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/*
* Copyright 2024 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/SDFTextLCDRenderStep.h"
#include "include/core/SkM44.h"
#include "include/gpu/graphite/Recorder.h"
#include "include/private/base/SkCPUTypes.h"
#include "src/core/SkMaskGamma.h"
#include "src/gpu/graphite/AtlasProvider.h"
#include "src/gpu/graphite/ContextUtils.h"
#include "src/gpu/graphite/DrawParams.h"
#include "src/gpu/graphite/DrawWriter.h"
#include "src/gpu/graphite/PipelineData.h"
#include "src/gpu/graphite/RecorderPriv.h"
#include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
#include "src/gpu/graphite/text/TextAtlasManager.h"
#include "src/sksl/SkSLString.h"
#include "src/text/gpu/DistanceFieldAdjustTable.h"
#include "src/text/gpu/SubRunContainer.h"
#include "src/text/gpu/VertexFiller.h"
namespace skgpu::graphite {
namespace {
// We are expecting to sample from up to 4 textures
constexpr int kNumSDFAtlasTextures = 4;
} // namespace
SDFTextLCDRenderStep::SDFTextLCDRenderStep()
: RenderStep("SDFTextLCDRenderStep",
"",
Flags::kPerformsShading | Flags::kHasTextures | Flags::kEmitsCoverage |
Flags::kLCDCoverage,
/*uniforms=*/{{"subRunDeviceMatrix", SkSLType::kFloat4x4},
{"deviceToLocal", SkSLType::kFloat4x4},
{"atlasSizeInv", SkSLType::kFloat2},
{"pixelGeometryDelta", SkSLType::kHalf2},
{"gammaParams", SkSLType::kHalf4}},
PrimitiveType::kTriangleStrip,
kDirectDepthGEqualPass,
/*vertexAttrs=*/ {},
/*instanceAttrs=*/
{{"size", VertexAttribType::kUShort2, SkSLType::kUShort2},
{"uvPos", VertexAttribType::kUShort2, SkSLType::kUShort2},
{"xyPos", VertexAttribType::kFloat2, SkSLType::kFloat2},
{"indexAndFlags", VertexAttribType::kUShort2, SkSLType::kUShort2},
{"strikeToSourceScale", VertexAttribType::kFloat, SkSLType::kFloat},
{"depth", VertexAttribType::kFloat, SkSLType::kFloat},
{"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}},
/*varyings=*/
{{"unormTexCoords", SkSLType::kFloat2},
{"textureCoords", SkSLType::kFloat2},
{"texIndex", SkSLType::kFloat}}) {}
SDFTextLCDRenderStep::~SDFTextLCDRenderStep() {}
std::string SDFTextLCDRenderStep::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 "texIndex = half(indexAndFlags.x);"
"float4 devPosition = text_vertex_fn(float2(sk_VertexID >> 1, sk_VertexID & 1), "
"subRunDeviceMatrix, "
"deviceToLocal, "
"atlasSizeInv, "
"float2(size), "
"float2(uvPos), "
"xyPos, "
"strikeToSourceScale, "
"depth, "
"textureCoords, "
"unormTexCoords, "
"stepLocalCoords);";
}
std::string SDFTextLCDRenderStep::texturesAndSamplersSkSL(
const ResourceBindingRequirements& bindingReqs, int* nextBindingIndex) const {
std::string result;
for (unsigned int i = 0; i < kNumSDFAtlasTextures; ++i) {
result += EmitSamplerLayout(bindingReqs, nextBindingIndex);
SkSL::String::appendf(&result, " sampler2D sdf_atlas_%u;\n", i);
}
return result;
}
const char* SDFTextLCDRenderStep::fragmentCoverageSkSL() const {
// The returned SkSL must write its coverage into a 'half4 outputCoverage' variable (defined in
// the calling code) with the actual coverage splatted out into all four channels.
// TODO: To minimize the number of shaders generated this is the full affine shader.
// For best performance it may be worth creating the uniform scale shader as well,
// as that's the most common case.
// TODO: Need to add 565 support.
// TODO: Need aliased and possibly sRGB support.
static_assert(kNumSDFAtlasTextures == 4);
return "outputCoverage = sdf_text_lcd_coverage_fn(textureCoords, "
"pixelGeometryDelta, "
"gammaParams, "
"unormTexCoords, "
"texIndex, "
"sdf_atlas_0, "
"sdf_atlas_1, "
"sdf_atlas_2, "
"sdf_atlas_3);";
}
void SDFTextLCDRenderStep::writeVertices(DrawWriter* dw,
const DrawParams& params,
skvx::uint2 ssboIndices) const {
const SubRunData& subRunData = params.geometry().subRunData();
subRunData.subRun()->vertexFiller().fillInstanceData(dw,
subRunData.startGlyphIndex(),
subRunData.glyphCount(),
subRunData.subRun()->instanceFlags(),
ssboIndices,
subRunData.subRun()->glyphs(),
params.order().depthAsFloat());
}
void SDFTextLCDRenderStep::writeUniformsAndTextures(const DrawParams& params,
PipelineDataGatherer* gatherer) const {
SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
const SubRunData& subRunData = params.geometry().subRunData();
unsigned int numProxies;
Recorder* recorder = subRunData.recorder();
const sk_sp<TextureProxy>* proxies =
recorder->priv().atlasProvider()->textAtlasManager()->getProxies(
subRunData.subRun()->maskFormat(), &numProxies);
SkASSERT(proxies && numProxies > 0);
// write uniforms
gatherer->write(params.transform().matrix()); // subRunDeviceMatrix
gatherer->write(subRunData.deviceToLocal());
SkV2 atlasDimensionsInverse = {1.f/proxies[0]->dimensions().width(),
1.f/proxies[0]->dimensions().height()};
gatherer->write(atlasDimensionsInverse);
// compute and write pixelGeometry vector
SkV2 pixelGeometryDelta = {0, 0};
if (SkPixelGeometryIsH(subRunData.pixelGeometry())) {
pixelGeometryDelta = {1.f/(3*proxies[0]->dimensions().width()), 0};
} else if (SkPixelGeometryIsV(subRunData.pixelGeometry())) {
pixelGeometryDelta = {0, 1.f/(3*proxies[0]->dimensions().height())};
}
if (SkPixelGeometryIsBGR(subRunData.pixelGeometry())) {
pixelGeometryDelta = -pixelGeometryDelta;
}
gatherer->writeHalf(pixelGeometryDelta);
// compute and write gamma adjustment
auto dfAdjustTable = sktext::gpu::DistanceFieldAdjustTable::Get();
float redCorrection = dfAdjustTable->getAdjustment(SkColorGetR(subRunData.luminanceColor()),
subRunData.useGammaCorrectDistanceTable());
float greenCorrection = dfAdjustTable->getAdjustment(SkColorGetG(subRunData.luminanceColor()),
subRunData.useGammaCorrectDistanceTable());
float blueCorrection = dfAdjustTable->getAdjustment(SkColorGetB(subRunData.luminanceColor()),
subRunData.useGammaCorrectDistanceTable());
SkV4 gammaParams = {redCorrection, greenCorrection, blueCorrection,
subRunData.useGammaCorrectDistanceTable() ? 1.f : 0.f};
gatherer->writeHalf(gammaParams);
// write textures and samplers
for (unsigned int i = 0; i < numProxies; ++i) {
gatherer->add(proxies[i], {SkFilterMode::kLinear, SkTileMode::kClamp});
}
// If the atlas has less than 4 active proxies we still need to set up samplers for the shader.
for (unsigned int i = numProxies; i < kNumSDFAtlasTextures; ++i) {
gatherer->add(proxies[0], {SkFilterMode::kLinear, SkTileMode::kClamp});
}
}
} // namespace skgpu::graphite