| /* | |
| * Copyright 2014 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "GrDefaultGeoProcFactory.h" | |
| #include "GrCaps.h" | |
| #include "SkRefCnt.h" | |
| #include "glsl/GrGLSLColorSpaceXformHelper.h" | |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| #include "glsl/GrGLSLGeometryProcessor.h" | |
| #include "glsl/GrGLSLVertexGeoBuilder.h" | |
| #include "glsl/GrGLSLVarying.h" | |
| #include "glsl/GrGLSLUniformHandler.h" | |
| #include "glsl/GrGLSLUtil.h" | |
| /* | |
| * The default Geometry Processor simply takes position and multiplies it by the uniform view | |
| * matrix. It also leaves coverage untouched. Behind the scenes, we may add per vertex color or | |
| * local coords. | |
| */ | |
| enum GPFlag { | |
| kColorAttribute_GPFlag = 0x1, | |
| kColorAttributeIsSkColor_GPFlag = 0x2, | |
| kLocalCoordAttribute_GPFlag = 0x4, | |
| kCoverageAttribute_GPFlag = 0x8, | |
| kBonesAttribute_GPFlag = 0x10, | |
| }; | |
| static constexpr int kNumVec2sPerBone = 3; // Our bone matrices are 3x2 matrices passed in as | |
| // vec2s in column major order, and thus there are 3 | |
| // vec2s per bone. | |
| class DefaultGeoProc : public GrGeometryProcessor { | |
| public: | |
| static sk_sp<GrGeometryProcessor> Make(const GrShaderCaps* shaderCaps, | |
| uint32_t gpTypeFlags, | |
| GrColor color, | |
| sk_sp<GrColorSpaceXform> colorSpaceXform, | |
| const SkMatrix& viewMatrix, | |
| const SkMatrix& localMatrix, | |
| bool localCoordsWillBeRead, | |
| uint8_t coverage, | |
| const float* bones, | |
| int boneCount) { | |
| return sk_sp<GrGeometryProcessor>(new DefaultGeoProc( | |
| shaderCaps, gpTypeFlags, color, std::move(colorSpaceXform), viewMatrix, localMatrix, | |
| coverage, localCoordsWillBeRead, bones, boneCount)); | |
| } | |
| const char* name() const override { return "DefaultGeometryProcessor"; } | |
| GrColor color() const { return fColor; } | |
| bool hasVertexColor() const { return fInColor.isInitialized(); } | |
| const SkMatrix& viewMatrix() const { return fViewMatrix; } | |
| const SkMatrix& localMatrix() const { return fLocalMatrix; } | |
| bool localCoordsWillBeRead() const { return fLocalCoordsWillBeRead; } | |
| uint8_t coverage() const { return fCoverage; } | |
| bool hasVertexCoverage() const { return fInCoverage.isInitialized(); } | |
| const float* bones() const { return fBones; } | |
| int boneCount() const { return fBoneCount; } | |
| bool hasBones() const { return SkToBool(fBones); } | |
| class GLSLProcessor : public GrGLSLGeometryProcessor { | |
| public: | |
| GLSLProcessor() | |
| : fViewMatrix(SkMatrix::InvalidMatrix()), fColor(GrColor_ILLEGAL), fCoverage(0xff) {} | |
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { | |
| const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>(); | |
| GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; | |
| GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; | |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| // emit attributes | |
| varyingHandler->emitAttributes(gp); | |
| // Setup pass through color | |
| if (gp.hasVertexColor()) { | |
| GrGLSLVarying varying(kHalf4_GrSLType); | |
| varyingHandler->addVarying("color", &varying); | |
| // There are several optional steps to process the color. Start with the attribute: | |
| vertBuilder->codeAppendf("half4 color = %s;", gp.fInColor.name()); | |
| // For SkColor, do a red/blue swap, possible color space conversion, and premul | |
| if (gp.fFlags & kColorAttributeIsSkColor_GPFlag) { | |
| vertBuilder->codeAppend("color = color.bgra;"); | |
| if (gp.fColorSpaceXform) { | |
| fColorSpaceHelper.emitCode(uniformHandler, gp.fColorSpaceXform.get(), | |
| kVertex_GrShaderFlag); | |
| SkString xformedColor; | |
| vertBuilder->appendColorGamutXform(&xformedColor, "color", | |
| &fColorSpaceHelper); | |
| vertBuilder->codeAppendf("color = %s;", xformedColor.c_str()); | |
| } | |
| vertBuilder->codeAppend("color = half4(color.rgb * color.a, color.a);"); | |
| } | |
| vertBuilder->codeAppendf("%s = color;\n", varying.vsOut()); | |
| fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, varying.fsIn()); | |
| } else { | |
| this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, | |
| &fColorUniform); | |
| } | |
| // Setup bone transforms | |
| // NOTE: This code path is currently unused. Benchmarks have found that for all | |
| // reasonable cases of skinned vertices, the overhead involved in copying and uploading | |
| // bone data makes performing the transformations on the CPU faster than doing so on | |
| // the GPU. This is being kept here in case that changes. | |
| const char* transformedPositionName = gp.fInPosition.name(); | |
| if (gp.hasBones()) { | |
| // Set up the uniform for the bones. | |
| const char* vertBonesUniformName; | |
| fBonesUniform = uniformHandler->addUniformArray(kVertex_GrShaderFlag, | |
| kFloat2_GrSLType, | |
| "Bones", | |
| kMaxBones * kNumVec2sPerBone, | |
| &vertBonesUniformName); | |
| // Set up the bone application function. | |
| SkString applyBoneFunctionName; | |
| this->emitApplyBoneFunction(vertBuilder, | |
| vertBonesUniformName, | |
| &applyBoneFunctionName); | |
| // Apply the world transform to the position first. | |
| vertBuilder->codeAppendf( | |
| "float2 worldPosition = %s(0, %s);" | |
| "float2 transformedPosition = float2(0, 0);" | |
| "for (int i = 0; i < 4; i++) {", | |
| applyBoneFunctionName.c_str(), | |
| gp.fInPosition.name()); | |
| // If the GPU supports unsigned integers, then we can read the index. Otherwise, | |
| // we have to estimate it given the float representation. | |
| if (args.fShaderCaps->unsignedSupport()) { | |
| vertBuilder->codeAppendf( | |
| " byte index = %s[i];", | |
| gp.fInBoneIndices.name()); | |
| } else { | |
| vertBuilder->codeAppendf( | |
| " byte index = byte(floor(%s[i] * 255 + 0.5));", | |
| gp.fInBoneIndices.name()); | |
| } | |
| // Get the weight and apply the transformation. | |
| vertBuilder->codeAppendf( | |
| " float weight = %s[i];" | |
| " transformedPosition += %s(index, worldPosition) * weight;" | |
| "}", | |
| gp.fInBoneWeights.name(), | |
| applyBoneFunctionName.c_str()); | |
| transformedPositionName = "transformedPosition"; | |
| } | |
| // Setup position | |
| this->writeOutputPosition(vertBuilder, | |
| uniformHandler, | |
| gpArgs, | |
| transformedPositionName, | |
| gp.viewMatrix(), | |
| &fViewMatrixUniform); | |
| if (gp.fInLocalCoords.isInitialized()) { | |
| // emit transforms with explicit local coords | |
| this->emitTransforms(vertBuilder, | |
| varyingHandler, | |
| uniformHandler, | |
| gp.fInLocalCoords.asShaderVar(), | |
| gp.localMatrix(), | |
| args.fFPCoordTransformHandler); | |
| } else { | |
| // emit transforms with position | |
| this->emitTransforms(vertBuilder, | |
| varyingHandler, | |
| uniformHandler, | |
| gp.fInPosition.asShaderVar(), | |
| gp.localMatrix(), | |
| args.fFPCoordTransformHandler); | |
| } | |
| // Setup coverage as pass through | |
| if (gp.hasVertexCoverage()) { | |
| fragBuilder->codeAppendf("half alpha = 1.0;"); | |
| varyingHandler->addPassThroughAttribute(gp.fInCoverage, "alpha"); | |
| fragBuilder->codeAppendf("%s = half4(alpha);", args.fOutputCoverage); | |
| } else if (gp.coverage() == 0xff) { | |
| fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage); | |
| } else { | |
| const char* fragCoverage; | |
| fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| kHalf_GrSLType, | |
| "Coverage", | |
| &fragCoverage); | |
| fragBuilder->codeAppendf("%s = half4(%s);", args.fOutputCoverage, fragCoverage); | |
| } | |
| } | |
| static inline void GenKey(const GrGeometryProcessor& gp, | |
| const GrShaderCaps&, | |
| GrProcessorKeyBuilder* b) { | |
| const DefaultGeoProc& def = gp.cast<DefaultGeoProc>(); | |
| uint32_t key = def.fFlags; | |
| key |= (def.coverage() == 0xff) ? 0x20 : 0; | |
| key |= (def.localCoordsWillBeRead() && def.localMatrix().hasPerspective()) ? 0x40 : 0x0; | |
| key |= ComputePosKey(def.viewMatrix()) << 20; | |
| b->add32(key); | |
| b->add32(GrColorSpaceXform::XformKey(def.fColorSpaceXform.get())); | |
| } | |
| void setData(const GrGLSLProgramDataManager& pdman, | |
| const GrPrimitiveProcessor& gp, | |
| FPCoordTransformIter&& transformIter) override { | |
| const DefaultGeoProc& dgp = gp.cast<DefaultGeoProc>(); | |
| if (!dgp.viewMatrix().isIdentity() && !fViewMatrix.cheapEqualTo(dgp.viewMatrix())) { | |
| fViewMatrix = dgp.viewMatrix(); | |
| float viewMatrix[3 * 3]; | |
| GrGLSLGetMatrix<3>(viewMatrix, fViewMatrix); | |
| pdman.setMatrix3f(fViewMatrixUniform, viewMatrix); | |
| } | |
| if (dgp.color() != fColor && !dgp.hasVertexColor()) { | |
| float c[4]; | |
| GrColorToRGBAFloat(dgp.color(), c); | |
| pdman.set4fv(fColorUniform, 1, c); | |
| fColor = dgp.color(); | |
| } | |
| if (dgp.coverage() != fCoverage && !dgp.hasVertexCoverage()) { | |
| pdman.set1f(fCoverageUniform, GrNormalizeByteToFloat(dgp.coverage())); | |
| fCoverage = dgp.coverage(); | |
| } | |
| this->setTransformDataHelper(dgp.fLocalMatrix, pdman, &transformIter); | |
| fColorSpaceHelper.setData(pdman, dgp.fColorSpaceXform.get()); | |
| if (dgp.hasBones()) { | |
| pdman.set2fv(fBonesUniform, dgp.boneCount() * kNumVec2sPerBone, dgp.bones()); | |
| } | |
| } | |
| private: | |
| void emitApplyBoneFunction(GrGLSLVertexBuilder* vertBuilder, | |
| const char* vertBonesUniformName, | |
| SkString* funcName) { | |
| // The bone matrices are passed in as 3x2 matrices in column-major order as groups | |
| // of 3 float2s. This code takes those float2s and performs the matrix operation on | |
| // a given matrix and float2. | |
| static const GrShaderVar gApplyBoneArgs[] = { | |
| GrShaderVar("index", kByte_GrSLType), | |
| GrShaderVar("vec", kFloat2_GrSLType), | |
| }; | |
| SkString body; | |
| body.appendf( | |
| " float2 c0 = %s[index * 3];" | |
| " float2 c1 = %s[index * 3 + 1];" | |
| " float2 c2 = %s[index * 3 + 2];" | |
| " float x = c0.x * vec.x + c1.x * vec.y + c2.x;" | |
| " float y = c0.y * vec.x + c1.y * vec.y + c2.y;" | |
| " return float2(x, y);", | |
| vertBonesUniformName, | |
| vertBonesUniformName, | |
| vertBonesUniformName); | |
| vertBuilder->emitFunction(kFloat2_GrSLType, | |
| "applyBone", | |
| SK_ARRAY_COUNT(gApplyBoneArgs), | |
| gApplyBoneArgs, | |
| body.c_str(), | |
| funcName); | |
| } | |
| private: | |
| SkMatrix fViewMatrix; | |
| GrColor fColor; | |
| uint8_t fCoverage; | |
| UniformHandle fViewMatrixUniform; | |
| UniformHandle fColorUniform; | |
| UniformHandle fCoverageUniform; | |
| UniformHandle fBonesUniform; | |
| GrGLSLColorSpaceXformHelper fColorSpaceHelper; | |
| typedef GrGLSLGeometryProcessor INHERITED; | |
| }; | |
| void getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| GLSLProcessor::GenKey(*this, caps, b); | |
| } | |
| GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override { | |
| return new GLSLProcessor(); | |
| } | |
| private: | |
| DefaultGeoProc(const GrShaderCaps* shaderCaps, | |
| uint32_t gpTypeFlags, | |
| GrColor color, | |
| sk_sp<GrColorSpaceXform> colorSpaceXform, | |
| const SkMatrix& viewMatrix, | |
| const SkMatrix& localMatrix, | |
| uint8_t coverage, | |
| bool localCoordsWillBeRead, | |
| const float* bones, | |
| int boneCount) | |
| : INHERITED(kDefaultGeoProc_ClassID) | |
| , fColor(color) | |
| , fViewMatrix(viewMatrix) | |
| , fLocalMatrix(localMatrix) | |
| , fCoverage(coverage) | |
| , fFlags(gpTypeFlags) | |
| , fLocalCoordsWillBeRead(localCoordsWillBeRead) | |
| , fColorSpaceXform(std::move(colorSpaceXform)) | |
| , fBones(bones) | |
| , fBoneCount(boneCount) { | |
| fInPosition = {"inPosition", kFloat2_GrVertexAttribType}; | |
| int cnt = 1; | |
| if (fFlags & kColorAttribute_GPFlag) { | |
| fInColor = {"inColor", kUByte4_norm_GrVertexAttribType}; | |
| ++cnt; | |
| } | |
| if (fFlags & kLocalCoordAttribute_GPFlag) { | |
| fInLocalCoords = {"inLocalCoord", kFloat2_GrVertexAttribType}; | |
| ++cnt; | |
| } | |
| if (fFlags & kCoverageAttribute_GPFlag) { | |
| fInCoverage = {"inCoverage", kHalf_GrVertexAttribType}; | |
| ++cnt; | |
| } | |
| if (fFlags & kBonesAttribute_GPFlag) { | |
| SkASSERT(bones && (boneCount > 0)); | |
| // GLSL 1.10 and 1.20 don't support integer attributes. | |
| GrVertexAttribType indicesAttribType = | |
| shaderCaps->unsignedSupport() ? kByte4_GrVertexAttribType : | |
| kUByte4_norm_GrVertexAttribType; | |
| fInBoneIndices = {"inBoneIndices", indicesAttribType}; | |
| ++cnt; | |
| fInBoneWeights = {"inBoneWeights", kUByte4_norm_GrVertexAttribType}; | |
| ++cnt; | |
| } | |
| this->setVertexAttributeCnt(cnt); | |
| } | |
| const Attribute& onVertexAttribute(int i) const override { | |
| return IthInitializedAttribute(i, | |
| fInPosition, | |
| fInColor, | |
| fInLocalCoords, | |
| fInCoverage, | |
| fInBoneIndices, | |
| fInBoneWeights); | |
| } | |
| Attribute fInPosition; | |
| Attribute fInColor; | |
| Attribute fInLocalCoords; | |
| Attribute fInCoverage; | |
| Attribute fInBoneIndices; | |
| Attribute fInBoneWeights; | |
| GrColor fColor; | |
| SkMatrix fViewMatrix; | |
| SkMatrix fLocalMatrix; | |
| uint8_t fCoverage; | |
| uint32_t fFlags; | |
| bool fLocalCoordsWillBeRead; | |
| sk_sp<GrColorSpaceXform> fColorSpaceXform; | |
| const float* fBones; | |
| int fBoneCount; | |
| GR_DECLARE_GEOMETRY_PROCESSOR_TEST | |
| typedef GrGeometryProcessor INHERITED; | |
| }; | |
| GR_DEFINE_GEOMETRY_PROCESSOR_TEST(DefaultGeoProc); | |
| #if GR_TEST_UTILS | |
| static constexpr int kNumFloatsPerBone = 6; | |
| static constexpr int kTestBoneCount = 4; | |
| static constexpr float kTestBones[kTestBoneCount * kNumFloatsPerBone] = { | |
| 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, | |
| }; | |
| sk_sp<GrGeometryProcessor> DefaultGeoProc::TestCreate(GrProcessorTestData* d) { | |
| uint32_t flags = 0; | |
| if (d->fRandom->nextBool()) { | |
| flags |= kColorAttribute_GPFlag; | |
| } | |
| if (d->fRandom->nextBool()) { | |
| flags |= kColorAttributeIsSkColor_GPFlag; | |
| } | |
| if (d->fRandom->nextBool()) { | |
| flags |= kCoverageAttribute_GPFlag; | |
| } | |
| if (d->fRandom->nextBool()) { | |
| flags |= kLocalCoordAttribute_GPFlag; | |
| } | |
| if (d->fRandom->nextBool()) { | |
| flags |= kBonesAttribute_GPFlag; | |
| } | |
| return DefaultGeoProc::Make(d->caps()->shaderCaps(), | |
| flags, | |
| GrRandomColor(d->fRandom), | |
| GrTest::TestColorXform(d->fRandom), | |
| GrTest::TestMatrix(d->fRandom), | |
| GrTest::TestMatrix(d->fRandom), | |
| d->fRandom->nextBool(), | |
| GrRandomCoverage(d->fRandom), | |
| kTestBones, | |
| kTestBoneCount); | |
| } | |
| #endif | |
| sk_sp<GrGeometryProcessor> GrDefaultGeoProcFactory::Make(const GrShaderCaps* shaderCaps, | |
| const Color& color, | |
| const Coverage& coverage, | |
| const LocalCoords& localCoords, | |
| const SkMatrix& viewMatrix) { | |
| uint32_t flags = 0; | |
| if (Color::kPremulGrColorAttribute_Type == color.fType) { | |
| flags |= kColorAttribute_GPFlag; | |
| } else if (Color::kUnpremulSkColorAttribute_Type == color.fType) { | |
| flags |= kColorAttribute_GPFlag | kColorAttributeIsSkColor_GPFlag; | |
| } | |
| flags |= coverage.fType == Coverage::kAttribute_Type ? kCoverageAttribute_GPFlag : 0; | |
| flags |= localCoords.fType == LocalCoords::kHasExplicit_Type ? kLocalCoordAttribute_GPFlag : 0; | |
| uint8_t inCoverage = coverage.fCoverage; | |
| bool localCoordsWillBeRead = localCoords.fType != LocalCoords::kUnused_Type; | |
| GrColor inColor = color.fColor; | |
| return DefaultGeoProc::Make(shaderCaps, | |
| flags, | |
| inColor, | |
| color.fColorSpaceXform, | |
| viewMatrix, | |
| localCoords.fMatrix ? *localCoords.fMatrix : SkMatrix::I(), | |
| localCoordsWillBeRead, | |
| inCoverage, | |
| nullptr, | |
| 0); | |
| } | |
| sk_sp<GrGeometryProcessor> GrDefaultGeoProcFactory::MakeForDeviceSpace( | |
| const GrShaderCaps* shaderCaps, | |
| const Color& color, | |
| const Coverage& coverage, | |
| const LocalCoords& localCoords, | |
| const SkMatrix& viewMatrix) { | |
| SkMatrix invert = SkMatrix::I(); | |
| if (LocalCoords::kUnused_Type != localCoords.fType) { | |
| SkASSERT(LocalCoords::kUsePosition_Type == localCoords.fType); | |
| if (!viewMatrix.isIdentity() && !viewMatrix.invert(&invert)) { | |
| return nullptr; | |
| } | |
| if (localCoords.hasLocalMatrix()) { | |
| invert.preConcat(*localCoords.fMatrix); | |
| } | |
| } | |
| LocalCoords inverted(LocalCoords::kUsePosition_Type, &invert); | |
| return Make(shaderCaps, color, coverage, inverted, SkMatrix::I()); | |
| } | |
| sk_sp<GrGeometryProcessor> GrDefaultGeoProcFactory::MakeWithBones(const GrShaderCaps* shaderCaps, | |
| const Color& color, | |
| const Coverage& coverage, | |
| const LocalCoords& localCoords, | |
| const Bones& bones, | |
| const SkMatrix& viewMatrix) { | |
| uint32_t flags = 0; | |
| if (Color::kPremulGrColorAttribute_Type == color.fType) { | |
| flags |= kColorAttribute_GPFlag; | |
| } else if (Color::kUnpremulSkColorAttribute_Type == color.fType) { | |
| flags |= kColorAttribute_GPFlag | kColorAttributeIsSkColor_GPFlag; | |
| } | |
| flags |= coverage.fType == Coverage::kAttribute_Type ? kCoverageAttribute_GPFlag : 0; | |
| flags |= localCoords.fType == LocalCoords::kHasExplicit_Type ? kLocalCoordAttribute_GPFlag : 0; | |
| flags |= kBonesAttribute_GPFlag; | |
| uint8_t inCoverage = coverage.fCoverage; | |
| bool localCoordsWillBeRead = localCoords.fType != LocalCoords::kUnused_Type; | |
| GrColor inColor = color.fColor; | |
| return DefaultGeoProc::Make(shaderCaps, | |
| flags, | |
| inColor, | |
| color.fColorSpaceXform, | |
| viewMatrix, | |
| localCoords.fMatrix ? *localCoords.fMatrix : SkMatrix::I(), | |
| localCoordsWillBeRead, | |
| inCoverage, | |
| bones.fBones, | |
| bones.fBoneCount); | |
| } |