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/*
* 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/geometry/GrQuadUtils.h"
#include "include/core/SkRect.h"
#include "include/private/GrTypesPriv.h"
#include "include/private/SkVx.h"
#include "src/gpu/geometry/GrQuad.h"
using V4f = skvx::Vec<4, float>;
using M4f = skvx::Vec<4, int32_t>;
#define AI SK_ALWAYS_INLINE
static constexpr float kTolerance = 1e-2f;
// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
// order.
static AI V4f next_cw(const V4f& v) {
return skvx::shuffle<2, 0, 3, 1>(v);
}
static AI V4f next_ccw(const V4f& v) {
return skvx::shuffle<1, 3, 0, 2>(v);
}
// Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector.
// e3 may be null if only 2D edges need to be corrected for.
static AI void correct_bad_edges(const M4f& bad, V4f* e1, V4f* e2, V4f* e3) {
if (any(bad)) {
// Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding
*e1 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e1), *e1);
*e2 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e2), *e2);
if (e3) {
*e3 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e3), *e3);
}
}
}
// Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points.
static AI void correct_bad_coords(const M4f& bad, V4f* c1, V4f* c2, V4f* c3) {
if (any(bad)) {
*c1 = if_then_else(bad, next_ccw(*c1), *c1);
*c2 = if_then_else(bad, next_ccw(*c2), *c2);
if (c3) {
*c3 = if_then_else(bad, next_ccw(*c3), *c3);
}
}
}
// Since the local quad may not be type kRect, this uses the opposites for each vertex when
// interpolating, and calculates new ws in addition to new xs, ys.
static void interpolate_local(float alpha, int v0, int v1, int v2, int v3,
float lx[4], float ly[4], float lw[4]) {
SkASSERT(v0 >= 0 && v0 < 4);
SkASSERT(v1 >= 0 && v1 < 4);
SkASSERT(v2 >= 0 && v2 < 4);
SkASSERT(v3 >= 0 && v3 < 4);
float beta = 1.f - alpha;
lx[v0] = alpha * lx[v0] + beta * lx[v2];
ly[v0] = alpha * ly[v0] + beta * ly[v2];
lw[v0] = alpha * lw[v0] + beta * lw[v2];
lx[v1] = alpha * lx[v1] + beta * lx[v3];
ly[v1] = alpha * ly[v1] + beta * ly[v3];
lw[v1] = alpha * lw[v1] + beta * lw[v3];
}
// Crops v0 to v1 based on the clipDevRect. v2 is opposite of v0, v3 is opposite of v1.
// It is written to not modify coordinates if there's no intersection along the edge.
// Ideally this would have been detected earlier and the entire draw is skipped.
static bool crop_rect_edge(const SkRect& clipDevRect, int v0, int v1, int v2, int v3,
float x[4], float y[4], float lx[4], float ly[4], float lw[4]) {
SkASSERT(v0 >= 0 && v0 < 4);
SkASSERT(v1 >= 0 && v1 < 4);
SkASSERT(v2 >= 0 && v2 < 4);
SkASSERT(v3 >= 0 && v3 < 4);
if (SkScalarNearlyEqual(x[v0], x[v1])) {
// A vertical edge
if (x[v0] < clipDevRect.fLeft && x[v2] >= clipDevRect.fLeft) {
// Overlapping with left edge of clipDevRect
if (lx) {
float alpha = (x[v2] - clipDevRect.fLeft) / (x[v2] - x[v0]);
interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
}
x[v0] = clipDevRect.fLeft;
x[v1] = clipDevRect.fLeft;
return true;
} else if (x[v0] > clipDevRect.fRight && x[v2] <= clipDevRect.fRight) {
// Overlapping with right edge of clipDevRect
if (lx) {
float alpha = (clipDevRect.fRight - x[v2]) / (x[v0] - x[v2]);
interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
}
x[v0] = clipDevRect.fRight;
x[v1] = clipDevRect.fRight;
return true;
}
} else {
// A horizontal edge
SkASSERT(SkScalarNearlyEqual(y[v0], y[v1]));
if (y[v0] < clipDevRect.fTop && y[v2] >= clipDevRect.fTop) {
// Overlapping with top edge of clipDevRect
if (lx) {
float alpha = (y[v2] - clipDevRect.fTop) / (y[v2] - y[v0]);
interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
}
y[v0] = clipDevRect.fTop;
y[v1] = clipDevRect.fTop;
return true;
} else if (y[v0] > clipDevRect.fBottom && y[v2] <= clipDevRect.fBottom) {
// Overlapping with bottom edge of clipDevRect
if (lx) {
float alpha = (clipDevRect.fBottom - y[v2]) / (y[v0] - y[v2]);
interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
}
y[v0] = clipDevRect.fBottom;
y[v1] = clipDevRect.fBottom;
return true;
}
}
// No overlap so don't crop it
return false;
}
// Updates x and y to intersect with clipDevRect. lx, ly, and lw are updated appropriately and may
// be null to skip calculations. Returns bit mask of edges that were clipped.
static GrQuadAAFlags crop_rect(const SkRect& clipDevRect, float x[4], float y[4],
float lx[4], float ly[4], float lw[4]) {
GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone;
// The quad's left edge may not align with the SkRect notion of left due to 90 degree rotations
// or mirrors. So, this processes the logical edges of the quad and clamps it to the 4 sides of
// clipDevRect.
// Quad's left is v0 to v1 (op. v2 and v3)
if (crop_rect_edge(clipDevRect, 0, 1, 2, 3, x, y, lx, ly, lw)) {
clipEdgeFlags |= GrQuadAAFlags::kLeft;
}
// Quad's top edge is v0 to v2 (op. v1 and v3)
if (crop_rect_edge(clipDevRect, 0, 2, 1, 3, x, y, lx, ly, lw)) {
clipEdgeFlags |= GrQuadAAFlags::kTop;
}
// Quad's right edge is v2 to v3 (op. v0 and v1)
if (crop_rect_edge(clipDevRect, 2, 3, 0, 1, x, y, lx, ly, lw)) {
clipEdgeFlags |= GrQuadAAFlags::kRight;
}
// Quad's bottom edge is v1 to v3 (op. v0 and v2)
if (crop_rect_edge(clipDevRect, 1, 3, 0, 2, x, y, lx, ly, lw)) {
clipEdgeFlags |= GrQuadAAFlags::kBottom;
}
return clipEdgeFlags;
}
// Similar to crop_rect, but assumes that both the device coordinates and optional local coordinates
// geometrically match the TL, BL, TR, BR vertex ordering, i.e. axis-aligned but not flipped, etc.
static GrQuadAAFlags crop_simple_rect(const SkRect& clipDevRect, float x[4], float y[4],
float lx[4], float ly[4]) {
GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone;
// Update local coordinates proportionately to how much the device rect edge was clipped
const SkScalar dx = lx ? (lx[2] - lx[0]) / (x[2] - x[0]) : 0.f;
const SkScalar dy = ly ? (ly[1] - ly[0]) / (y[1] - y[0]) : 0.f;
if (clipDevRect.fLeft > x[0]) {
if (lx) {
lx[0] += (clipDevRect.fLeft - x[0]) * dx;
lx[1] = lx[0];
}
x[0] = clipDevRect.fLeft;
x[1] = clipDevRect.fLeft;
clipEdgeFlags |= GrQuadAAFlags::kLeft;
}
if (clipDevRect.fTop > y[0]) {
if (ly) {
ly[0] += (clipDevRect.fTop - y[0]) * dy;
ly[2] = ly[0];
}
y[0] = clipDevRect.fTop;
y[2] = clipDevRect.fTop;
clipEdgeFlags |= GrQuadAAFlags::kTop;
}
if (clipDevRect.fRight < x[2]) {
if (lx) {
lx[2] -= (x[2] - clipDevRect.fRight) * dx;
lx[3] = lx[2];
}
x[2] = clipDevRect.fRight;
x[3] = clipDevRect.fRight;
clipEdgeFlags |= GrQuadAAFlags::kRight;
}
if (clipDevRect.fBottom < y[1]) {
if (ly) {
ly[1] -= (y[1] - clipDevRect.fBottom) * dy;
ly[3] = ly[1];
}
y[1] = clipDevRect.fBottom;
y[3] = clipDevRect.fBottom;
clipEdgeFlags |= GrQuadAAFlags::kBottom;
}
return clipEdgeFlags;
}
// Consistent with GrQuad::asRect()'s return value but requires fewer operations since we don't need
// to calculate the bounds of the quad.
static bool is_simple_rect(const GrQuad& quad) {
if (quad.quadType() != GrQuad::Type::kAxisAligned) {
return false;
}
// v0 at the geometric top-left is unique, so we only need to compare x[0] < x[2] for left
// and y[0] < y[1] for top, but add a little padding to protect against numerical precision
// on R90 and R270 transforms tricking this check.
return ((quad.x(0) + SK_ScalarNearlyZero) < quad.x(2)) &&
((quad.y(0) + SK_ScalarNearlyZero) < quad.y(1));
}
// Calculates barycentric coordinates for each point in (testX, testY) in the triangle formed by
// (x0,y0) - (x1,y1) - (x2, y2) and stores them in u, v, w.
static bool barycentric_coords(float x0, float y0, float x1, float y1, float x2, float y2,
const V4f& testX, const V4f& testY,
V4f* u, V4f* v, V4f* w) {
// Modeled after SkPathOpsQuad::pointInTriangle() but uses float instead of double, is
// vectorized and outputs normalized barycentric coordinates instead of inside/outside test
float v0x = x2 - x0;
float v0y = y2 - y0;
float v1x = x1 - x0;
float v1y = y1 - y0;
float dot00 = v0x * v0x + v0y * v0y;
float dot01 = v0x * v1x + v0y * v1y;
float dot11 = v1x * v1x + v1y * v1y;
// Not yet 1/d, first check d != 0 with a healthy tolerance (worst case is we end up not
// cropping something we could have, which is better than cropping something we shouldn't have).
// The tolerance is partly so large because these comparisons operate in device px^4 units,
// with plenty of subtractions thrown in. The SkPathOpsQuad code's use of doubles helped, and
// because it only needed to return "inside triangle", it could compare against [0, denom] and
// skip the normalization entirely.
float invDenom = dot00 * dot11 - dot01 * dot01;
static constexpr SkScalar kEmptyTriTolerance = SK_Scalar1 / (1 << 5);
if (SkScalarNearlyZero(invDenom, kEmptyTriTolerance)) {
// The triangle was degenerate/empty, which can cause the following UVW calculations to
// return (0,0,1) for every test point. This in turn makes the cropping code think that the
// empty triangle contains the crop rect and we turn the draw into a fullscreen clear, which
// is definitely the utter opposite of what we'd expect for an empty shape.
return false;
} else {
// Safe to divide
invDenom = sk_ieee_float_divide(1.f, invDenom);
}
V4f v2x = testX - x0;
V4f v2y = testY - y0;
V4f dot02 = v0x * v2x + v0y * v2y;
V4f dot12 = v1x * v2x + v1y * v2y;
*u = (dot11 * dot02 - dot01 * dot12) * invDenom;
*v = (dot00 * dot12 - dot01 * dot02) * invDenom;
*w = 1.f - *u - *v;
return true;
}
static M4f inside_triangle(const V4f& u, const V4f& v, const V4f& w) {
return ((u >= 0.f) & (u <= 1.f)) & ((v >= 0.f) & (v <= 1.f)) & ((w >= 0.f) & (w <= 1.f));
}
namespace GrQuadUtils {
void ResolveAAType(GrAAType requestedAAType, GrQuadAAFlags requestedEdgeFlags, const GrQuad& quad,
GrAAType* outAAType, GrQuadAAFlags* outEdgeFlags) {
// Most cases will keep the requested types unchanged
*outAAType = requestedAAType;
*outEdgeFlags = requestedEdgeFlags;
switch (requestedAAType) {
// When aa type is coverage, disable AA if the edge configuration doesn't actually need it
case GrAAType::kCoverage:
if (requestedEdgeFlags == GrQuadAAFlags::kNone) {
// Turn off anti-aliasing
*outAAType = GrAAType::kNone;
} else {
// For coverage AA, if the quad is a rect and it lines up with pixel boundaries
// then overall aa and per-edge aa can be completely disabled
if (quad.quadType() == GrQuad::Type::kAxisAligned && !quad.aaHasEffectOnRect()) {
*outAAType = GrAAType::kNone;
*outEdgeFlags = GrQuadAAFlags::kNone;
}
}
break;
// For no or msaa anti aliasing, override the edge flags since edge flags only make sense
// when coverage aa is being used.
case GrAAType::kNone:
*outEdgeFlags = GrQuadAAFlags::kNone;
break;
case GrAAType::kMSAA:
*outEdgeFlags = GrQuadAAFlags::kAll;
break;
}
}
bool CropToRect(const SkRect& cropRect, GrAA cropAA, GrQuadAAFlags* edgeFlags, GrQuad* quad,
GrQuad* local) {
SkASSERT(quad->isFinite());
if (quad->quadType() == GrQuad::Type::kAxisAligned) {
// crop_rect and crop_rect_simple keep the rectangles as rectangles, so the intersection
// of the crop and quad can be calculated exactly. Some care must be taken if the quad
// is axis-aligned but does not satisfy asRect() due to flips, etc.
GrQuadAAFlags clippedEdges;
if (local) {
if (is_simple_rect(*quad) && is_simple_rect(*local)) {
clippedEdges = crop_simple_rect(cropRect, quad->xs(), quad->ys(),
local->xs(), local->ys());
} else {
clippedEdges = crop_rect(cropRect, quad->xs(), quad->ys(),
local->xs(), local->ys(), local->ws());
}
} else {
if (is_simple_rect(*quad)) {
clippedEdges = crop_simple_rect(cropRect, quad->xs(), quad->ys(), nullptr, nullptr);
} else {
clippedEdges = crop_rect(cropRect, quad->xs(), quad->ys(),
nullptr, nullptr, nullptr);
}
}
// Apply the clipped edge updates to the original edge flags
if (cropAA == GrAA::kYes) {
// Turn on all edges that were clipped
*edgeFlags |= clippedEdges;
} else {
// Turn off all edges that were clipped
*edgeFlags &= ~clippedEdges;
}
return true;
}
if (local) {
// FIXME (michaelludwig) Calculate cropped local coordinates when not kAxisAligned
return false;
}
V4f devX = quad->x4f();
V4f devY = quad->y4f();
V4f devIW = quad->iw4f();
// Project the 3D coordinates to 2D
if (quad->quadType() == GrQuad::Type::kPerspective) {
devX *= devIW;
devY *= devIW;
}
V4f clipX = {cropRect.fLeft, cropRect.fLeft, cropRect.fRight, cropRect.fRight};
V4f clipY = {cropRect.fTop, cropRect.fBottom, cropRect.fTop, cropRect.fBottom};
// Calculate barycentric coordinates for the 4 rect corners in the 2 triangles that the quad
// is tessellated into when drawn.
V4f u1, v1, w1;
V4f u2, v2, w2;
if (!barycentric_coords(devX[0], devY[0], devX[1], devY[1], devX[2], devY[2], clipX, clipY,
&u1, &v1, &w1) ||
!barycentric_coords(devX[1], devY[1], devX[3], devY[3], devX[2], devY[2], clipX, clipY,
&u2, &v2, &w2)) {
// Bad triangles, skip cropping
return false;
}
// clipDevRect is completely inside this quad if each corner is in at least one of two triangles
M4f inTri1 = inside_triangle(u1, v1, w1);
M4f inTri2 = inside_triangle(u2, v2, w2);
if (all(inTri1 | inTri2)) {
// We can crop to exactly the clipDevRect.
// FIXME (michaelludwig) - there are other ways to have determined quad covering the clip
// rect, but the barycentric coords will be useful to derive local coordinates in the future
// Since we are cropped to exactly clipDevRect, we have discarded any perspective and the
// type becomes kRect. If updated locals were requested, they will incorporate perspective.
// FIXME (michaelludwig) - once we have local coordinates handled, it may be desirable to
// keep the draw as perspective so that the hardware does perspective interpolation instead
// of pushing it into a local coord w and having the shader do an extra divide.
clipX.store(quad->xs());
clipY.store(quad->ys());
quad->ws()[0] = 1.f;
quad->ws()[1] = 1.f;
quad->ws()[2] = 1.f;
quad->ws()[3] = 1.f;
quad->setQuadType(GrQuad::Type::kAxisAligned);
// Update the edge flags to match the clip setting since all 4 edges have been clipped
*edgeFlags = cropAA == GrAA::kYes ? GrQuadAAFlags::kAll : GrQuadAAFlags::kNone;
return true;
}
// FIXME (michaelludwig) - use the GrQuadPerEdgeAA tessellation inset/outset math to move
// edges to the closest clip corner they are outside of
return false;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TessellationHelper implementation and helper struct implementations
///////////////////////////////////////////////////////////////////////////////////////////////////
//** EdgeVectors implementation
void TessellationHelper::EdgeVectors::reset(const skvx::Vec<4, float>& xs,
const skvx::Vec<4, float>& ys,
const skvx::Vec<4, float>& ws,
GrQuad::Type quadType) {
// Calculate all projected edge vector values for this quad.
if (quadType == GrQuad::Type::kPerspective) {
V4f iw = 1.0 / ws;
fX2D = xs * iw;
fY2D = ys * iw;
} else {
fX2D = xs;
fY2D = ys;
}
fDX = next_ccw(fX2D) - fX2D;
fDY = next_ccw(fY2D) - fY2D;
fInvLengths = rsqrt(mad(fDX, fDX, fDY * fDY));
// Normalize edge vectors
fDX *= fInvLengths;
fDY *= fInvLengths;
// Calculate angles between vectors
if (quadType <= GrQuad::Type::kRectilinear) {
fCosTheta = 0.f;
fInvSinTheta = 1.f;
} else {
fCosTheta = mad(fDX, next_cw(fDX), fDY * next_cw(fDY));
// NOTE: if cosTheta is close to 1, inset/outset math will avoid the fast paths that rely
// on thefInvSinTheta since it will approach infinity.
fInvSinTheta = rsqrt(1.f - fCosTheta * fCosTheta);
}
}
//** EdgeEquations implementation
void TessellationHelper::EdgeEquations::reset(const EdgeVectors& edgeVectors) {
V4f dx = edgeVectors.fDX;
V4f dy = edgeVectors.fDY;
// Correct for bad edges by copying adjacent edge information into the bad component
correct_bad_edges(edgeVectors.fInvLengths >= 1.f / kTolerance, &dx, &dy, nullptr);
V4f c = mad(dx, edgeVectors.fY2D, -dy * edgeVectors.fX2D);
// Make sure normals point into the shape
V4f test = mad(dy, next_cw(edgeVectors.fX2D), mad(-dx, next_cw(edgeVectors.fY2D), c));
if (any(test < -kTolerance)) {
fA = -dy;
fB = dx;
fC = -c;
} else {
fA = dy;
fB = -dx;
fC = c;
}
}
V4f TessellationHelper::EdgeEquations::estimateCoverage(const V4f& x2d, const V4f& y2d) const {
// Calculate distance of the 4 inset points (px, py) to the 4 edges
V4f d0 = mad(fA[0], x2d, mad(fB[0], y2d, fC[0]));
V4f d1 = mad(fA[1], x2d, mad(fB[1], y2d, fC[1]));
V4f d2 = mad(fA[2], x2d, mad(fB[2], y2d, fC[2]));
V4f d3 = mad(fA[3], x2d, mad(fB[3], y2d, fC[3]));
// For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal
// axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis
// so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage
// at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an
// accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not
// mathematically accurate but qualitatively provides a stable value proportional to the size of
// the shape.
V4f w = max(0.f, min(1.f, d0 + d3));
V4f h = max(0.f, min(1.f, d1 + d2));
return w * h;
}
int TessellationHelper::EdgeEquations::computeDegenerateQuad(const V4f& signedEdgeDistances,
V4f* x2d, V4f* y2d) const {
// Move the edge by the signed edge adjustment.
V4f oc = fC + signedEdgeDistances;
// There are 6 points that we care about to determine the final shape of the polygon, which
// are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the
// 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges).
V4f denom = fA * next_cw(fB) - fB * next_cw(fA);
V4f px = (fB * next_cw(oc) - oc * next_cw(fB)) / denom;
V4f py = (oc * next_cw(fA) - fA * next_cw(oc)) / denom;
correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr);
// Calculate the signed distances from these 4 corners to the other two edges that did not
// define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and
// p(3) to e0,e2
V4f dists1 = px * skvx::shuffle<3, 3, 0, 0>(fA) +
py * skvx::shuffle<3, 3, 0, 0>(fB) +
skvx::shuffle<3, 3, 0, 0>(oc);
V4f dists2 = px * skvx::shuffle<1, 2, 1, 2>(fA) +
py * skvx::shuffle<1, 2, 1, 2>(fB) +
skvx::shuffle<1, 2, 1, 2>(oc);
// If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as
// the 4 points. If any point is on the wrong side of both edges, the interior has collapsed
// and we need to use a central point to represent it. If all four points are only on the
// wrong side of 1 edge, one edge has crossed over another and we use a line to represent it.
// Otherwise, use a triangle that replaces the bad points with the intersections of
// (e1, e2) or (e0, e3) as needed.
M4f d1v0 = dists1 < kTolerance;
M4f d2v0 = dists2 < kTolerance;
M4f d1And2 = d1v0 & d2v0;
M4f d1Or2 = d1v0 | d2v0;
if (!any(d1Or2)) {
// Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is
// and use full coverage
*x2d = px;
*y2d = py;
return 4;
} else if (any(d1And2)) {
// A point failed against two edges, so reduce the shape to a single point, which we take as
// the center of the original quad to ensure it is contained in the intended geometry. Since
// it has collapsed, we know the shape cannot cover a pixel so update the coverage.
SkPoint center = {0.25f * ((*x2d)[0] + (*x2d)[1] + (*x2d)[2] + (*x2d)[3]),
0.25f * ((*y2d)[0] + (*y2d)[1] + (*y2d)[2] + (*y2d)[3])};
*x2d = center.fX;
*y2d = center.fY;
return 1;
} else if (all(d1Or2)) {
// Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
// that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed.
if (dists1[2] < kTolerance && dists1[3] < kTolerance) {
// Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
*x2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
*y2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
} else {
// Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
*x2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
*y2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
}
return 2;
} else {
// This turns into a triangle. Replace corners as needed with the intersections between
// (e0,e3) and (e1,e2), which must now be calculated
using V2f = skvx::Vec<2, float>;
V2f eDenom = skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(fB) -
skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(fA);
V2f ex = (skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(oc) -
skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fB)) / eDenom;
V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fA) -
skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(oc)) / eDenom;
if (SkScalarAbs(eDenom[0]) > kTolerance) {
px = if_then_else(d1v0, V4f(ex[0]), px);
py = if_then_else(d1v0, V4f(ey[0]), py);
}
if (SkScalarAbs(eDenom[1]) > kTolerance) {
px = if_then_else(d2v0, V4f(ex[1]), px);
py = if_then_else(d2v0, V4f(ey[1]), py);
}
*x2d = px;
*y2d = py;
return 3;
}
}
//** OutsetRequest implementation
void TessellationHelper::OutsetRequest::reset(const EdgeVectors& edgeVectors, GrQuad::Type quadType,
const skvx::Vec<4, float>& edgeDistances) {
fEdgeDistances = edgeDistances;
// Based on the edge distances, determine if it's acceptable to use fInvSinTheta to
// calculate the inset or outset geometry.
if (quadType <= GrQuad::Type::kRectilinear) {
// Since it's rectangular, the width (edge[1] or edge[2]) collapses if subtracting
// (dist[0] + dist[3]) makes the new width negative (minus for inset, outsetting will
// never be degenerate in this case). The same applies for height (edge[0] or edge[3])
// and (dist[1] + dist[2]).
fOutsetDegenerate = false;
float widthChange = edgeDistances[0] + edgeDistances[3];
float heightChange = edgeDistances[1] + edgeDistances[2];
// (1/len > 1/(edge sum) implies len - edge sum < 0.
fInsetDegenerate =
(widthChange > 0.f && edgeVectors.fInvLengths[1] > 1.f / widthChange) ||
(heightChange > 0.f && edgeVectors.fInvLengths[0] > 1.f / heightChange);
} else if (any(edgeVectors.fInvLengths >= 1.f / kTolerance)) {
// Have an edge that is effectively length 0, so we're dealing with a triangle, which
// must always go through the degenerate code path.
fOutsetDegenerate = true;
fInsetDegenerate = true;
} else {
// If possible, the corners will move +/-edgeDistances * 1/sin(theta). The entire
// request is degenerate if 1/sin(theta) -> infinity (or cos(theta) -> 1).
if (any(abs(edgeVectors.fCosTheta) >= 0.9f)) {
fOutsetDegenerate = true;
fInsetDegenerate = true;
} else {
// With an edge-centric view, an edge's length changes by
// edgeDistance * cos(pi - theta) / sin(theta) for each of its corners (the second
// corner uses ccw theta value). An edge's length also changes when its adjacent
// edges move, in which case it's updated by edgeDistance / sin(theta)
// (or cos(theta) for the other edge).
// cos(pi - theta) = -cos(theta)
V4f halfTanTheta = -edgeVectors.fCosTheta * edgeVectors.fInvSinTheta;
V4f edgeAdjust = edgeDistances * (halfTanTheta + next_ccw(halfTanTheta)) +
next_ccw(edgeDistances) * next_ccw(edgeVectors.fInvSinTheta) +
next_cw(edgeDistances) * edgeVectors.fInvSinTheta;
// If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make
// the edge lengths negative, then it's degenerate.
V4f threshold = 0.1f - (1.f / edgeVectors.fInvLengths);
fOutsetDegenerate = any(edgeAdjust < threshold);
fInsetDegenerate = any(edgeAdjust > -threshold);
}
}
}
//** Vertices implementation
void TessellationHelper::Vertices::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) {
// Set vertices to match the device and local quad
fX = deviceQuad.x4f();
fY = deviceQuad.y4f();
fW = deviceQuad.w4f();
if (localQuad) {
fU = localQuad->x4f();
fV = localQuad->y4f();
fR = localQuad->w4f();
fUVRCount = localQuad->hasPerspective() ? 3 : 2;
} else {
fUVRCount = 0;
}
}
void TessellationHelper::Vertices::asGrQuads(GrQuad* deviceOut, GrQuad::Type deviceType,
GrQuad* localOut, GrQuad::Type localType) const {
SkASSERT(deviceOut);
SkASSERT(fUVRCount == 0 || localOut);
fX.store(deviceOut->xs());
fY.store(deviceOut->ys());
if (deviceType == GrQuad::Type::kPerspective) {
fW.store(deviceOut->ws());
}
deviceOut->setQuadType(deviceType); // This sets ws == 1 when device type != perspective
if (fUVRCount > 0) {
fU.store(localOut->xs());
fV.store(localOut->ys());
if (fUVRCount == 3) {
fR.store(localOut->ws());
}
localOut->setQuadType(localType);
}
}
void TessellationHelper::Vertices::moveAlong(const EdgeVectors& edgeVectors,
const V4f& signedEdgeDistances) {
// This shouldn't be called if fInvSinTheta is close to infinity (cosTheta close to 1).
SkASSERT(all(abs(edgeVectors.fCosTheta) < 0.9f));
// When the projected device quad is not degenerate, the vertex corners can move
// cornerOutsetLen along their edge and their cw-rotated edge. The vertex's edge points
// inwards and the cw-rotated edge points outwards, hence the minus-sign.
// The edge distances are rotated compared to the corner outsets and (dx, dy), since if
// the edge is "on" both its corners need to be moved along their other edge vectors.
V4f signedOutsets = -edgeVectors.fInvSinTheta * next_cw(signedEdgeDistances);
V4f signedOutsetsCW = edgeVectors.fInvSinTheta * signedEdgeDistances;
// x = x + outset * mask * next_cw(xdiff) - outset * next_cw(mask) * xdiff
fX += mad(signedOutsetsCW, next_cw(edgeVectors.fDX), signedOutsets * edgeVectors.fDX);
fY += mad(signedOutsetsCW, next_cw(edgeVectors.fDY), signedOutsets * edgeVectors.fDY);
if (fUVRCount > 0) {
// We want to extend the texture coords by the same proportion as the positions.
signedOutsets *= edgeVectors.fInvLengths;
signedOutsetsCW *= next_cw(edgeVectors.fInvLengths);
V4f du = next_ccw(fU) - fU;
V4f dv = next_ccw(fV) - fV;
fU += mad(signedOutsetsCW, next_cw(du), signedOutsets * du);
fV += mad(signedOutsetsCW, next_cw(dv), signedOutsets * dv);
if (fUVRCount == 3) {
V4f dr = next_ccw(fR) - fR;
fR += mad(signedOutsetsCW, next_cw(dr), signedOutsets * dr);
}
}
}
void TessellationHelper::Vertices::moveTo(const V4f& x2d, const V4f& y2d, const M4f& mask) {
// Left to right, in device space, for each point
V4f e1x = skvx::shuffle<2, 3, 2, 3>(fX) - skvx::shuffle<0, 1, 0, 1>(fX);
V4f e1y = skvx::shuffle<2, 3, 2, 3>(fY) - skvx::shuffle<0, 1, 0, 1>(fY);
V4f e1w = skvx::shuffle<2, 3, 2, 3>(fW) - skvx::shuffle<0, 1, 0, 1>(fW);
correct_bad_edges(mad(e1x, e1x, e1y * e1y) < kTolerance * kTolerance, &e1x, &e1y, &e1w);
// // Top to bottom, in device space, for each point
V4f e2x = skvx::shuffle<1, 1, 3, 3>(fX) - skvx::shuffle<0, 0, 2, 2>(fX);
V4f e2y = skvx::shuffle<1, 1, 3, 3>(fY) - skvx::shuffle<0, 0, 2, 2>(fY);
V4f e2w = skvx::shuffle<1, 1, 3, 3>(fW) - skvx::shuffle<0, 0, 2, 2>(fW);
correct_bad_edges(mad(e2x, e2x, e2y * e2y) < kTolerance * kTolerance, &e2x, &e2y, &e2w);
// Can only move along e1 and e2 to reach the new 2D point, so we have
// x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and
// y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b
// This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where
// the cNx and cNy coefficients are:
V4f c1x = e1w * x2d - e1x;
V4f c1y = e1w * y2d - e1y;
V4f c2x = e2w * x2d - e2x;
V4f c2y = e2w * y2d - e2y;
V4f c3x = fW * x2d - fX;
V4f c3y = fW * y2d - fY;
// Solve for a and b
V4f a, b, denom;
if (all(mask)) {
// When every edge is outset/inset, each corner can use both edge vectors
denom = c1x * c2y - c2x * c1y;
a = (c2x * c3y - c3x * c2y) / denom;
b = (c3x * c1y - c1x * c3y) / denom;
} else {
// Force a or b to be 0 if that edge cannot be used due to non-AA
M4f aMask = skvx::shuffle<0, 0, 3, 3>(mask);
M4f bMask = skvx::shuffle<2, 1, 2, 1>(mask);
// When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case.
// When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom
// When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, ""
// When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0
M4f useC1x = abs(c1x) > abs(c1y);
M4f useC2x = abs(c2x) > abs(c2y);
denom = if_then_else(aMask,
if_then_else(bMask,
c1x * c2y - c2x * c1y, /* A & B */
if_then_else(useC1x, c1x, c1y)), /* A & !B */
if_then_else(bMask,
if_then_else(useC2x, c2x, c2y), /* !A & B */
V4f(1.f))); /* !A & !B */
a = if_then_else(aMask,
if_then_else(bMask,
c2x * c3y - c3x * c2y, /* A & B */
if_then_else(useC1x, -c3x, -c3y)), /* A & !B */
V4f(0.f)) / denom; /* !A */
b = if_then_else(bMask,
if_then_else(aMask,
c3x * c1y - c1x * c3y, /* A & B */
if_then_else(useC2x, -c3x, -c3y)), /* !A & B */
V4f(0.f)) / denom; /* !B */
}
V4f newW = fW + a * e1w + b * e2w;
// If newW < 0, scale a and b such that the point reaches the infinity plane instead of crossing
// This breaks orthogonality of inset/outsets, but GPUs don't handle negative Ws well so this
// is far less visually disturbing (likely not noticeable since it's at extreme perspective).
// The alternative correction (multiply xyw by -1) has the disadvantage of changing how local
// coordinates would be interpolated.
static const float kMinW = 1e-6f;
if (any(newW < 0.f)) {
V4f scale = if_then_else(newW < kMinW, (kMinW - fW) / (newW - fW), V4f(1.f));
a *= scale;
b *= scale;
}
fX += a * e1x + b * e2x;
fY += a * e1y + b * e2y;
fW += a * e1w + b * e2w;
correct_bad_coords(abs(denom) < kTolerance, &fX, &fY, &fW);
if (fUVRCount > 0) {
// Calculate R here so it can be corrected with U and V in case it's needed later
V4f e1u = skvx::shuffle<2, 3, 2, 3>(fU) - skvx::shuffle<0, 1, 0, 1>(fU);
V4f e1v = skvx::shuffle<2, 3, 2, 3>(fV) - skvx::shuffle<0, 1, 0, 1>(fV);
V4f e1r = skvx::shuffle<2, 3, 2, 3>(fR) - skvx::shuffle<0, 1, 0, 1>(fR);
correct_bad_edges(mad(e1u, e1u, e1v * e1v) < kTolerance * kTolerance, &e1u, &e1v, &e1r);
V4f e2u = skvx::shuffle<1, 1, 3, 3>(fU) - skvx::shuffle<0, 0, 2, 2>(fU);
V4f e2v = skvx::shuffle<1, 1, 3, 3>(fV) - skvx::shuffle<0, 0, 2, 2>(fV);
V4f e2r = skvx::shuffle<1, 1, 3, 3>(fR) - skvx::shuffle<0, 0, 2, 2>(fR);
correct_bad_edges(mad(e2u, e2u, e2v * e2v) < kTolerance * kTolerance, &e2u, &e2v, &e2r);
fU += a * e1u + b * e2u;
fV += a * e1v + b * e2v;
if (fUVRCount == 3) {
fR += a * e1r + b * e2r;
correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, &fR);
} else {
correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, nullptr);
}
}
}
//** TessellationHelper implementation
void TessellationHelper::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) {
// Record basic state that isn't recorded on the Vertices struct itself
fDeviceType = deviceQuad.quadType();
fLocalType = localQuad ? localQuad->quadType() : GrQuad::Type::kAxisAligned;
// Reset metadata validity
fOutsetRequestValid = false;
fEdgeEquationsValid = false;
// Compute vertex properties that are always needed for a quad, so no point in doing it lazily.
fOriginal.reset(deviceQuad, localQuad);
fEdgeVectors.reset(fOriginal.fX, fOriginal.fY, fOriginal.fW, fDeviceType);
fVerticesValid = true;
}
V4f TessellationHelper::inset(const skvx::Vec<4, float>& edgeDistances,
GrQuad* deviceInset, GrQuad* localInset) {
SkASSERT(fVerticesValid);
Vertices inset = fOriginal;
const OutsetRequest& request = this->getOutsetRequest(edgeDistances);
int vertexCount;
if (request.fInsetDegenerate) {
vertexCount = this->adjustDegenerateVertices(-request.fEdgeDistances, &inset);
} else {
this->adjustVertices(-request.fEdgeDistances, &inset);
vertexCount = 4;
}
inset.asGrQuads(deviceInset, fDeviceType, localInset, fLocalType);
if (vertexCount < 3) {
// The interior has less than a full pixel's area so estimate reduced coverage using
// the distance of the inset's projected corners to the original edges.
return this->getEdgeEquations().estimateCoverage(inset.fX / inset.fW,
inset.fY / inset.fW);
} else {
return 1.f;
}
}
void TessellationHelper::outset(const skvx::Vec<4, float>& edgeDistances,
GrQuad* deviceOutset, GrQuad* localOutset) {
SkASSERT(fVerticesValid);
Vertices outset = fOriginal;
const OutsetRequest& request = this->getOutsetRequest(edgeDistances);
if (request.fOutsetDegenerate) {
this->adjustDegenerateVertices(request.fEdgeDistances, &outset);
} else {
this->adjustVertices(request.fEdgeDistances, &outset);
}
outset.asGrQuads(deviceOutset, fDeviceType, localOutset, fLocalType);
}
const TessellationHelper::OutsetRequest& TessellationHelper::getOutsetRequest(
const skvx::Vec<4, float>& edgeDistances) {
// Much of the code assumes that we start from positive distances and apply it unmodified to
// create an outset; knowing that it's outset simplifies degeneracy checking.
SkASSERT(all(edgeDistances >= 0.f));
// Rebuild outset request if invalid or if the edge distances have changed.
if (!fOutsetRequestValid || any(edgeDistances != fOutsetRequest.fEdgeDistances)) {
fOutsetRequest.reset(fEdgeVectors, fDeviceType, edgeDistances);
fOutsetRequestValid = true;
}
return fOutsetRequest;
}
const TessellationHelper::EdgeEquations& TessellationHelper::getEdgeEquations() {
if (!fEdgeEquationsValid) {
fEdgeEquations.reset(fEdgeVectors);
fEdgeEquationsValid = true;
}
return fEdgeEquations;
}
void TessellationHelper::adjustVertices(const skvx::Vec<4, float>& signedEdgeDistances,
Vertices* vertices) {
SkASSERT(vertices);
SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3);
if (fDeviceType < GrQuad::Type::kPerspective) {
// For non-perspective, non-degenerate quads, moveAlong is correct and most efficient
vertices->moveAlong(fEdgeVectors, signedEdgeDistances);
} else {
// For perspective, non-degenerate quads, use moveAlong for the projected points and then
// reconstruct Ws with moveTo.
Vertices projected = { fEdgeVectors.fX2D, fEdgeVectors.fY2D, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 };
projected.moveAlong(fEdgeVectors, signedEdgeDistances);
vertices->moveTo(projected.fX, projected.fY, signedEdgeDistances != 0.f);
}
}
int TessellationHelper::adjustDegenerateVertices(const skvx::Vec<4, float>& signedEdgeDistances,
Vertices* vertices) {
SkASSERT(vertices);
SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3);
if (fDeviceType <= GrQuad::Type::kRectilinear) {
// For rectilinear, degenerate quads, can use moveAlong if the edge distances are adjusted
// to not cross over each other.
SkASSERT(all(signedEdgeDistances <= 0.f)); // Only way rectilinear can degenerate is insets
V4f halfLengths = -0.5f / next_cw(fEdgeVectors.fInvLengths); // Negate to inset
M4f crossedEdges = halfLengths > signedEdgeDistances;
V4f safeInsets = if_then_else(crossedEdges, halfLengths, signedEdgeDistances);
vertices->moveAlong(fEdgeVectors, safeInsets);
// A degenerate rectilinear quad is either a point (both w and h crossed), or a line
return all(crossedEdges) ? 1 : 2;
} else {
// Degenerate non-rectangular shape, must go through slowest path (which automatically
// handles perspective).
V4f x2d = fEdgeVectors.fX2D;
V4f y2d = fEdgeVectors.fY2D;
int vertexCount = this->getEdgeEquations().computeDegenerateQuad(signedEdgeDistances,
&x2d, &y2d);
vertices->moveTo(x2d, y2d, signedEdgeDistances != 0.f);
return vertexCount;
}
}
}; // namespace GrQuadUtils