blob: ee15d94996ccab997d3e52fa68e4d7fa2105a9cd [file] [log] [blame]
/*
* 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/TessellateCurvesRenderStep.h"
#include "src/sksl/SkSLString.h"
#include "src/gpu/graphite/BufferManager.h"
#include "src/gpu/graphite/DrawParams.h"
#include "src/gpu/graphite/DrawWriter.h"
#include "src/gpu/graphite/PipelineData.h"
#include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
#include "src/gpu/graphite/render/DynamicInstancesPatchAllocator.h"
#include "src/gpu/tessellate/FixedCountBufferUtils.h"
#include "src/gpu/tessellate/PatchWriter.h"
namespace skgpu::graphite {
namespace {
using namespace skgpu::tess;
// No fan point or stroke params, since this is for filled curves (not strokes or wedges)
// No explicit curve type on platforms that support infinity.
// No color or wide color attribs, since it might always be part of the PaintParams
// or we'll add a color-only fast path to RenderStep later.
static constexpr PatchAttribs kAttribs = PatchAttribs::kPaintDepth |
PatchAttribs::kSsboIndex;
static constexpr PatchAttribs kAttribsWithCurveType = kAttribs | PatchAttribs::kExplicitCurveType;
using Writer = PatchWriter<DynamicInstancesPatchAllocator<FixedCountCurves>,
Required<PatchAttribs::kPaintDepth>,
Required<PatchAttribs::kSsboIndex>,
Optional<PatchAttribs::kExplicitCurveType>,
AddTrianglesWhenChopping,
DiscardFlatCurves>;
// The order of the attribute declarations must match the order used by
// PatchWriter::emitPatchAttribs, i.e.:
// join << fanPoint << stroke << color << depth << curveType << ssboIndices
static constexpr Attribute kBaseAttributes[] = {
{"p01", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"p23", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"depth", VertexAttribType::kFloat, SkSLType::kFloat},
{"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}};
static constexpr Attribute kAttributesWithCurveType[] = {
{"p01", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"p23", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"depth", VertexAttribType::kFloat, SkSLType::kFloat},
{"curveType", VertexAttribType::kFloat, SkSLType::kFloat},
{"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}};
static constexpr SkSpan<const Attribute> kAttributes[2] = {kAttributesWithCurveType,
kBaseAttributes};
} // namespace
TessellateCurvesRenderStep::TessellateCurvesRenderStep(bool evenOdd,
bool infinitySupport,
StaticBufferManager* bufferManager)
: RenderStep("TessellateCurvesRenderStep",
evenOdd ? "even-odd" : "winding",
Flags::kRequiresMSAA,
/*uniforms=*/{{"localToDevice", SkSLType::kFloat4x4}},
PrimitiveType::kTriangles,
evenOdd ? kEvenOddStencilPass : kWindingStencilPass,
/*vertexAttrs=*/ {{"resolveLevel_and_idx",
VertexAttribType::kFloat2, SkSLType::kFloat2}},
/*instanceAttrs=*/kAttributes[infinitySupport])
, fInfinitySupport(infinitySupport) {
SkASSERT(this->instanceStride() ==
PatchStride(infinitySupport ? kAttribs : kAttribsWithCurveType));
// Initialize the static buffers we'll use when recording draw calls.
// NOTE: Each instance of this RenderStep gets its own copy of the data. If this ends up causing
// problems, we can modify StaticBufferManager to de-duplicate requests.
const size_t vertexSize = FixedCountCurves::VertexBufferSize();
auto vertexData = bufferManager->getVertexWriter(vertexSize, &fVertexBuffer);
if (vertexData) {
FixedCountCurves::WriteVertexBuffer(std::move(vertexData), vertexSize);
} // otherwise static buffer creation failed, so do nothing; Context initialization will fail.
const size_t indexSize = FixedCountCurves::IndexBufferSize();
auto indexData = bufferManager->getIndexWriter(indexSize, &fIndexBuffer);
if (indexData) {
FixedCountCurves::WriteIndexBuffer(std::move(indexData), indexSize);
} // ""
}
TessellateCurvesRenderStep::~TessellateCurvesRenderStep() {}
std::string TessellateCurvesRenderStep::vertexSkSL() const {
return SkSL::String::printf(
R"(
// TODO: Approximate perspective scaling to match how PatchWriter is configured (or
// provide explicit tessellation level in instance data instead of replicating
// work).
float2x2 vectorXform = float2x2(localToDevice[0].xy, localToDevice[1].xy);
float2 localCoord = tessellate_filled_curve(
vectorXform, resolveLevel_and_idx.x, resolveLevel_and_idx.y, p01, p23, %s);
float4 devPosition = localToDevice * float4(localCoord, 0.0, 1.0);
devPosition.z = depth;
stepLocalCoords = localCoord;
)",
fInfinitySupport ? "curve_type_using_inf_support(p23)" : "curveType");
}
void TessellateCurvesRenderStep::writeVertices(DrawWriter* dw,
const DrawParams& params,
skvx::uint2 ssboIndices) const {
SkPath path = params.geometry().shape().asPath(); // TODO: Iterate the Shape directly
int patchReserveCount = FixedCountCurves::PreallocCount(path.countVerbs());
Writer writer{fInfinitySupport ? kAttribs : kAttribsWithCurveType,
*dw,
fVertexBuffer,
fIndexBuffer,
patchReserveCount};
writer.updatePaintDepthAttrib(params.order().depthAsFloat());
writer.updateSsboIndexAttrib(ssboIndices);
// The vector xform approximates how the control points are transformed by the shader to
// more accurately compute how many *parametric* segments are needed.
// TODO: This doesn't account for perspective division yet, which will require updating the
// approximate transform based on each verb's control points' bounding box.
SkASSERT(params.transform().type() < Transform::Type::kPerspective);
writer.setShaderTransform(wangs_formula::VectorXform{params.transform().matrix()},
params.transform().maxScaleFactor());
// TODO: For filled curves, the path verb loop is simple enough that it's not too big a deal
// to copy the logic from PathCurveTessellator::write_patches. It may be required if we end
// up switching to a shape iterator in graphite vs. a path iterator in ganesh, or if
// graphite does not control point transformation on the CPU. On the other hand, if we
// provide a templated WritePatches function, the iterator could also be a template arg in
// addition to PatchWriter's traits. Whatever pattern we choose will be based more on what's
// best for the wedge and stroke case, which have more complex loops.
for (auto [verb, pts, w] : SkPathPriv::Iterate(path)) {
switch (verb) {
case SkPathVerb::kQuad: writer.writeQuadratic(pts); break;
case SkPathVerb::kConic: writer.writeConic(pts, *w); break;
case SkPathVerb::kCubic: writer.writeCubic(pts); break;
default: break;
}
}
}
void TessellateCurvesRenderStep::writeUniformsAndTextures(const DrawParams& params,
PipelineDataGatherer* gatherer) const {
SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
gatherer->write(params.transform().matrix());
}
} // namespace skgpu::graphite