *= scale; | |
| fW *= scale; | |
| } | |
| correct_bad_coords(abs(denom) < kTolerance, &fX, &fY, &fW); | |
| if (fUVRCount > 0) { | |
| // Calculate R here so it can be corrected with U and V in case it's needed later | |
| float4 e1u = skvx::shuffle<2, 3, 2, 3>(fU) - skvx::shuffle<0, 1, 0, 1>(fU); | |
| float4 e1v = skvx::shuffle<2, 3, 2, 3>(fV) - skvx::shuffle<0, 1, 0, 1>(fV); | |
| float4 e1r = skvx::shuffle<2, 3, 2, 3>(fR) - skvx::shuffle<0, 1, 0, 1>(fR); | |
| correct_bad_edges(e1Bad, &e1u, &e1v, &e1r); | |
| float4 e2u = skvx::shuffle<1, 1, 3, 3>(fU) - skvx::shuffle<0, 0, 2, 2>(fU); | |
| float4 e2v = skvx::shuffle<1, 1, 3, 3>(fV) - skvx::shuffle<0, 0, 2, 2>(fV); | |
| float4 e2r = skvx::shuffle<1, 1, 3, 3>(fR) - skvx::shuffle<0, 0, 2, 2>(fR); | |
| correct_bad_edges(e2Bad, &e2u, &e2v, &e2r); | |
| fU += a * e1u + b * e2u; | |
| fV += a * e1v + b * e2v; | |
| if (fUVRCount == 3) { | |
| fR += a * e1r + b * e2r; | |
| correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, &fR); | |
| } else { | |
| correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, nullptr); | |
| } | |
| } | |
| } | |
| //** TessellationHelper implementation | |
| void TessellationHelper::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) { | |
| // Record basic state that isn't recorded on the Vertices struct itself | |
| fDeviceType = deviceQuad.quadType(); | |
| fLocalType = localQuad ? localQuad->quadType() : GrQuad::Type::kAxisAligned; | |
| // Reset metadata validity | |
| fOutsetRequestValid = false; | |
| fEdgeEquationsValid = false; | |
| // Compute vertex properties that are always needed for a quad, so no point in doing it lazily. | |
| fOriginal.reset(deviceQuad, localQuad); | |
| fEdgeVectors.reset(fOriginal.fX, fOriginal.fY, fOriginal.fW, fDeviceType); | |
| fVerticesValid = true; | |
| } | |
| float4 TessellationHelper::inset(const skvx::Vec<4, float>& edgeDistances, | |
| GrQuad* deviceInset, GrQuad* localInset) { | |
| SkASSERT(fVerticesValid); | |
| Vertices inset = fOriginal; | |
| const OutsetRequest& request = this->getOutsetRequest(edgeDistances); | |
| int vertexCount; | |
| if (request.fInsetDegenerate) { | |
| vertexCount = this->adjustDegenerateVertices(-request.fEdgeDistances, &inset); | |
| } else { | |
| this->adjustVertices(-request.fEdgeDistances, &inset); | |
| vertexCount = 4; | |
| } | |
| inset.asGrQuads(deviceInset, fDeviceType, localInset, fLocalType); | |
| if (vertexCount < 3) { | |
| // The interior has less than a full pixel's area so estimate reduced coverage using | |
| // the distance of the inset's projected corners to the original edges. | |
| return this->getEdgeEquations().estimateCoverage(inset.fX / inset.fW, | |
| inset.fY / inset.fW); | |
| } else { | |
| return 1.f; | |
| } | |
| } | |
| void TessellationHelper::outset(const skvx::Vec<4, float>& edgeDistances, | |
| GrQuad* deviceOutset, GrQuad* localOutset) { | |
| SkASSERT(fVerticesValid); | |
| Vertices outset = fOriginal; | |
| const OutsetRequest& request = this->getOutsetRequest(edgeDistances); | |
| if (request.fOutsetDegenerate) { | |
| this->adjustDegenerateVertices(request.fEdgeDistances, &outset); | |
| } else { | |
| this->adjustVertices(request.fEdgeDistances, &outset); | |
| } | |
| outset.asGrQuads(deviceOutset, fDeviceType, localOutset, fLocalType); | |
| } | |
| void TessellationHelper::getEdgeEquations(skvx::Vec<4, float>* a, | |
| skvx::Vec<4, float>* b, | |
| skvx::Vec<4, float>* c) { | |
| SkASSERT(a && b && c); | |
| SkASSERT(fVerticesValid); | |
| const EdgeEquations& eq = this->getEdgeEquations(); | |
| *a = eq.fA; | |
| *b = eq.fB; | |
| *c = eq.fC; | |
| } | |
| skvx::Vec<4, float> TessellationHelper::getEdgeLengths() { | |
| SkASSERT(fVerticesValid); | |
| return 1.f / fEdgeVectors.fInvLengths; | |
| } | |
| const TessellationHelper::OutsetRequest& TessellationHelper::getOutsetRequest( | |
| const skvx::Vec<4, float>& edgeDistances) { | |
| // Much of the code assumes that we start from positive distances and apply it unmodified to | |
| // create an outset; knowing that it's outset simplifies degeneracy checking. | |
| SkASSERT(all(edgeDistances >= 0.f)); | |
| // Rebuild outset request if invalid or if the edge distances have changed. | |
| if (!fOutsetRequestValid || any(edgeDistances != fOutsetRequest.fEdgeDistances)) { | |
| fOutsetRequest.reset(fEdgeVectors, fDeviceType, edgeDistances); | |
| fOutsetRequestValid = true; | |
| } | |
| return fOutsetRequest; | |
| } | |
| bool TessellationHelper::isSubpixel() { | |
| SkASSERT(fVerticesValid); | |
| if (fDeviceType <= GrQuad::Type::kRectilinear) { | |
| // Check the edge lengths, if the shortest is less than 1px it's degenerate, which is the | |
| // same as if the max 1/length is greater than 1px. | |
| return any(fEdgeVectors.fInvLengths > 1.f); | |
| } else { | |
| // Compute edge equations and then distance from each vertex to the opposite edges. | |
| return this->getEdgeEquations().isSubpixel(fEdgeVectors.fX2D, fEdgeVectors.fY2D); | |
| } | |
| } | |
| const TessellationHelper::EdgeEquations& TessellationHelper::getEdgeEquations() { | |
| if (!fEdgeEquationsValid) { | |
| fEdgeEquations.reset(fEdgeVectors); | |
| fEdgeEquationsValid = true; | |
| } | |
| return fEdgeEquations; | |
| } | |
| void TessellationHelper::adjustVertices(const skvx::Vec<4, float>& signedEdgeDistances, | |
| Vertices* vertices) { | |
| SkASSERT(vertices); | |
| SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3); | |
| if (fDeviceType < GrQuad::Type::kPerspective) { | |
| // For non-perspective, non-degenerate quads, moveAlong is correct and most efficient | |
| vertices->moveAlong(fEdgeVectors, signedEdgeDistances); | |
| } else { | |
| // For perspective, non-degenerate quads, use moveAlong for the projected points and then | |
| // reconstruct Ws with moveTo. | |
| Vertices projected = { fEdgeVectors.fX2D, fEdgeVectors.fY2D, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; | |
| projected.moveAlong(fEdgeVectors, signedEdgeDistances); | |
| vertices->moveTo(projected.fX, projected.fY, signedEdgeDistances != 0.f); | |
| } | |
| } | |
| int TessellationHelper::adjustDegenerateVertices(const skvx::Vec<4, float>& signedEdgeDistances, | |
| Vertices* vertices) { | |
| SkASSERT(vertices); | |
| SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3); | |
| if (fDeviceType <= GrQuad::Type::kRectilinear) { | |
| // For rectilinear, degenerate quads, can use moveAlong if the edge distances are adjusted | |
| // to not cross over each other. | |
| SkASSERT(all(signedEdgeDistances <= 0.f)); // Only way rectilinear can degenerate is insets | |
| float4 halfLengths = -0.5f / next_cw(fEdgeVectors.fInvLengths); // Negate to inset | |
| mask4 crossedEdges = halfLengths > signedEdgeDistances; | |
| float4 safeInsets = if_then_else(crossedEdges, halfLengths, signedEdgeDistances); | |
| vertices->moveAlong(fEdgeVectors, safeInsets); | |
| // A degenerate rectilinear quad is either a point (both w and h crossed), or a line | |
| return all(crossedEdges) ? 1 : 2; | |
| } else { | |
| // Degenerate non-rectangular shape, must go through slowest path (which automatically | |
| // handles perspective). | |
| float4 x2d = fEdgeVectors.fX2D; | |
| float4 y2d = fEdgeVectors.fY2D; | |
| mask4 aaMask; | |
| int vertexCount = this->getEdgeEquations().computeDegenerateQuad(signedEdgeDistances, | |
| &x2d, &y2d, &aaMask); | |
| vertices->moveTo(x2d, y2d, aaMask); | |
| return vertexCount; | |
| } | |
| } | |
| } // namespace GrQuadUtils |