blob: cf4e8bb004e07fa422279ee5add5195261d93362 [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/GrStencilPathShader.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
// Wang's formula for cubics (1985) gives us the number of evenly spaced (in the
// parametric sense) line segments that are guaranteed to be within a distance of
// "MAX_LINEARIZATION_ERROR" from the actual curve.
constexpr static char kWangsFormulaCubicFn[] = R"(
#define MAX_LINEARIZATION_ERROR 0.25 // 1/4 pixel
float length_pow2(vec2 v) {
return dot(v, v);
}
float wangs_formula_cubic(vec2 p0, vec2 p1, vec2 p2, vec2 p3) {
float k = (3.0 * 2.0) / (8.0 * MAX_LINEARIZATION_ERROR);
float m = max(length_pow2(-2.0*p1 + p2 + p0),
length_pow2(-2.0*p2 + p3 + p1));
return max(1.0, ceil(sqrt(k * sqrt(m))));
})";
constexpr static char kSkSLTypeDefs[] = R"(
#define float4x3 mat4x3
#define float3 vec3
#define float2 vec2
)";
// Converts a 4-point input patch into the rational cubic it intended to represent.
constexpr static char kUnpackRationalCubicFn[] = R"(
float4x3 unpack_rational_cubic(float2 p0, float2 p1, float2 p2, float2 p3) {
float4x3 P = float4x3(p0,1, p1,1, p2,1, p3,1);
if (isinf(P[3].y)) {
// This patch is actually a conic. Convert to a rational cubic.
float w = P[3].x;
float3 c = P[1] * ((2.0/3.0) * w);
P = float4x3(P[0], fma(P[0], float3(1.0/3.0), c), fma(P[2], float3(1.0/3.0), c), P[2]);
}
return P;
})";
// Evaluate our point of interest using numerically stable linear interpolations. We add our own
// "safe_mix" method to guarantee we get exactly "b" when T=1. The builtin mix() function seems
// spec'd to behave this way, but empirical results results have shown it does not always.
constexpr static char kEvalRationalCubicFn[] = R"(
float3 safe_mix(float3 a, float3 b, float T, float one_minus_T) {
return a*one_minus_T + b*T;
}
float2 eval_rational_cubic(float4x3 P, float T) {
float one_minus_T = 1.0 - T;
float3 ab = safe_mix(P[0], P[1], T, one_minus_T);
float3 bc = safe_mix(P[1], P[2], T, one_minus_T);
float3 cd = safe_mix(P[2], P[3], T, one_minus_T);
float3 abc = safe_mix(ab, bc, T, one_minus_T);
float3 bcd = safe_mix(bc, cd, T, one_minus_T);
float3 abcd = safe_mix(abc, bcd, T, one_minus_T);
return abcd.xy / abcd.z;
})";
class GrStencilPathShader::Impl : public GrGLSLGeometryProcessor {
protected:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& shader = args.fGeomProc.cast<GrStencilPathShader>();
args.fVaryingHandler->emitAttributes(shader);
auto v = args.fVertBuilder;
GrShaderVar vertexPos = (*shader.vertexAttributes().begin()).asShaderVar();
if (!shader.viewMatrix().isIdentity()) {
const char* viewMatrix;
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
v->codeAppendf("float2 vertexpos = (%s * float3(inputPoint, 1)).xy;", viewMatrix);
if (shader.willUseTessellationShaders()) {
// If y is infinity then x is a conic weight. Don't transform.
v->codeAppendf("vertexpos = (isinf(vertexpos.y)) ? inputPoint : vertexpos;");
}
vertexPos.set(kFloat2_GrSLType, "vertexpos");
}
if (!shader.willUseTessellationShaders()) { // This is the case for the triangle shader.
gpArgs->fPositionVar = vertexPos;
} else {
v->declareGlobal(GrShaderVar("vsPt", kFloat2_GrSLType, GrShaderVar::TypeModifier::Out));
v->codeAppendf("vsPt = %s;", vertexPos.c_str());
}
// No fragment shader.
}
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
const auto& shader = geomProc.cast<GrStencilPathShader>();
if (!shader.viewMatrix().isIdentity()) {
pdman.setSkMatrix(fViewMatrixUniform, shader.viewMatrix());
}
}
GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
};
GrGLSLGeometryProcessor* GrStencilPathShader::createGLSLInstance(const GrShaderCaps&) const {
return new Impl;
}
SkString GrCubicTessellateShader::getTessControlShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kWangsFormulaCubicFn);
code.append(kSkSLTypeDefs);
code.append(kUnpackRationalCubicFn);
code.append(R"(
layout(vertices = 1) out;
in vec2 vsPt[];
out vec4 X[];
out vec4 Y[];
out float w[];
void main() {
mat4x3 P = unpack_rational_cubic(vsPt[0], vsPt[1], vsPt[2], vsPt[3]);
// Chop the curve at T=1/2. Here we take advantage of the fact that a uniform scalar has no
// effect on homogeneous coordinates in order to eval quickly at .5:
//
// mix(p0, p1, .5) / mix(w0, w1, .5)
// == ((p0 + p1) * .5) / ((w0 + w1) * .5)
// == (p0 + p1) / (w0 + w1)
//
vec3 ab = P[0] + P[1];
vec3 bc = P[1] + P[2];
vec3 cd = P[2] + P[3];
vec3 abc = ab + bc;
vec3 bcd = bc + cd;
vec3 abcd = abc + bcd;
// Calculate how many triangles we need to linearize each half of the curve. We simply call
// Wang's formula for integral cubics with the down-projected points. This appears to be an
// upper bound on what the actual number of subdivisions would have been.
float w0 = wangs_formula_cubic(P[0].xy, ab.xy/ab.z, abc.xy/abc.z, abcd.xy/abcd.z);
float w1 = wangs_formula_cubic(abcd.xy/abcd.z, bcd.xy/bcd.z, cd.xy/cd.z, P[3].xy);
gl_TessLevelOuter[0] = w1;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = w0;
// Changing the inner level to 1 when w0 == w1 == 1 collapses the entire patch to a single
// triangle. Otherwise, we need an inner level of 2 so our curve triangles have an interior
// point to originate from.
gl_TessLevelInner[0] = min(max(w0, w1), 2.0);
X[gl_InvocationID /*== 0*/] = vec4(P[0].x, P[1].x, P[2].x, P[3].x);
Y[gl_InvocationID /*== 0*/] = vec4(P[0].y, P[1].y, P[2].y, P[3].y);
w[gl_InvocationID /*== 0*/] = P[1].z;
})");
return code;
}
SkString GrCubicTessellateShader::getTessEvaluationShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kSkSLTypeDefs);
code.append(kEvalRationalCubicFn);
code.append(R"(
layout(triangles, equal_spacing, ccw) in;
uniform vec4 sk_RTAdjust;
in vec4 X[];
in vec4 Y[];
in float w[];
void main() {
// Locate our parametric point of interest. T ramps from [0..1/2] on the left edge of the
// triangle, and [1/2..1] on the right. If we are the patch's interior vertex, then we want
// T=1/2. Since the barycentric coords are (1/3, 1/3, 1/3) at the interior vertex, the below
// fma() works in all 3 scenarios.
float T = fma(.5, gl_TessCoord.y, gl_TessCoord.z);
mat4x3 P = transpose(mat3x4(X[0], Y[0], 1,w[0],w[0],1));
vec2 vertexpos = eval_rational_cubic(P, T);
if (all(notEqual(gl_TessCoord.xz, vec2(0)))) {
// We are the interior point of the patch; center it inside [C(0), C(.5), C(1)].
vertexpos = (P[0].xy + vertexpos + P[3].xy) / 3.0;
}
gl_Position = vec4(vertexpos * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
})");
return code;
}
SkString GrWedgeTessellateShader::getTessControlShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kWangsFormulaCubicFn);
code.append(kSkSLTypeDefs);
code.append(kUnpackRationalCubicFn);
code.append(R"(
layout(vertices = 1) out;
in vec2 vsPt[];
out vec4 X[];
out vec4 Y[];
out float w[];
out vec2 fanpoint[];
void main() {
mat4x3 P = unpack_rational_cubic(vsPt[0], vsPt[1], vsPt[2], vsPt[3]);
// Figure out how many segments to divide the curve into. To do this we simply call Wang's
// formula for integral cubics with the down-projected points. This appears to be an upper
// bound on what the actual number of subdivisions would have been.
float num_segments = wangs_formula_cubic(P[0].xy, P[1].xy/P[1].z, P[2].xy/P[2].z, P[3].xy);
// Tessellate the first side of the patch into num_segments triangles.
gl_TessLevelOuter[0] = num_segments;
// Leave the other two sides of the patch as single segments.
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
// Changing the inner level to 1 when num_segments == 1 collapses the entire
// patch to a single triangle. Otherwise, we need an inner level of 2 so our curve
// triangles have an interior point to originate from.
gl_TessLevelInner[0] = min(num_segments, 2.0);
X[gl_InvocationID /*== 0*/] = vec4(P[0].x, P[1].x, P[2].x, P[3].x);
Y[gl_InvocationID /*== 0*/] = vec4(P[0].y, P[1].y, P[2].y, P[3].y);
w[gl_InvocationID /*== 0*/] = P[1].z;
fanpoint[gl_InvocationID /*== 0*/] = vsPt[4];
})");
return code;
}
SkString GrWedgeTessellateShader::getTessEvaluationShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kSkSLTypeDefs);
code.append(kEvalRationalCubicFn);
code.append(R"(
layout(triangles, equal_spacing, ccw) in;
uniform vec4 sk_RTAdjust;
in vec4 X[];
in vec4 Y[];
in float w[];
in vec2 fanpoint[];
void main() {
// Locate our parametric point of interest. It is equal to the barycentric y-coordinate if
// we are a vertex on the tessellated edge of the triangle patch, 0.5 if we are the patch's
// interior vertex, or N/A if we are the fan point.
// NOTE: We are on the tessellated edge when the barycentric x-coordinate == 0.
float T = (gl_TessCoord.x == 0.0) ? gl_TessCoord.y : 0.5;
mat4x3 P = transpose(mat3x4(X[0], Y[0], 1,w[0],w[0],1));
vec2 vertexpos = eval_rational_cubic(P, T);
if (gl_TessCoord.x == 1.0) {
// We are the anchor point that fans from the center of the curve's contour.
vertexpos = fanpoint[0];
} else if (gl_TessCoord.x != 0.0) {
// We are the interior point of the patch; center it inside [C(0), C(.5), C(1)].
vertexpos = (P[0].xy + vertexpos + P[3].xy) / 3.0;
}
gl_Position = vec4(vertexpos * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
})");
return code;
}
constexpr static int kMaxResolveLevel = GrTessellationPathRenderer::kMaxResolveLevel;
GR_DECLARE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
sk_sp<const GrGpuBuffer> GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer(
GrResourceProvider* resourceProvider) {
GR_DEFINE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
if (auto buffer = resourceProvider->findByUniqueKey<GrGpuBuffer>(gMiddleOutIndexBufferKey)) {
return std::move(buffer);
}
// One explicit triangle at index 0, and one middle-out cubic with kMaxResolveLevel line
// segments beginning at index 3.
constexpr static int kIndexCount = 3 + NumVerticesAtResolveLevel(kMaxResolveLevel);
auto buffer = resourceProvider->createBuffer(
kIndexCount * sizeof(uint16_t), GrGpuBufferType::kIndex, kStatic_GrAccessPattern);
if (!buffer) {
return nullptr;
}
// We shouldn't bin and/or cache static buffers.
SkASSERT(buffer->size() == kIndexCount * sizeof(uint16_t));
SkASSERT(!buffer->resourcePriv().getScratchKey().isValid());
auto indexData = static_cast<uint16_t*>(buffer->map());
SkAutoTMalloc<uint16_t> stagingBuffer;
if (!indexData) {
SkASSERT(!buffer->isMapped());
indexData = stagingBuffer.reset(kIndexCount);
}
// Indices 0,1,2 contain special values that emit points P0, P1, and P2 respectively. (When the
// vertex shader is fed an index value larger than (1 << kMaxResolveLevel), it emits
// P[index % 4].)
int i = 0;
indexData[i++] = (1 << kMaxResolveLevel) + 4; // % 4 == 0
indexData[i++] = (1 << kMaxResolveLevel) + 5; // % 4 == 1
indexData[i++] = (1 << kMaxResolveLevel) + 6; // % 4 == 2
// Starting at index 3, we triangulate a cubic with 2^kMaxResolveLevel line segments. Each
// index value corresponds to parametric value T=(index / 2^kMaxResolveLevel). Since the
// triangles are arranged in "middle-out" order, we will be able to conveniently control the
// resolveLevel by changing only the indexCount.
for (uint16_t advance = 1 << (kMaxResolveLevel - 1); advance; advance >>= 1) {
uint16_t T = 0;
do {
indexData[i++] = T;
indexData[i++] = (T += advance);
indexData[i++] = (T += advance);
} while (T != (1 << kMaxResolveLevel));
}
SkASSERT(i == kIndexCount);
if (buffer->isMapped()) {
buffer->unmap();
} else {
buffer->updateData(stagingBuffer, kIndexCount * sizeof(uint16_t));
}
buffer->resourcePriv().setUniqueKey(gMiddleOutIndexBufferKey);
return std::move(buffer);
}
class GrMiddleOutCubicShader::Impl : public GrStencilPathShader::Impl {
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& shader = args.fGeomProc.cast<GrMiddleOutCubicShader>();
args.fVaryingHandler->emitAttributes(shader);
args.fVertBuilder->defineConstantf("int", "kMaxVertexID", "%i", 1 << kMaxResolveLevel);
args.fVertBuilder->defineConstantf("float", "kInverseMaxVertexID",
"(1.0 / float(kMaxVertexID))");
args.fVertBuilder->insertFunction(kUnpackRationalCubicFn);
args.fVertBuilder->insertFunction(kEvalRationalCubicFn);
args.fVertBuilder->codeAppend(R"(
float2 pos;
if (sk_VertexID > kMaxVertexID) {
// This is a special index value that instructs us to emit a specific point.
pos = ((sk_VertexID & 3) == 0) ? inputPoints_0_1.xy :
((sk_VertexID & 2) == 0) ? inputPoints_0_1.zw : inputPoints_2_3.xy;
} else {
// Evaluate the cubic at T = (sk_VertexID / 2^kMaxResolveLevel).
float T = float(sk_VertexID) * kInverseMaxVertexID;
float4x3 P = unpack_rational_cubic(inputPoints_0_1.xy, inputPoints_0_1.zw,
inputPoints_2_3.xy, inputPoints_2_3.zw);
pos = eval_rational_cubic(P, T);
})");
GrShaderVar vertexPos("pos", kFloat2_GrSLType);
if (!shader.viewMatrix().isIdentity()) {
const char* viewMatrix;
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
args.fVertBuilder->codeAppendf(R"(
float2 transformedPoint = (%s * float3(pos, 1)).xy;)", viewMatrix);
vertexPos.set(kFloat2_GrSLType, "transformedPoint");
}
gpArgs->fPositionVar = vertexPos;
// No fragment shader.
}
};
GrGLSLGeometryProcessor* GrMiddleOutCubicShader::createGLSLInstance(const GrShaderCaps&) const {
return new Impl;
}