| /* |
| * 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/tessellate/GrTessellatePathOp.h" |
| |
| #include "src/gpu/GrEagerVertexAllocator.h" |
| #include "src/gpu/GrGpu.h" |
| #include "src/gpu/GrOpFlushState.h" |
| #include "src/gpu/GrTriangulator.h" |
| #include "src/gpu/tessellate/GrFillPathShader.h" |
| #include "src/gpu/tessellate/GrMiddleOutPolygonTriangulator.h" |
| #include "src/gpu/tessellate/GrMidpointContourParser.h" |
| #include "src/gpu/tessellate/GrResolveLevelCounter.h" |
| #include "src/gpu/tessellate/GrStencilPathShader.h" |
| |
| constexpr static int kMaxResolveLevel = GrMiddleOutCubicShader::kMaxResolveLevel; |
| constexpr static float kTessellationIntolerance = 4; // 1/4 of a pixel. |
| |
| GrTessellatePathOp::FixedFunctionFlags GrTessellatePathOp::fixedFunctionFlags() const { |
| auto flags = FixedFunctionFlags::kUsesStencil; |
| if (GrAAType::kNone != fAAType) { |
| flags |= FixedFunctionFlags::kUsesHWAA; |
| } |
| return flags; |
| } |
| |
| void GrTessellatePathOp::onPrePrepare(GrRecordingContext*, |
| const GrSurfaceProxyView* writeView, |
| GrAppliedClip*, |
| const GrXferProcessor::DstProxyView&) { |
| } |
| |
| void GrTessellatePathOp::onPrepare(GrOpFlushState* flushState) { |
| int numVerbs = fPath.countVerbs(); |
| if (numVerbs <= 0) { |
| return; |
| } |
| |
| // First check if the path is large and/or simple enough that we can actually triangulate the |
| // inner polygon(s) on the CPU. This is our fastest approach. It allows us to stencil only the |
| // curves, and then fill the internal polygons directly to the final render target, thus drawing |
| // the majority of pixels in a single render pass. |
| SkScalar scales[2]; |
| SkAssertResult(fViewMatrix.getMinMaxScales(scales)); // Will fail if perspective. |
| const SkRect& bounds = fPath.getBounds(); |
| float gpuFragmentWork = bounds.height() * scales[0] * bounds.width() * scales[1]; |
| float cpuTessellationWork = (float)numVerbs * SkNextLog2(numVerbs); // N log N. |
| if (cpuTessellationWork * 500 + (256 * 256) < gpuFragmentWork) { // Don't try below 256x256. |
| int numCountedCubics; |
| // This will fail if the inner triangles do not form a simple polygon (e.g., self |
| // intersection, double winding). |
| if (this->prepareNonOverlappingInnerTriangles(flushState, &numCountedCubics)) { |
| if (!numCountedCubics) { |
| return; |
| } |
| // Always use indirect draws for cubics instead of tessellation here. Our goal in this |
| // mode is to maximize GPU performance, and the middle-out topology used by our indirect |
| // draws is easier on the rasterizer than a tessellated fan. There also seems to be a |
| // small amount of fixed tessellation overhead that this avoids. |
| // |
| // NOTE: This will count fewer cubics than above if it discards any for resolveLevel=0. |
| GrResolveLevelCounter resolveLevelCounter; |
| numCountedCubics = resolveLevelCounter.reset(fPath, fViewMatrix, |
| kTessellationIntolerance); |
| this->prepareIndirectOuterCubics(flushState, resolveLevelCounter); |
| return; |
| } |
| } |
| |
| // When there are only a few verbs, it seems to always be fastest to make a single indirect draw |
| // that contains both the inner triangles and the outer cubics, instead of using hardware |
| // tessellation. Also take this path if tessellation is not supported. |
| bool drawTrianglesAsIndirectCubicDraw = (numVerbs < 50); |
| if (drawTrianglesAsIndirectCubicDraw || |
| !flushState->caps().shaderCaps()->tessellationSupport()) { |
| // Prepare outer cubics with indirect draws. |
| GrResolveLevelCounter resolveLevelCounter; |
| this->prepareMiddleOutTrianglesAndCubics(flushState, &resolveLevelCounter, |
| drawTrianglesAsIndirectCubicDraw); |
| return; |
| } |
| |
| // Next see if we can split up the inner triangles and outer cubics into two draw calls. This |
| // allows for a more efficient inner triangle topology that can reduce the rasterizer load by a |
| // large margin on complex paths, but also causes greater CPU overhead due to the extra shader |
| // switches and draw calls. |
| // NOTE: Raster-edge work is 1-dimensional, so we sum height and width instead of multiplying. |
| float rasterEdgeWork = (bounds.height() + bounds.width()) * scales[1] * fPath.countVerbs(); |
| if (rasterEdgeWork > 300 * 300) { |
| this->prepareMiddleOutTrianglesAndCubics(flushState); |
| return; |
| } |
| |
| // Fastest CPU approach: emit one cubic wedge per verb, fanning out from the center. |
| this->prepareTessellatedCubicWedges(flushState); |
| } |
| |
| bool GrTessellatePathOp::prepareNonOverlappingInnerTriangles(GrMeshDrawOp::Target* target, |
| int* numCountedCurves) { |
| SkASSERT(!fTriangleBuffer); |
| SkASSERT(!fDoStencilTriangleBuffer); |
| SkASSERT(!fDoFillTriangleBuffer); |
| |
| using GrTriangulator::Mode; |
| |
| GrEagerDynamicVertexAllocator vertexAlloc(target, &fTriangleBuffer, &fBaseTriangleVertex); |
| fTriangleVertexCount = GrTriangulator::PathToTriangles(fPath, 0, SkRect::MakeEmpty(), |
| &vertexAlloc, Mode::kSimpleInnerPolygons, |
| numCountedCurves); |
| if (fTriangleVertexCount == 0) { |
| // Mode::kSimpleInnerPolygons causes PathToTriangles to fail if the inner polygon(s) are not |
| // simple. |
| return false; |
| } |
| if (((Flags::kStencilOnly | Flags::kWireframe) & fFlags) || GrAAType::kCoverage == fAAType || |
| (target->appliedClip() && target->appliedClip()->hasStencilClip())) { |
| // If we have certain flags, mixed samples, or a stencil clip then we unfortunately |
| // can't fill the inner polygon directly. Indicate that these triangles need to be |
| // stencilled. |
| fDoStencilTriangleBuffer = true; |
| } |
| if (!(Flags::kStencilOnly & fFlags)) { |
| fDoFillTriangleBuffer = true; |
| } |
| return true; |
| } |
| |
| void GrTessellatePathOp::prepareMiddleOutTrianglesAndCubics( |
| GrMeshDrawOp::Target* target, GrResolveLevelCounter* resolveLevelCounter, |
| bool drawTrianglesAsIndirectCubicDraw) { |
| SkASSERT(!fTriangleBuffer); |
| SkASSERT(!fDoStencilTriangleBuffer); |
| SkASSERT(!fDoFillTriangleBuffer); |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(!fStencilCubicsShader); |
| SkASSERT(!fIndirectDrawBuffer); |
| |
| // No initial moveTo, plus an implicit close at the end; n-2 triangles fill an n-gon. |
| int maxInnerTriangles = fPath.countVerbs() - 1; |
| int maxCubics = fPath.countVerbs(); |
| |
| SkPoint* vertexData; |
| int vertexAdvancePerTriangle; |
| if (drawTrianglesAsIndirectCubicDraw) { |
| // Allocate the triangles as 4-point instances at the beginning of the cubic buffer. |
| SkASSERT(resolveLevelCounter); |
| vertexAdvancePerTriangle = 4; |
| int baseTriangleInstance; |
| vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint) * 4, maxInnerTriangles + maxCubics, &fCubicBuffer, |
| &baseTriangleInstance)); |
| fBaseCubicVertex = baseTriangleInstance * 4; |
| } else { |
| // Allocate the triangles as normal 3-point instances in the triangle buffer. |
| vertexAdvancePerTriangle = 3; |
| vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint), maxInnerTriangles * 3, &fTriangleBuffer, &fBaseTriangleVertex)); |
| } |
| if (!vertexData) { |
| return; |
| } |
| |
| GrVectorXform xform(fViewMatrix); |
| GrMiddleOutPolygonTriangulator middleOut(vertexData, vertexAdvancePerTriangle, |
| fPath.countVerbs()); |
| if (resolveLevelCounter) { |
| resolveLevelCounter->reset(); |
| } |
| int numCountedCurves = 0; |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| switch (verb) { |
| case SkPathVerb::kMove: |
| middleOut.closeAndMove(pts[0]); |
| break; |
| case SkPathVerb::kLine: |
| middleOut.pushVertex(pts[1]); |
| break; |
| case SkPathVerb::kQuad: |
| middleOut.pushVertex(pts[2]); |
| if (resolveLevelCounter) { |
| // Quadratics get converted to cubics before rendering. |
| resolveLevelCounter->countCubic(GrWangsFormula::quadratic_log2( |
| kTessellationIntolerance, pts, xform)); |
| break; |
| } |
| ++numCountedCurves; |
| break; |
| case SkPathVerb::kCubic: |
| middleOut.pushVertex(pts[3]); |
| if (resolveLevelCounter) { |
| resolveLevelCounter->countCubic(GrWangsFormula::cubic_log2( |
| kTessellationIntolerance, pts, xform)); |
| break; |
| } |
| ++numCountedCurves; |
| break; |
| case SkPathVerb::kClose: |
| middleOut.close(); |
| break; |
| case SkPathVerb::kConic: |
| SkUNREACHABLE; |
| } |
| } |
| int triangleCount = middleOut.close(); |
| SkASSERT(triangleCount <= maxInnerTriangles); |
| |
| if (drawTrianglesAsIndirectCubicDraw) { |
| SkASSERT(resolveLevelCounter); |
| int totalInstanceCount = triangleCount + resolveLevelCounter->totalCubicInstanceCount(); |
| SkASSERT(vertexAdvancePerTriangle == 4); |
| target->putBackVertices(maxInnerTriangles + maxCubics - totalInstanceCount, |
| sizeof(SkPoint) * 4); |
| if (totalInstanceCount) { |
| this->prepareIndirectOuterCubicsAndTriangles(target, *resolveLevelCounter, vertexData, |
| triangleCount); |
| } |
| } else { |
| SkASSERT(vertexAdvancePerTriangle == 3); |
| target->putBackVertices(maxInnerTriangles - triangleCount, sizeof(SkPoint) * 3); |
| fTriangleVertexCount = triangleCount * 3; |
| if (fTriangleVertexCount) { |
| fDoStencilTriangleBuffer = true; |
| } |
| if (resolveLevelCounter) { |
| this->prepareIndirectOuterCubics(target, *resolveLevelCounter); |
| } else { |
| this->prepareTessellatedOuterCubics(target, numCountedCurves); |
| } |
| } |
| } |
| |
| static SkPoint lerp(const SkPoint& a, const SkPoint& b, float T) { |
| SkASSERT(1 != T); // The below does not guarantee lerp(a, b, 1) === b. |
| return (b - a) * T + a; |
| } |
| |
| static void line2cubic(const SkPoint& p0, const SkPoint& p1, SkPoint* out) { |
| out[0] = p0; |
| out[1] = lerp(p0, p1, 1/3.f); |
| out[2] = lerp(p0, p1, 2/3.f); |
| out[3] = p1; |
| } |
| |
| static void quad2cubic(const SkPoint pts[], SkPoint* out) { |
| out[0] = pts[0]; |
| out[1] = lerp(pts[0], pts[1], 2/3.f); |
| out[2] = lerp(pts[1], pts[2], 1/3.f); |
| out[3] = pts[2]; |
| } |
| |
| void GrTessellatePathOp::prepareIndirectOuterCubics( |
| GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter) { |
| SkASSERT(resolveLevelCounter.totalCubicInstanceCount() >= 0); |
| if (resolveLevelCounter.totalCubicInstanceCount() == 0) { |
| return; |
| } |
| // Allocate a buffer to store the cubic data. |
| SkPoint* cubicData; |
| int baseInstance; |
| cubicData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint) * 4, resolveLevelCounter.totalCubicInstanceCount(), &fCubicBuffer, |
| &baseInstance)); |
| if (!cubicData) { |
| return; |
| } |
| fBaseCubicVertex = baseInstance * 4; |
| this->prepareIndirectOuterCubicsAndTriangles(target, resolveLevelCounter, cubicData, |
| /*numTrianglesAtBeginningOfData=*/0); |
| } |
| |
| void GrTessellatePathOp::prepareIndirectOuterCubicsAndTriangles( |
| GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter, |
| SkPoint* cubicData, int numTrianglesAtBeginningOfData) { |
| SkASSERT(numTrianglesAtBeginningOfData + resolveLevelCounter.totalCubicInstanceCount() > 0); |
| SkASSERT(!fStencilCubicsShader); |
| SkASSERT(cubicData); |
| |
| // Here we treat fCubicBuffer as an instance buffer. It should have been prepared with the base |
| // vertex on an instance boundary in order to accommodate this. |
| SkASSERT(fBaseCubicVertex % 4 == 0); |
| int baseInstance = fBaseCubicVertex >> 2; |
| |
| // Start preparing the indirect draw buffer. |
| fIndirectDrawCount = resolveLevelCounter.totalCubicIndirectDrawCount(); |
| if (numTrianglesAtBeginningOfData) { |
| ++fIndirectDrawCount; // Add an indirect draw for the triangles at the beginning. |
| } |
| |
| // Allocate space for the GrDrawIndexedIndirectCommand structs. |
| GrDrawIndexedIndirectCommand* indirectData = target->makeDrawIndexedIndirectSpace( |
| fIndirectDrawCount, &fIndirectDrawBuffer, &fIndirectDrawOffset); |
| if (!indirectData) { |
| SkASSERT(!fIndirectDrawBuffer); |
| return; |
| } |
| |
| // Fill out the GrDrawIndexedIndirectCommand structs and determine the starting instance data |
| // location at each resolve level. |
| SkPoint* instanceLocations[kMaxResolveLevel + 1]; |
| int indirectIdx = 0; |
| int runningInstanceCount = 0; |
| if (numTrianglesAtBeginningOfData) { |
| // The caller has already packed "triangleInstanceCount" triangles into 4-point instances |
| // at the beginning of the instance buffer. Add a special-case indirect draw here that will |
| // emit the triangles [P0, P1, P2] from these 4-point instances. |
| indirectData[0] = GrMiddleOutCubicShader::MakeDrawTrianglesIndirectCmd( |
| numTrianglesAtBeginningOfData, baseInstance); |
| indirectIdx = 1; |
| runningInstanceCount = numTrianglesAtBeginningOfData; |
| } |
| for (int resolveLevel = 1; resolveLevel <= kMaxResolveLevel; ++resolveLevel) { |
| instanceLocations[resolveLevel] = cubicData + runningInstanceCount * 4; |
| if (int instanceCountAtCurrLevel = resolveLevelCounter[resolveLevel]) { |
| indirectData[indirectIdx++] = GrMiddleOutCubicShader::MakeDrawCubicsIndirectCmd( |
| resolveLevel, instanceCountAtCurrLevel, baseInstance + runningInstanceCount); |
| runningInstanceCount += instanceCountAtCurrLevel; |
| } |
| } |
| |
| #ifdef SK_DEBUG |
| SkASSERT(indirectIdx == fIndirectDrawCount); |
| SkASSERT(runningInstanceCount == numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalCubicInstanceCount()); |
| SkASSERT(fIndirectDrawCount > 0); |
| |
| SkPoint* endLocations[kMaxResolveLevel + 1]; |
| memcpy(endLocations, instanceLocations + 1, kMaxResolveLevel * sizeof(SkPoint*)); |
| int totalInstanceCount = numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalCubicInstanceCount(); |
| endLocations[kMaxResolveLevel] = cubicData + totalInstanceCount * 4; |
| #endif |
| |
| fCubicVertexCount = numTrianglesAtBeginningOfData * 4; |
| |
| if (resolveLevelCounter.totalCubicInstanceCount()) { |
| GrVectorXform xform(fViewMatrix); |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| int level; |
| switch (verb) { |
| default: |
| continue; |
| case SkPathVerb::kQuad: |
| level = GrWangsFormula::quadratic_log2(kTessellationIntolerance, pts, xform); |
| if (level == 0) { |
| continue; |
| } |
| level = std::min(level, kMaxResolveLevel); |
| quad2cubic(pts, instanceLocations[level]); |
| break; |
| case SkPathVerb::kCubic: |
| level = GrWangsFormula::cubic_log2(kTessellationIntolerance, pts, xform); |
| if (level == 0) { |
| continue; |
| } |
| level = std::min(level, kMaxResolveLevel); |
| memcpy(instanceLocations[level], pts, sizeof(SkPoint) * 4); |
| break; |
| } |
| instanceLocations[level] += 4; |
| fCubicVertexCount += 4; |
| } |
| } |
| |
| #ifdef SK_DEBUG |
| for (int i = 1; i <= kMaxResolveLevel; ++i) { |
| SkASSERT(instanceLocations[i] == endLocations[i]); |
| } |
| SkASSERT(fCubicVertexCount == (numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalCubicInstanceCount()) * 4); |
| #endif |
| |
| fStencilCubicsShader = target->allocator()->make<GrMiddleOutCubicShader>(fViewMatrix); |
| } |
| |
| void GrTessellatePathOp::prepareTessellatedOuterCubics(GrMeshDrawOp::Target* target, |
| int numCountedCurves) { |
| SkASSERT(numCountedCurves >= 0); |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(!fStencilCubicsShader); |
| |
| if (numCountedCurves == 0) { |
| return; |
| } |
| |
| auto* vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint), numCountedCurves * 4, &fCubicBuffer, &fBaseCubicVertex)); |
| if (!vertexData) { |
| return; |
| } |
| fCubicVertexCount = 0; |
| |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| switch (verb) { |
| default: |
| continue; |
| case SkPathVerb::kQuad: |
| SkASSERT(fCubicVertexCount < numCountedCurves * 4); |
| quad2cubic(pts, vertexData + fCubicVertexCount); |
| break; |
| case SkPathVerb::kCubic: |
| SkASSERT(fCubicVertexCount < numCountedCurves * 4); |
| memcpy(vertexData + fCubicVertexCount, pts, sizeof(SkPoint) * 4); |
| break; |
| } |
| fCubicVertexCount += 4; |
| } |
| SkASSERT(fCubicVertexCount == numCountedCurves * 4); |
| |
| fStencilCubicsShader = target->allocator()->make<GrTessellateCubicShader>(fViewMatrix); |
| } |
| |
| void GrTessellatePathOp::prepareTessellatedCubicWedges(GrMeshDrawOp::Target* target) { |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(!fStencilCubicsShader); |
| SkASSERT(target->caps().shaderCaps()->tessellationSupport()); |
| |
| // No initial moveTo, one wedge per verb, plus an implicit close at the end. |
| // Each wedge has 5 vertices. |
| int maxVertices = (fPath.countVerbs() + 1) * 5; |
| |
| GrEagerDynamicVertexAllocator vertexAlloc(target, &fCubicBuffer, &fBaseCubicVertex); |
| auto* vertexData = vertexAlloc.lock<SkPoint>(maxVertices); |
| if (!vertexData) { |
| return; |
| } |
| fCubicVertexCount = 0; |
| |
| GrMidpointContourParser parser(fPath); |
| while (parser.parseNextContour()) { |
| SkPoint midpoint = parser.currentMidpoint(); |
| SkPoint startPoint = {0, 0}; |
| SkPoint lastPoint = startPoint; |
| for (auto [verb, pts, w] : parser.currentContour()) { |
| switch (verb) { |
| case SkPathVerb::kMove: |
| startPoint = lastPoint = pts[0]; |
| continue; |
| case SkPathVerb::kClose: |
| continue; // Ignore. We can assume an implicit close at the end. |
| case SkPathVerb::kLine: |
| line2cubic(pts[0], pts[1], vertexData + fCubicVertexCount); |
| lastPoint = pts[1]; |
| break; |
| case SkPathVerb::kQuad: |
| quad2cubic(pts, vertexData + fCubicVertexCount); |
| lastPoint = pts[2]; |
| break; |
| case SkPathVerb::kCubic: |
| memcpy(vertexData + fCubicVertexCount, pts, sizeof(SkPoint) * 4); |
| lastPoint = pts[3]; |
| break; |
| case SkPathVerb::kConic: |
| SkUNREACHABLE; |
| } |
| vertexData[fCubicVertexCount + 4] = midpoint; |
| fCubicVertexCount += 5; |
| } |
| if (lastPoint != startPoint) { |
| line2cubic(lastPoint, startPoint, vertexData + fCubicVertexCount); |
| vertexData[fCubicVertexCount + 4] = midpoint; |
| fCubicVertexCount += 5; |
| } |
| } |
| |
| vertexAlloc.unlock(fCubicVertexCount); |
| |
| if (fCubicVertexCount) { |
| fStencilCubicsShader = target->allocator()->make<GrTessellateWedgeShader>(fViewMatrix); |
| } |
| } |
| |
| void GrTessellatePathOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) { |
| this->drawStencilPass(flushState); |
| if (!(Flags::kStencilOnly & fFlags)) { |
| this->drawCoverPass(flushState); |
| } |
| } |
| |
| void GrTessellatePathOp::drawStencilPass(GrOpFlushState* flushState) { |
| // Increments clockwise triangles and decrements counterclockwise. Used for "winding" fill. |
| constexpr static GrUserStencilSettings kIncrDecrStencil( |
| GrUserStencilSettings::StaticInitSeparate< |
| 0x0000, 0x0000, |
| GrUserStencilTest::kAlwaysIfInClip, GrUserStencilTest::kAlwaysIfInClip, |
| 0xffff, 0xffff, |
| GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap, |
| GrUserStencilOp::kKeep, GrUserStencilOp::kKeep, |
| 0xffff, 0xffff>()); |
| |
| // Inverts the bottom stencil bit. Used for "even/odd" fill. |
| constexpr static GrUserStencilSettings kInvertStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kAlwaysIfInClip, |
| 0xffff, |
| GrUserStencilOp::kInvert, |
| GrUserStencilOp::kKeep, |
| 0x0001>()); |
| |
| GrPipeline::InitArgs initArgs; |
| if (GrAAType::kNone != fAAType) { |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kHWAntialias; |
| } |
| if (flushState->caps().wireframeSupport() && (Flags::kWireframe & fFlags)) { |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kWireframe; |
| } |
| SkASSERT(SkPathFillType::kWinding == fPath.getFillType() || |
| SkPathFillType::kEvenOdd == fPath.getFillType()); |
| initArgs.fUserStencil = (SkPathFillType::kWinding == fPath.getFillType()) ? |
| &kIncrDecrStencil : &kInvertStencil; |
| initArgs.fCaps = &flushState->caps(); |
| GrPipeline pipeline(initArgs, GrDisableColorXPFactory::MakeXferProcessor(), |
| flushState->appliedHardClip()); |
| |
| if (fDoStencilTriangleBuffer) { |
| SkASSERT(fTriangleBuffer); |
| GrStencilTriangleShader stencilTriangleShader(fViewMatrix); |
| GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline, |
| &stencilTriangleShader); |
| flushState->bindPipelineAndScissorClip(programInfo, this->bounds()); |
| flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer.get()); |
| flushState->draw(fTriangleVertexCount, fBaseTriangleVertex); |
| } |
| |
| if (fStencilCubicsShader) { |
| SkASSERT(fCubicBuffer); |
| GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline, |
| fStencilCubicsShader); |
| flushState->bindPipelineAndScissorClip(programInfo, this->bounds()); |
| if (fIndirectDrawBuffer) { |
| auto indexBuffer = GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer( |
| flushState->resourceProvider()); |
| flushState->bindBuffers(indexBuffer.get(), fCubicBuffer.get(), nullptr); |
| flushState->drawIndexedIndirect(fIndirectDrawBuffer.get(), fIndirectDrawOffset, |
| fIndirectDrawCount); |
| } else { |
| flushState->bindBuffers(nullptr, nullptr, fCubicBuffer.get()); |
| flushState->draw(fCubicVertexCount, fBaseCubicVertex); |
| if (flushState->caps().requiresManualFBBarrierAfterTessellatedStencilDraw()) { |
| flushState->gpu()->insertManualFramebufferBarrier(); // http://skbug.com/9739 |
| } |
| } |
| } |
| } |
| |
| void GrTessellatePathOp::drawCoverPass(GrOpFlushState* flushState) { |
| // Allows non-zero stencil values to pass and write a color, and resets the stencil value back |
| // to zero; discards immediately on stencil values of zero. |
| // NOTE: It's ok to not check the clip here because the previous stencil pass only wrote to |
| // samples already inside the clip. |
| constexpr static GrUserStencilSettings kTestAndResetStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kNotEqual, |
| 0xffff, |
| GrUserStencilOp::kZero, |
| GrUserStencilOp::kKeep, |
| 0xffff>()); |
| |
| GrPipeline::InitArgs initArgs; |
| if (GrAAType::kNone != fAAType) { |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kHWAntialias; |
| if (1 == flushState->proxy()->numSamples()) { |
| SkASSERT(GrAAType::kCoverage == fAAType); |
| // We are mixed sampled. Use conservative raster to make the sample coverage mask 100% |
| // at every fragment. This way we will still get a double hit on shared edges, but |
| // whichever side comes first will cover every sample and will clear the stencil. The |
| // other side will then be discarded and not cause a double blend. |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kConservativeRaster; |
| } |
| } |
| initArgs.fCaps = &flushState->caps(); |
| initArgs.fDstProxyView = flushState->drawOpArgs().dstProxyView(); |
| initArgs.fWriteSwizzle = flushState->drawOpArgs().writeSwizzle(); |
| GrPipeline pipeline(initArgs, std::move(fProcessors), flushState->detachAppliedClip()); |
| |
| if (fDoFillTriangleBuffer) { |
| SkASSERT(fTriangleBuffer); |
| |
| // These are a twist on the standard red book stencil settings that allow us to fill the |
| // inner polygon directly to the final render target. At this point, the curves are already |
| // stencilled in. So if the stencil value is zero, then it means the path at our sample is |
| // not affected by any curves and we fill the path in directly. If the stencil value is |
| // nonzero, then we don't fill and instead continue the standard red book stencil process. |
| // |
| // NOTE: These settings are currently incompatible with a stencil clip. |
| constexpr static GrUserStencilSettings kFillOrIncrDecrStencil( |
| GrUserStencilSettings::StaticInitSeparate< |
| 0x0000, 0x0000, |
| GrUserStencilTest::kEqual, GrUserStencilTest::kEqual, |
| 0xffff, 0xffff, |
| GrUserStencilOp::kKeep, GrUserStencilOp::kKeep, |
| GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap, |
| 0xffff, 0xffff>()); |
| |
| constexpr static GrUserStencilSettings kFillOrInvertStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kEqual, |
| 0xffff, |
| GrUserStencilOp::kKeep, |
| GrUserStencilOp::kZero, |
| 0xffff>()); |
| |
| if (fDoStencilTriangleBuffer) { |
| // The path was already stencilled. Here we just need to do a cover pass. |
| pipeline.setUserStencil(&kTestAndResetStencil); |
| } else if (!fStencilCubicsShader) { |
| // There are no stencilled curves. We can ignore stencil and fill the path directly. |
| pipeline.setUserStencil(&GrUserStencilSettings::kUnused); |
| } else if (SkPathFillType::kWinding == fPath.getFillType()) { |
| // Fill in the path pixels not touched by curves, incr/decr stencil otherwise. |
| SkASSERT(!pipeline.hasStencilClip()); |
| pipeline.setUserStencil(&kFillOrIncrDecrStencil); |
| } else { |
| // Fill in the path pixels not touched by curves, invert stencil otherwise. |
| SkASSERT(!pipeline.hasStencilClip()); |
| pipeline.setUserStencil(&kFillOrInvertStencil); |
| } |
| |
| GrFillTriangleShader fillTriangleShader(fViewMatrix, fColor); |
| GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline, |
| &fillTriangleShader); |
| flushState->bindPipelineAndScissorClip(programInfo, this->bounds()); |
| flushState->bindTextures(fillTriangleShader, nullptr, pipeline); |
| flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer.get()); |
| flushState->draw(fTriangleVertexCount, fBaseTriangleVertex); |
| |
| if (fStencilCubicsShader) { |
| SkASSERT(fCubicBuffer); |
| |
| // At this point, every pixel is filled in except the ones touched by curves. Issue a |
| // final cover pass over the curves by drawing their convex hulls. This will fill in any |
| // remaining samples and reset the stencil buffer. |
| pipeline.setUserStencil(&kTestAndResetStencil); |
| GrFillCubicHullShader fillCubicHullShader(fViewMatrix, fColor); |
| GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline, |
| &fillCubicHullShader); |
| flushState->bindPipelineAndScissorClip(programInfo, this->bounds()); |
| flushState->bindTextures(fillCubicHullShader, nullptr, pipeline); |
| |
| // Here we treat fCubicBuffer as an instance buffer. It should have been prepared with |
| // the base vertex on an instance boundary in order to accommodate this. |
| SkASSERT((fCubicVertexCount % 4) == 0); |
| SkASSERT((fBaseCubicVertex % 4) == 0); |
| flushState->bindBuffers(nullptr, fCubicBuffer.get(), nullptr); |
| flushState->drawInstanced(fCubicVertexCount >> 2, fBaseCubicVertex >> 2, 4, 0); |
| } |
| return; |
| } |
| |
| // There are no triangles to fill. Just draw a bounding box. |
| pipeline.setUserStencil(&kTestAndResetStencil); |
| GrFillBoundingBoxShader fillBoundingBoxShader(fViewMatrix, fColor, fPath.getBounds()); |
| GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline, |
| &fillBoundingBoxShader); |
| flushState->bindPipelineAndScissorClip(programInfo, this->bounds()); |
| flushState->bindTextures(fillBoundingBoxShader, nullptr, pipeline); |
| flushState->bindBuffers(nullptr, nullptr, nullptr); |
| flushState->draw(4, 0); |
| } |