| /* |
| * Copyright 2022 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/graphite/render/CoverBoundsRenderStep.h" |
| |
| #include "src/base/SkVx.h" |
| #include "src/gpu/graphite/DrawParams.h" |
| #include "src/gpu/graphite/DrawWriter.h" |
| #include "src/gpu/graphite/render/CommonDepthStencilSettings.h" |
| |
| namespace skgpu::graphite { |
| |
| CoverBoundsRenderStep::CoverBoundsRenderStep(const char* tag, DepthStencilSettings dsSettings) |
| : RenderStep("CoverBoundsRenderStep", |
| tag, |
| Flags::kPerformsShading, |
| /*uniforms=*/{}, |
| PrimitiveType::kTriangleStrip, |
| dsSettings, |
| /*vertexAttrs=*/ {}, |
| /*instanceAttrs=*/{{"bounds", VertexAttribType::kFloat4, SkSLType::kFloat4}, |
| {"depth", VertexAttribType::kFloat, SkSLType::kFloat}, |
| {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}, |
| {"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3}, |
| {"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3}, |
| {"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3}}) {} |
| |
| CoverBoundsRenderStep::~CoverBoundsRenderStep() {} |
| |
| std::string CoverBoundsRenderStep::vertexSkSL() const { |
| // Returns the body of a vertex function, which must define a float4 devPosition variable and |
| // must write to an already-defined float2 stepLocalCoords variable. |
| return "float4 devPosition = cover_bounds_vertex_fn(" |
| "float2(sk_VertexID / 2, sk_VertexID % 2), " |
| "bounds, depth, float3x3(mat0, mat1, mat2), " |
| "stepLocalCoords);\n"; |
| } |
| |
| void CoverBoundsRenderStep::writeVertices(DrawWriter* writer, |
| const DrawParams& params, |
| skvx::uint2 ssboIndices) const { |
| // Each instance is 4 vertices, forming 2 triangles from a single triangle strip, so no indices |
| // are needed. sk_VertexID is used to place vertex positions, so no vertex buffer is needed. |
| DrawWriter::Instances instances{*writer, {}, {}, 4}; |
| |
| skvx::float4 bounds; |
| if (params.geometry().isShape() && params.geometry().shape().inverted()) { |
| // Normally all bounding boxes are sorted such that l<r and t<b. We upload an inverted |
| // rectangle [r,b,l,t] when it's an inverse fill to encode that the bounds are already in |
| // device space and then the VS will use the inverse of the transform to compute local |
| // coordinates. |
| bounds = skvx::shuffle</*R*/2, /*B*/3, /*L*/0, /*T*/1>( |
| skvx::cast<float>(skvx::int4::Load(¶ms.clip().scissor()))); |
| } else { |
| bounds = params.geometry().bounds().ltrb(); |
| } |
| |
| // Since the local coords always have Z=0, we can discard the 3rd row and column of the matrix. |
| const SkM44& m = params.transform().matrix(); |
| instances.append(1) << bounds << params.order().depthAsFloat() << ssboIndices |
| << m.rc(0,0) << m.rc(1,0) << m.rc(3,0) |
| << m.rc(0,1) << m.rc(1,1) << m.rc(3,1) |
| << m.rc(0,3) << m.rc(1,3) << m.rc(3,3); |
| } |
| |
| void CoverBoundsRenderStep::writeUniformsAndTextures(const DrawParams&, |
| PipelineDataGatherer*) const { |
| // All data is uploaded as instance attributes, so no uniforms are needed. |
| } |
| |
| } // namespace skgpu::graphite |