blob: dab581a0366117fad24fb32b3f8bbeb6ad4dc79f [file] [log] [blame]
/*
* Copyright 2020 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/GrStrokeTessellateShader.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/tessellate/GrWangsFormula.h"
constexpr static float kLinearizationIntolerance =
GrTessellationPathRenderer::kLinearizationIntolerance;
class GrStrokeTessellateShader::Impl : public GrGLSLGeometryProcessor {
public:
const char* getTessArgs1UniformName(const GrGLSLUniformHandler& uniformHandler) const {
return uniformHandler.getUniformCStr(fTessArgs1Uniform);
}
const char* getTessArgs2UniformName(const GrGLSLUniformHandler& uniformHandler) const {
return uniformHandler.getUniformCStr(fTessArgs2Uniform);
}
const char* getTranslateUniformName(const GrGLSLUniformHandler& uniformHandler) const {
return uniformHandler.getUniformCStr(fTranslateUniform);
}
const char* getAffineMatrixUniformName(const GrGLSLUniformHandler& uniformHandler) const {
return uniformHandler.getUniformCStr(fAffineMatrixUniform);
}
private:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& shader = args.fGP.cast<GrStrokeTessellateShader>();
auto* uniHandler = args.fUniformHandler;
args.fVaryingHandler->emitAttributes(shader);
// uNumSegmentsInJoin, uCubicConstantPow2, uNumRadialSegmentsPerRadian, uMiterLimitInvPow2.
fTessArgs1Uniform = uniHandler->addUniform(nullptr, kTessControl_GrShaderFlag,
kFloat4_GrSLType, "tessArgs1", nullptr);
// uRadialTolerancePow2, uStrokeRadius.
fTessArgs2Uniform = uniHandler->addUniform(nullptr, kTessControl_GrShaderFlag |
kTessEvaluation_GrShaderFlag,
kFloat2_GrSLType,
"tessArgs2", nullptr);
if (!shader.viewMatrix().isIdentity()) {
fTranslateUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
kFloat2_GrSLType, "translate", nullptr);
fAffineMatrixUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
kFloat4_GrSLType, "affineMatrix",
nullptr);
}
const char* colorUniformName;
fColorUniform = uniHandler->addUniform(nullptr, kFragment_GrShaderFlag, kHalf4_GrSLType,
"color", &colorUniformName);
// The vertex shader chops the curve into 3 sections in order to meet our tessellation
// requirements. The stroke tessellator does not allow curve sections to inflect or to
// rotate more than 180 degrees.
//
// We start by chopping at inflections (if the curve has any), or else at midtangent. If we
// still don't have 3 sections after that then we just subdivide uniformly in parametric
// space.
using TypeModifier = GrShaderVar::TypeModifier;
auto* v = args.fVertBuilder;
v->defineConstantf("float", "kParametricEpsilon", "1.0 / (%i * 128)",
args.fShaderCaps->maxTessellationSegments()); // 1/128 of a segment.
v->declareGlobal(GrShaderVar("vsPts01", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsPts23", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsPts45", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsPts67", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsPts89", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsTans01", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsTans23", kFloat4_GrSLType, TypeModifier::Out));
v->declareGlobal(GrShaderVar("vsPrevJoinTangent", kFloat2_GrSLType, TypeModifier::Out));
// Unlike mix(), this does not return b when t==1. But it otherwise seems to get better
// precision than "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points.
// The responsibility falls on the caller to ensure t != 1 before calling.
v->insertFunction(R"(
float4 unchecked_mix(float4 a, float4 b, float4 t) {
return fma(b - a, t, a);
})");
v->codeAppendf(R"(
// Unpack the control points.
float4x2 P = float4x2(inputPts01, inputPts23);
float2 prevJoinTangent = P[0] - inputPrevCtrlPt;
// Find the beginning and ending tangents. It's imperative that we compute these tangents
// form the original input points or else the seams might crack.
float2 tan0 = (P[1] == P[0]) ? P[2] - P[0] : P[1] - P[0];
float2 tan1 = (P[3] == P[2]) ? P[3] - P[1] : P[3] - P[2];
if (tan1 == float2(0)) {
// [p0, p3, p3, p3] is a reserved pattern that means this patch is a join only.
P[1] = P[2] = P[3] = P[0]; // Colocate all the curve's points.
// This will disable the (co-located) curve sections by making their tangents equal.
tan1 = tan0;
}
if (tan0 == float2(0)) {
// [p0, p0, p0, p3] is a reserved pattern that means this patch is a cusp point.
P[3] = P[0]; // Colocate all the points on the cusp.
// This will disable the join section by making its tangents equal.
tan0 = prevJoinTangent;
}
// Start by finding the cubic's power basis coefficients. These define the bezier curve as:
//
// |T^3|
// Cubic(T) = x,y = |A 3B 3C| * |T^2| + P0
// |. . .| |T |
//
// And the tangent direction (scaled by a uniform 1/3) will be:
//
// |T^2|
// Tangent_Direction(T) = dx,dy = |A 2B C| * |T |
// |. . .| |1 |
//
float2 C = P[1] - P[0];
float2 D = P[2] - P[1];
float2 E = P[3] - P[0];
float2 B = D - C;
float2 A = fma(float2(-3), D, E);
// Now find the cubic's inflection function. There are inflections where F' x F'' == 0.
// We formulate this as a quadratic equation: F' x F'' == aT^2 + bT + c == 0.
// See: https://www.microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf
// NOTE: We only need the roots, so a uniform scale factor does not affect the solution.
float a = cross(A, B);
float b = cross(A, C);
float c = cross(B, C);
float b_over_2 = b*.5;
float discr_over_4 = b_over_2*b_over_2 - a*c;
float2x2 innerTangents = float2x2(0);
if (float3(a,b,c) == float3(0)) {
// The curve is a flat line. Search for turnaround cusp points instead. (These are the
// points where the tangent is perpendicular to tan0.)
//
// dot(tan0, Tangent_Direction(T)) == 0
//
// |T^2|
// tan0 * |A 2B C| * |T | == 0
// |. . .| |1 |
//
float3 coeffs = tan0 * float3x2(A,B,C);
a = coeffs.x;
b_over_2 = coeffs.y;
c = coeffs.z;
discr_over_4 = max(b_over_2*b_over_2 - a*c, 0);
innerTangents = float2x2(-tan0, -tan0);
} else if (discr_over_4 <= 0) {
// The curve does not inflect. This means it might rotate more than 180 degrees instead.
// Craft a quadratic whose roots are the points were rotation == 180 deg and 0. (These
// are the points where the tangent is parallel to tan0.)
//
// Tangent_Direction(T) x tan0 == 0
// (AT^2 x tan0) + (2BT x tan0) + (C x tan0) == 0
// (A x C)T^2 + (2B x C)T + (C x C) == 0 [[because tan0 == P1 - P0 == C]]
// bT^2 + 2c + 0 == 0 [[because A x C == b, B x C == c]]
//
// NOTE: When P0 == P1 then C != tan0, C == 0 and these roots will be undefined. But
// that's ok because when P0 == P1 the curve cannot rotate more than 180 degrees anyway.
a = b;
b_over_2 = c;
c = 0;
discr_over_4 = b_over_2*b_over_2;
innerTangents[0] = -C;
}
// Solve our quadratic equation for the chop points. This is inspired by the quadratic
// formula from Numerical Recipes in C.
float q = sqrt(discr_over_4);
if (b_over_2 > 0) {
q = -q;
}
q -= b_over_2;
float2 chopT = float2((a != 0) ? q/a : 0,
(q != 0) ? c/q : 0);
// Reposition any chop points that fall outside ~0..1 and clear their innerTangent.
int numOutside = 0;
if (chopT[0] <= kParametricEpsilon || chopT[0] >= 1 - kParametricEpsilon) {
innerTangents[0] = float2(0);
++numOutside;
}
if (chopT[1] <= kParametricEpsilon || chopT[1] >= 1 - kParametricEpsilon) {
// Swap places with chopT[0]. This ensures chopT[0] is outside when numOutside > 0.
chopT = chopT.ts;
innerTangents = float2x2(0,0, innerTangents[0]);
++numOutside;
}
if (numOutside == 2) {
chopT[1] = 2/3.0;
}
if (numOutside >= 1) {
chopT[0] = (chopT[1] <= .5) ? chopT[1] * .5 : fma(chopT[1], .5, .5);
}
// Sort the chop points.
if (chopT[0] > chopT[1]) {
chopT = chopT.ts;
innerTangents = float2x2(innerTangents[1], innerTangents[0]);
}
// If the curve is a straight line or point, don't chop it into sections after all.
if (P[0] == P[1] && P[2] == P[3]) {
chopT = float2(0);
innerTangents = float2x2(tan0, tan0);
}
// Chop the curve at chopT[0] and chopT[1].
float4 ab = unchecked_mix(P[0].xyxy, P[1].xyxy, chopT.sstt);
float4 bc = unchecked_mix(P[1].xyxy, P[2].xyxy, chopT.sstt);
float4 cd = unchecked_mix(P[2].xyxy, P[3].xyxy, chopT.sstt);
float4 abc = unchecked_mix(ab, bc, chopT.sstt);
float4 bcd = unchecked_mix(bc, cd, chopT.sstt);
float4 abcd = unchecked_mix(abc, bcd, chopT.sstt);
float4 middle = unchecked_mix(abc, bcd, chopT.ttss);
// Find tangents at the chop points if an inner tangent wasn't specified.
if (innerTangents[0] == float2(0)) {
innerTangents[0] = bcd.xy - abc.xy;
}
if (innerTangents[1] == float2(0)) {
innerTangents[1] = bcd.zw - abc.zw;
}
// Package arguments for the tessellation control stage.
vsPts01 = float4(P[0], ab.xy);
vsPts23 = float4(abc.xy, abcd.xy);
vsPts45 = middle;
vsPts67 = float4(abcd.zw, bcd.zw);
vsPts89 = float4(cd.zw, P[3]);
vsTans01 = float4(tan0, innerTangents[0]);
vsTans23 = float4(innerTangents[1], tan1);
vsPrevJoinTangent = (prevJoinTangent == float2(0)) ? tan0 : prevJoinTangent;
)");
// The fragment shader just outputs a uniform color.
args.fFragBuilder->codeAppendf("%s = %s;", args.fOutputColor, colorUniformName);
args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
}
void setData(const GrGLSLProgramDataManager& pdman,
const GrPrimitiveProcessor& primProc) override {
const auto& shader = primProc.cast<GrStrokeTessellateShader>();
float numSegmentsInJoin;
switch (shader.fStroke.getJoin()) {
case SkPaint::kBevel_Join:
numSegmentsInJoin = 1;
break;
case SkPaint::kMiter_Join:
numSegmentsInJoin = (shader.fStroke.getMiter() > 0) ? 2 : 1;
break;
case SkPaint::kRound_Join:
numSegmentsInJoin = 0; // Use the rotation to calculate the number of segments.
break;
}
float intolerance = kLinearizationIntolerance * shader.fMatrixScale;
float cubicConstant = GrWangsFormula::cubic_constant(intolerance);
float strokeRadius = shader.fStroke.getWidth() * .5;
float radialIntolerance = 1 / (strokeRadius * intolerance);
float miterLimit = shader.fStroke.getMiter();
pdman.set4f(fTessArgs1Uniform,
numSegmentsInJoin, // uNumSegmentsInJoin
cubicConstant * cubicConstant, // uCubicConstantPow2 in path space.
.5f / acosf(std::max(1 - radialIntolerance, -1.f)), // uNumRadialSegmentsPerRadian
1 / (miterLimit * miterLimit)); // uMiterLimitInvPow2.
pdman.set2f(fTessArgs2Uniform,
radialIntolerance * radialIntolerance, // uRadialTolerancePow2.
strokeRadius); // uStrokeRadius.
const SkMatrix& m = shader.viewMatrix();
if (!m.isIdentity()) {
pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
m.getScaleY());
}
pdman.set4fv(fColorUniform, 1, shader.fColor.vec());
}
GrGLSLUniformHandler::UniformHandle fTessArgs1Uniform;
GrGLSLUniformHandler::UniformHandle fTessArgs2Uniform;
GrGLSLUniformHandler::UniformHandle fTranslateUniform;
GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
GrGLSLUniformHandler::UniformHandle fColorUniform;
};
SkString GrStrokeTessellateShader::getTessControlShaderGLSL(
const GrGLSLPrimitiveProcessor* glslPrimProc, const char* versionAndExtensionDecls,
const GrGLSLUniformHandler& uniformHandler, const GrShaderCaps& shaderCaps) const {
auto impl = static_cast<const GrStrokeTessellateShader::Impl*>(glslPrimProc);
SkString code(versionAndExtensionDecls);
// Run 4 invocations: 1 for the previous join plus 1 for each section that the vertex shader
// chopped the curve into.
code.append("layout(vertices = 4) out;\n");
code.appendf("const float kPI = 3.141592653589793238;\n");
code.appendf("const float kMaxTessellationSegments = %i;\n",
shaderCaps.maxTessellationSegments());
const char* tessArgs1Name = impl->getTessArgs1UniformName(uniformHandler);
code.appendf("uniform vec4 %s;\n", tessArgs1Name);
code.appendf("#define uNumSegmentsInJoin %s.x\n", tessArgs1Name);
code.appendf("#define uCubicConstantPow2 %s.y\n", tessArgs1Name);
code.appendf("#define uNumRadialSegmentsPerRadian %s.z\n", tessArgs1Name);
code.appendf("#define uMiterLimitInvPow2 %s.w\n", tessArgs1Name);
const char* tessArgs2Name = impl->getTessArgs2UniformName(uniformHandler);
code.appendf("uniform vec2 %s;\n", tessArgs2Name);
code.appendf("#define uRadialTolerancePow2 %s.x\n", tessArgs2Name);
code.append(R"(
in vec4 vsPts01[];
in vec4 vsPts23[];
in vec4 vsPts45[];
in vec4 vsPts67[];
in vec4 vsPts89[];
in vec4 vsTans01[];
in vec4 vsTans23[];
in vec2 vsPrevJoinTangent[];
out vec4 tcsPts01[];
out vec4 tcsPt2Tan0[];
out vec4 tcsTessArgs[];
patch out vec4 tcsEndPtEndTan;
patch out vec3 tcsJoinArgs;
// The built-in atan() is undefined when x==0. This method relieves that restriction, but also
// can return values larger than 2*kPI. This shouldn't matter for our purposes.
float atan2(vec2 v) {
float bias = 0;
if (abs(v.y) > abs(v.x)) {
v = vec2(v.y, -v.x);
bias = kPI/2;
}
return atan(v.y, v.x) + bias;
}
float cross(vec2 a, vec2 b) {
return determinant(mat2(a,b));
}
float length_pow2(vec2 v) {
return dot(v, v);
}
void main() {
// Unpack the input arguments from the vertex shader.
mat4x2 P;
mat2 tangents;
if (gl_InvocationID == 0) {
// This is the join section of the patch.
P = mat4x2(vsPts01[0].xyxy, vsPts01[0].xyxy);
tangents = mat2(vsPrevJoinTangent[0], vsTans01[0].xy);
} else if (gl_InvocationID == 1) {
// This is the first curve section of the patch.
P = mat4x2(vsPts01[0], vsPts23[0]);
tangents = mat2(vsTans01[0]);
} else if (gl_InvocationID == 2) {
// This is the second curve section of the patch.
P = mat4x2(vsPts23[0].zw, vsPts45[0], vsPts67[0].xy);
tangents = mat2(vsTans01[0].zw, vsTans23[0].xy);
} else {
// This is the third curve section of the patch.
P = mat4x2(vsPts67[0], vsPts89[0]);
tangents = mat2(vsTans23[0]);
}
// Calculate the number of evenly spaced (in the parametric sense) segments to chop this
// section of the curve into. (See GrWangsFormula::cubic() for more documentation on this
// formula.) The final tessellated strip will be a composition of these parametric segments
// as well as radial segments.
float w = length_pow2(max(abs(P[2] - P[1]*2.0 + P[0]),
abs(P[3] - P[2]*2.0 + P[1]))) * uCubicConstantPow2;
float numParametricSegments = ceil(inversesqrt(inversesqrt(max(w, 1e-2))));
if (P[0] == P[1] && P[2] == P[3]) {
// This is how the patch builder articulates lineTos but Wang's formula returns
// >>1 segment in this scenario. Assign 1 parametric segment.
numParametricSegments = 1;
}
// Determine the curve's start angle.
float angle0 = atan2(tangents[0]);
// Determine the curve's total rotation. The vertex shader ensures our curve does not rotate
// more than 180 degrees or inflect, so the inverse cosine has enough range.
vec2 tan0norm = normalize(tangents[0]);
vec2 tan1norm = normalize(tangents[1]);
float cosTheta = dot(tan1norm, tan0norm);
float rotation = acos(clamp(cosTheta, -1, +1));
// Adjust sign of rotation to match the direction the curve turns.
// NOTE: Since the curve is not allowed to inflect, we can just check F'(.5) x F''(.5).
// NOTE: F'(.5) x F''(.5) has the same sign as (P2 - P0) x (P3 - P1)
float turn = cross(P[2] - P[0], P[3] - P[1]);
if (turn == 0) { // This will be the case for joins and cusps where points are co-located.
turn = determinant(tangents);
}
if (turn < 0) {
rotation = -rotation;
}
// Calculate the number of evenly spaced radial segments to chop this section of the curve
// into. Radial segments divide the curve's rotation into even steps. The final tessellated
// strip will be a composition of both parametric and radial segments.
float numRadialSegments = abs(rotation) * uNumRadialSegmentsPerRadian;
numRadialSegments = max(ceil(numRadialSegments), 1);
if (gl_InvocationID == 0) {
// Set up joins.
numParametricSegments = 1; // Joins don't have parametric segments.
numRadialSegments = (uNumSegmentsInJoin == 0) ? numRadialSegments : uNumSegmentsInJoin;
float innerStrokeRadiusMultiplier = 1;
if (uNumSegmentsInJoin == 2) {
// Miter join: extend the middle radius to either the miter point or the bevel edge.
float x = fma(cosTheta, .5, .5);
innerStrokeRadiusMultiplier = (x >= uMiterLimitInvPow2) ? inversesqrt(x) : sqrt(x);
}
vec2 strokeOutsetClamp = vec2(-1, 1);
if (length_pow2(tan1norm - tan0norm) > uRadialTolerancePow2) {
// Clamp the join to the exterior side of its junction. We only do this if the join
// angle is large enough to guarantee there won't be cracks on the interior side of
// the junction.
strokeOutsetClamp = (rotation > 0) ? vec2(-1,0) : vec2(0,1);
}
tcsJoinArgs = vec3(innerStrokeRadiusMultiplier, strokeOutsetClamp);
}
// The first and last edges are shared by both the parametric and radial sets of edges, so
// the total number of edges is:
//
// numCombinedEdges = numParametricEdges + numRadialEdges - 2
//
// It's also important to differentiate between the number of edges and segments in a strip:
//
// numCombinedSegments = numCombinedEdges - 1
//
// So the total number of segments in the combined strip is:
//
// numCombinedSegments = numParametricEdges + numRadialEdges - 2 - 1
// = numParametricSegments + 1 + numRadialSegments + 1 - 2 - 1
// = numParametricSegments + numRadialSegments - 1
//
float numCombinedSegments = numParametricSegments + numRadialSegments - 1;
if (P[0] == P[3] && tangents[0] == tangents[1]) {
// The vertex shader intentionally disabled our section. Set numCombinedSegments to 0.
numCombinedSegments = 0;
}
// Pack the arguments for the evaluation stage.
tcsPts01[gl_InvocationID] = vec4(P[0], P[1]);
tcsPt2Tan0[gl_InvocationID] = vec4(P[2], tangents[0]);
tcsTessArgs[gl_InvocationID] = vec4(numCombinedSegments, numParametricSegments, angle0,
rotation / numRadialSegments);
if (gl_InvocationID == 3) {
tcsEndPtEndTan = vec4(P[3], tangents[1]);
}
barrier();
if (gl_InvocationID == 0) {
// Tessellate a quad strip with enough segments for the join plus all 3 curve sections
// combined.
float numTotalCombinedSegments = tcsTessArgs[0].x + tcsTessArgs[1].x +
tcsTessArgs[2].x + tcsTessArgs[3].x;
if (tcsTessArgs[0].x != 0 && tcsTessArgs[0].x != numTotalCombinedSegments) {
// We are tessellating a quad strip with both a single-sided join and a double-sided
// stroke. Add one more edge to the join. This new edge will fall parallel with the
// first edge of the stroke, eliminating artifacts on the transition from single
// sided to double.
++tcsTessArgs[gl_InvocationID].x;
++numTotalCombinedSegments;
}
numTotalCombinedSegments = min(numTotalCombinedSegments, kMaxTessellationSegments);
gl_TessLevelInner[0] = numTotalCombinedSegments;
gl_TessLevelInner[1] = 2.0;
gl_TessLevelOuter[0] = 2.0;
gl_TessLevelOuter[1] = numTotalCombinedSegments;
gl_TessLevelOuter[2] = 2.0;
gl_TessLevelOuter[3] = numTotalCombinedSegments;
}
}
)");
return code;
}
SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
const GrGLSLPrimitiveProcessor* glslPrimProc, const char* versionAndExtensionDecls,
const GrGLSLUniformHandler& uniformHandler, const GrShaderCaps& shaderCaps) const {
auto impl = static_cast<const GrStrokeTessellateShader::Impl*>(glslPrimProc);
SkString code(versionAndExtensionDecls);
code.append("layout(quads, equal_spacing, ccw) in;\n");
// Use a #define to make extra sure we don't prevent the loop from unrolling.
code.appendf("#define MAX_TESSELLATION_SEGMENTS_LOG2 %i\n",
SkNextLog2(shaderCaps.maxTessellationSegments()));
code.appendf("const float kPI = 3.141592653589793238;\n");
const char* tessArgs2Name = impl->getTessArgs2UniformName(uniformHandler);
code.appendf("uniform vec2 %s;\n", tessArgs2Name);
code.appendf("#define uStrokeRadius %s.y\n", tessArgs2Name);
if (!this->viewMatrix().isIdentity()) {
const char* translateName = impl->getTranslateUniformName(uniformHandler);
code.appendf("uniform vec2 %s;\n", translateName);
code.appendf("#define uTranslate %s\n", translateName);
const char* affineMatrixName = impl->getAffineMatrixUniformName(uniformHandler);
code.appendf("uniform vec4 %s;\n", affineMatrixName);
code.appendf("#define uAffineMatrix %s\n", affineMatrixName);
}
code.append(R"(
in vec4 tcsPts01[];
in vec4 tcsPt2Tan0[];
in vec4 tcsTessArgs[];
patch in vec4 tcsEndPtEndTan;
patch in vec3 tcsJoinArgs;
uniform vec4 sk_RTAdjust;
// Unlike mix(), this does not return b when t==1. But it otherwise seems to get better
// precision than "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points.
// We override this result anyway when t==1 so it shouldn't be a problem.
vec2 unchecked_mix(vec2 a, vec2 b, float t) {
return fma(b - a, vec2(t), a);
}
void main() {
// Our patch is composed of exactly "numTotalCombinedSegments + 1" stroke-width edges that
// run orthogonal to the curve and make a strip of "numTotalCombinedSegments" quads.
// Determine which discrete edge belongs to this invocation. An edge can either come from a
// parametric segment or a radial one.
float numTotalCombinedSegments = tcsTessArgs[0].x + tcsTessArgs[1].x + tcsTessArgs[2].x +
tcsTessArgs[3].x;
float totalEdgeID = round(gl_TessCoord.x * numTotalCombinedSegments);
// Furthermore, the vertex shader may have chopped the curve into 3 different sections.
// Determine which section we belong to, and where we fall relative to its first edge.
float localEdgeID = totalEdgeID;
mat4x2 P;
vec2 tan0;
vec3 tessellationArgs;
float strokeRadius = uStrokeRadius;
vec2 strokeOutsetClamp = vec2(-1, 1);
if (localEdgeID < tcsTessArgs[0].x || tcsTessArgs[0].x == numTotalCombinedSegments) {
// Our edge belongs to the join preceding the curve.
P = mat4x2(tcsPts01[0], tcsPt2Tan0[0].xy, tcsPts01[1].xy);
tan0 = tcsPt2Tan0[0].zw;
tessellationArgs = tcsTessArgs[0].yzw;
strokeRadius *= (localEdgeID == 1) ? tcsJoinArgs.x : 1;
strokeOutsetClamp = tcsJoinArgs.yz;
} else if ((localEdgeID -= tcsTessArgs[0].x) < tcsTessArgs[1].x) {
// Our edge belongs to the first curve section.
P = mat4x2(tcsPts01[1], tcsPt2Tan0[1].xy, tcsPts01[2].xy);
tan0 = tcsPt2Tan0[1].zw;
tessellationArgs = tcsTessArgs[1].yzw;
} else if ((localEdgeID -= tcsTessArgs[1].x) < tcsTessArgs[2].x) {
// Our edge belongs to the second curve section.
P = mat4x2(tcsPts01[2], tcsPt2Tan0[2].xy, tcsPts01[3].xy);
tan0 = tcsPt2Tan0[2].zw;
tessellationArgs = tcsTessArgs[2].yzw;
} else {
// Our edge belongs to the third curve section.
localEdgeID -= tcsTessArgs[2].x;
P = mat4x2(tcsPts01[3], tcsPt2Tan0[3].xy, tcsEndPtEndTan.xy);
tan0 = tcsPt2Tan0[3].zw;
tessellationArgs = tcsTessArgs[3].yzw;
}
float numParametricSegments = tessellationArgs.x;
float angle0 = tessellationArgs.y;
float radsPerSegment = tessellationArgs.z;
// Start by finding the cubic's power basis coefficients. These define a tangent direction
// (scaled by a uniform 1/3) as:
// |T^2|
// Tangent_Direction(T) = dx,dy = |A 2B C| * |T |
// |. . .| |1 |
vec2 C = P[1] - P[0];
vec2 D = P[2] - P[1];
vec2 E = P[3] - P[0];
vec2 B = D - C;
vec2 A = fma(vec2(-3), D, E);
// Now find the coefficients that give a tangent direction from a parametric edge ID:
//
// |parametricEdgeID^2|
// Tangent_Direction(parametricEdgeID) = dx,dy = |A B_ C_| * |parametricEdgeID |
// |. . .| |1 |
//
vec2 B_ = B * (numParametricSegments * 2);
vec2 C_ = C * (numParametricSegments * numParametricSegments);
// Run an O(log N) search to determine the highest parametric edge that is located on or
// before the localEdgeID. A local edge ID is determined by the sum of complete parametric
// and radial segments behind it. i.e., find the highest parametric edge where:
//
// parametricEdgeID + floor(numRadialSegmentsAtParametricT) <= localEdgeID
//
float lastParametricEdgeID = 0;
float maxParametricEdgeID = min(numParametricSegments - 1, localEdgeID);
vec2 tan0norm = normalize(tan0);
float negAbsRadsPerSegment = -abs(radsPerSegment);
float maxRotation0 = (1 + localEdgeID) * abs(radsPerSegment);
for (int exp = MAX_TESSELLATION_SEGMENTS_LOG2 - 1; exp >= 0; --exp) {
// Test the parametric edge at lastParametricEdgeID + 2^exp.
float testParametricID = lastParametricEdgeID + (1 << exp);
if (testParametricID <= maxParametricEdgeID) {
vec2 testTan = fma(vec2(testParametricID), A, B_);
testTan = fma(vec2(testParametricID), testTan, C_);
float cosRotation = dot(normalize(testTan), tan0norm);
float maxRotation = fma(testParametricID, negAbsRadsPerSegment, maxRotation0);
maxRotation = min(maxRotation, kPI);
// Is rotation <= maxRotation? (i.e., is the number of complete radial segments
// behind testT, + testParametricID <= localEdgeID?)
// NOTE: We bias cos(maxRotation) downward for fp32 error. Otherwise a flat section
// following a 180 degree turn might not render properly.
if (cosRotation >= cos(maxRotation) - 1e-5) {
// testParametricID is on or before the localEdgeID. Keep it!
lastParametricEdgeID = testParametricID;
}
}
}
// Find the T value of the parametric edge at lastParametricEdgeID.
float parametricT = lastParametricEdgeID / numParametricSegments;
// Now that we've identified the highest parametric edge on or before the localEdgeID, the
// highest radial edge is easy:
float lastRadialEdgeID = localEdgeID - lastParametricEdgeID;
// Find the tangent vector on the edge at lastRadialEdgeID.
float radialAngle = fma(lastRadialEdgeID, radsPerSegment, angle0);
vec2 tangent = vec2(cos(radialAngle), sin(radialAngle));
vec2 norm = vec2(-tangent.y, tangent.x);
// Find the T value where the cubic's tangent is orthogonal to norm. This is a quadratic:
//
// dot(norm, Tangent_Direction(T)) == 0
//
// |T^2|
// norm * |A 2B C| * |T | == 0
// |. . .| |1 |
//
vec3 coeffs = norm * mat3x2(A,B,C);
float a=coeffs.x, b_over_2=coeffs.y, c=coeffs.z;
float discr_over_4 = max(b_over_2*b_over_2 - a*c, 0);
float q = sqrt(discr_over_4);
if (b_over_2 > 0) {
q = -q;
}
q -= b_over_2;
// Roots are q/a and c/q. Since each curve section does not inflect or rotate more than 180
// degrees, there can only be one tangent orthogonal to "norm" inside 0..1. Pick the root
// nearest .5.
float _5qa = -.5*q*a;
vec2 root = (abs(fma(q,q,_5qa)) < abs(fma(a,c,_5qa))) ? vec2(q,a) : vec2(c,q);
float radialT = (root.t != 0) ? root.s / root.t : 0;
radialT = clamp(radialT, 0, 1);
if (lastRadialEdgeID == 0) {
// The root finder above can become unstable when lastRadialEdgeID == 0 (e.g., if there
// are roots at exatly 0 and 1 both). radialT should always == 0 in this case.
radialT = 0;
}
// Now that we've identified the T values of the last parametric and radial edges, our final
// T value for localEdgeID is whichever is larger.
float T = max(parametricT, radialT);
// Evaluate the cubic at T. Use De Casteljau's for its accuracy and stability.
vec2 ab = unchecked_mix(P[0], P[1], T);
vec2 bc = unchecked_mix(P[1], P[2], T);
vec2 cd = unchecked_mix(P[2], P[3], T);
vec2 abc = unchecked_mix(ab, bc, T);
vec2 bcd = unchecked_mix(bc, cd, T);
vec2 position = unchecked_mix(abc, bcd, T);
// If we went with T=parametricT, then update the tangent. Otherwise leave it at the radial
// tangent found previously. (In the event that parametricT == radialT, we keep the radial
// tangent.)
if (T != radialT) {
tangent = bcd - abc;
}
if (localEdgeID == 0) {
// The first local edge of each section uses the provided P[0] and tan0. This ensures
// continuous rotation across chops made by the vertex shader as well as crack-free
// seaming between patches.
position = P[0];
tangent = tan0;
}
if (gl_TessCoord.x == 1) {
// The final edge of the quad strip always uses the provided endPt and endTan. This
// ensures crack-free seaming between patches.
position = tcsEndPtEndTan.xy;
tangent = tcsEndPtEndTan.zw;
}
// Determine how far to outset our vertex orthogonally from the curve.
float outset = gl_TessCoord.y * 2 - 1;
outset = clamp(outset, strokeOutsetClamp.x, strokeOutsetClamp.y);
outset *= strokeRadius;
vec2 vertexPos = position + normalize(vec2(-tangent.y, tangent.x)) * outset;
)");
// Transform after tessellation. Stroke widths and normals are defined in (pre-transform) local
// path space.
if (!this->viewMatrix().isIdentity()) {
code.append("vertexPos = mat2(uAffineMatrix) * vertexPos + uTranslate;");
}
code.append(R"(
gl_Position = vec4(vertexPos * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
}
)");
return code;
}
GrGLSLPrimitiveProcessor* GrStrokeTessellateShader::createGLSLInstance(
const GrShaderCaps&) const {
return new Impl;
}