blob: e00ff2950bc76ce28f90d68e5948546390c2af52 [file] [log] [blame]
/*
* 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/GrPathParser.h"
#include "src/gpu/tessellate/GrStencilPathShader.h"
GrTessellatePathOp::FixedFunctionFlags GrTessellatePathOp::fixedFunctionFlags() const {
auto flags = FixedFunctionFlags::kUsesStencil;
if (GrAAType::kNone != fAAType) {
flags |= FixedFunctionFlags::kUsesHWAA;
}
return flags;
}
void GrTessellatePathOp::onPrePrepare(GrRecordingContext*,
const GrSurfaceProxyView* outputView,
GrAppliedClip*,
const GrXferProcessor::DstProxyView&) {
}
void GrTessellatePathOp::onPrepare(GrOpFlushState* state) {
GrEagerDynamicVertexAllocator pathVertexAllocator(state, &fPathVertexBuffer, &fBasePathVertex);
GrEagerDynamicVertexAllocator cubicInstanceAllocator(state, &fCubicInstanceBuffer,
&fBaseCubicInstance);
// First check if the path is large and/or simple enough that we can actually tessellate the
// inner polygon(s) on the CPU. This is our fastest approach. It allows us to stencil only the
// curves, and then draw the internal polygons directly to the final render target, thus filling
// in 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();
int numVerbs = fPath.countVerbs();
if (numVerbs <= 0) {
return;
}
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.
bool pathIsLinear;
// PathToTriangles(..kSimpleInnerPolygon..) will fail if the inner polygon is not simple.
if ((fPathVertexCount = GrTriangulator::PathToTriangles(
fPath, 0, SkRect::MakeEmpty(), &pathVertexAllocator,
GrTriangulator::Mode::kSimpleInnerPolygons, &pathIsLinear))) {
if (((Flags::kStencilOnly | Flags::kWireframe) & fFlags) ||
GrAAType::kCoverage == fAAType ||
(state->appliedClip() && state->appliedClip()->hasStencilClip())) {
// If we have certain flags, mixed samples, or a stencil clip then we unfortunately
// can't fill the inner polygon directly. Create a stencil shader here to ensure we
// still stencil the entire path.
fStencilPathShader = state->allocator()->make<GrStencilTriangleShader>(fViewMatrix);
}
if (!(Flags::kStencilOnly & fFlags)) {
fFillPathShader = state->allocator()->make<GrFillTriangleShader>(
fViewMatrix, fColor);
}
if (!pathIsLinear) {
fCubicInstanceCount = GrPathParser::EmitCubicInstances(
fPath, &cubicInstanceAllocator);
SkASSERT(fCubicInstanceCount);
}
return;
}
}
// Next see if we can split up inner polygon triangles and curves, and triangulate the inner
// polygon(s) more efficiently. This causes greater CPU overhead due to the extra shaders and
// draw calls, but the better triangulation can reduce the rasterizer load by a great deal on
// complex paths.
// 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 > 1000 * 1000) {
if ((fPathVertexCount =
GrPathParser::EmitInnerPolygonTriangles(fPath, &pathVertexAllocator))) {
fStencilPathShader = state->allocator()->make<GrStencilTriangleShader>(fViewMatrix);
}
fCubicInstanceCount = GrPathParser::EmitCubicInstances(fPath, &cubicInstanceAllocator);
return;
}
// Fastest CPU approach: emit one cubic wedge per verb, fanning out from the center.
if ((fPathVertexCount = GrPathParser::EmitCenterWedgePatches(fPath, &pathVertexAllocator))) {
fStencilPathShader = state->allocator()->make<GrStencilWedgeShader>(fViewMatrix);
}
}
void GrTessellatePathOp::onExecute(GrOpFlushState* state, const SkRect& chainBounds) {
this->drawStencilPass(state);
if (!(Flags::kStencilOnly & fFlags)) {
this->drawCoverPass(state);
}
}
void GrTessellatePathOp::drawStencilPass(GrOpFlushState* state) {
// 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 (state->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 = &state->caps();
GrPipeline pipeline(initArgs, GrDisableColorXPFactory::MakeXferProcessor(),
state->appliedHardClip());
if (fStencilPathShader) {
SkASSERT(fPathVertexBuffer);
GrPathShader::ProgramInfo programInfo(state->outputView(), &pipeline, fStencilPathShader);
state->bindPipelineAndScissorClip(programInfo, this->bounds());
state->bindBuffers(nullptr, nullptr, fPathVertexBuffer.get());
state->draw(fPathVertexCount, fBasePathVertex);
}
if (fCubicInstanceBuffer) {
// Here we treat the cubic instance buffer as tessellation patches to stencil the curves.
GrStencilCubicShader shader(fViewMatrix);
GrPathShader::ProgramInfo programInfo(state->outputView(), &pipeline, &shader);
state->bindPipelineAndScissorClip(programInfo, this->bounds());
// Bind instancedBuff as vertex.
state->bindBuffers(nullptr, nullptr, fCubicInstanceBuffer.get());
state->draw(fCubicInstanceCount * 4, fBaseCubicInstance * 4);
}
// http://skbug.com/9739
if (state->caps().requiresManualFBBarrierAfterTessellatedStencilDraw()) {
state->gpu()->insertManualFramebufferBarrier();
}
}
void GrTessellatePathOp::drawCoverPass(GrOpFlushState* state) {
// 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 == state->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 = &state->caps();
initArgs.fDstProxyView = state->drawOpArgs().dstProxyView();
initArgs.fOutputSwizzle = state->drawOpArgs().outputSwizzle();
GrPipeline pipeline(initArgs, std::move(fProcessors), state->detachAppliedClip());
if (fFillPathShader) {
SkASSERT(fPathVertexBuffer);
// These are a twist on the standard red book stencil settings that allow us to draw 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 (fStencilPathShader) {
// The path was already stencilled. Here we just need to do a cover pass.
pipeline.setUserStencil(&kTestAndResetStencil);
} else if (!fCubicInstanceBuffer) {
// There are no curves, so we can just 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);
}
GrPathShader::ProgramInfo programInfo(state->outputView(), &pipeline, fFillPathShader);
state->bindPipelineAndScissorClip(programInfo, this->bounds());
state->bindTextures(*fFillPathShader, nullptr, pipeline);
state->bindBuffers(nullptr, nullptr, fPathVertexBuffer.get());
state->draw(fPathVertexCount, fBasePathVertex);
if (fCubicInstanceBuffer) {
// 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 shader(fViewMatrix, fColor);
GrPathShader::ProgramInfo programInfo(state->outputView(), &pipeline, &shader);
state->bindPipelineAndScissorClip(programInfo, this->bounds());
state->bindTextures(shader, nullptr, pipeline);
state->bindBuffers(nullptr, fCubicInstanceBuffer.get(), nullptr);
state->drawInstanced(fCubicInstanceCount, fBaseCubicInstance, 4, 0);
}
} else {
// There is not a fill shader for the path. Just draw a bounding box.
pipeline.setUserStencil(&kTestAndResetStencil);
GrFillBoundingBoxShader shader(fViewMatrix, fColor, fPath.getBounds());
GrPathShader::ProgramInfo programInfo(state->outputView(), &pipeline, &shader);
state->bindPipelineAndScissorClip(programInfo, this->bounds());
state->bindTextures(shader, nullptr, pipeline);
state->bindBuffers(nullptr, nullptr, nullptr);
state->draw(4, 0);
}
}