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/*
* 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/GrStrokeInstancedShaderImpl.h"
#include "src/gpu/geometry/GrWangsFormula.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/tessellate/GrStrokeTessellator.h"
void GrStrokeInstancedShaderImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
const auto& shader = args.fGeomProc.cast<GrStrokeShader>();
SkPaint::Join joinType = shader.stroke().getJoin();
args.fVaryingHandler->emitAttributes(shader);
// Constants.
args.fVertBuilder->defineConstant("MAX_PARAMETRIC_SEGMENTS_LOG2",
GrTessellationPathRenderer::kMaxResolveLevel);
args.fVertBuilder->defineConstant("float", "PI", "3.141592653589793238");
// Helper functions.
if (shader.hasDynamicStroke()) {
args.fVertBuilder->insertFunction(kNumRadialSegmentsPerRadianFn);
}
args.fVertBuilder->insertFunction(kAtan2Fn);
args.fVertBuilder->insertFunction(kCosineBetweenVectorsFn);
args.fVertBuilder->insertFunction(kMiterExtentFn);
args.fVertBuilder->insertFunction(kUncheckedMixFn);
args.fVertBuilder->insertFunction(GrWangsFormula::as_sksl(shader.hasConics()).c_str());
// Tessellation control uniforms and/or dynamic attributes.
if (!shader.hasDynamicStroke()) {
// [PARAMETRIC_PRECISION, NUM_RADIAL_SEGMENTS_PER_RADIAN, JOIN_TYPE, STROKE_RADIUS]
const char* tessArgsName;
fTessControlArgsUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "tessControlArgs",
&tessArgsName);
args.fVertBuilder->codeAppendf(R"(
float PARAMETRIC_PRECISION = %s.x;
float NUM_RADIAL_SEGMENTS_PER_RADIAN = %s.y;
float JOIN_TYPE = %s.z;
float STROKE_RADIUS = %s.w;)", tessArgsName, tessArgsName, tessArgsName, tessArgsName);
} else {
const char* parametricPrecisionName;
fTessControlArgsUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat_GrSLType, "parametricPrecision",
&parametricPrecisionName);
args.fVertBuilder->codeAppendf(R"(
float PARAMETRIC_PRECISION = %s;
float STROKE_RADIUS = dynamicStrokeAttr.x;
float NUM_RADIAL_SEGMENTS_PER_RADIAN = num_radial_segments_per_radian(
PARAMETRIC_PRECISION, STROKE_RADIUS);
float JOIN_TYPE = dynamicStrokeAttr.y;)", parametricPrecisionName);
}
if (shader.hasDynamicColor()) {
// Create a varying for color to get passed in through.
GrGLSLVarying dynamicColor{kHalf4_GrSLType};
args.fVaryingHandler->addVarying("dynamicColor", &dynamicColor);
args.fVertBuilder->codeAppendf("%s = dynamicColorAttr;", dynamicColor.vsOut());
fDynamicColorName = dynamicColor.fsIn();
}
if (shader.mode() == GrStrokeShader::Mode::kLog2Indirect) {
args.fVertBuilder->codeAppend(R"(
float NUM_TOTAL_EDGES = abs(argsAttr.z);)");
} else {
SkASSERT(shader.mode() == GrStrokeShader::Mode::kFixedCount);
const char* edgeCountName;
fEdgeCountUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat_GrSLType, "edgeCount", &edgeCountName);
args.fVertBuilder->codeAppendf(R"(
float NUM_TOTAL_EDGES = %s;)", edgeCountName);
}
// View matrix uniforms.
if (!shader.viewMatrix().isIdentity()) {
const char* translateName, *affineMatrixName;
fAffineMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "affineMatrix",
&affineMatrixName);
fTranslateUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "translate", &translateName);
args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n",
affineMatrixName);
args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;\n", translateName);
}
// Tessellation code.
args.fVertBuilder->codeAppend(R"(
float4x2 P = float4x2(pts01Attr, pts23Attr);
float2 lastControlPoint = argsAttr.xy;
float w = -1; // w<0 means the curve is an integral cubic.)");
if (shader.hasConics()) {
args.fVertBuilder->codeAppend(R"(
if (isinf(P[3].y)) {
w = P[3].x; // The curve is actually a conic.
P[3] = P[2]; // Setting p3 equal to p2 works for the remaining rotational logic.
})");
}
if (shader.stroke().isHairlineStyle() && !shader.viewMatrix().isIdentity()) {
// Hairline case. Transform the points before tessellation. We can still hold off on the
// translate until the end; we just need to perform the scale and skew right now.
args.fVertBuilder->codeAppend(R"(
P = AFFINE_MATRIX * P;
lastControlPoint = AFFINE_MATRIX * lastControlPoint;)");
}
args.fVertBuilder->codeAppend(R"(
// Find how many parametric segments this stroke requires.
float numParametricSegments = min(wangs_formula(PARAMETRIC_PRECISION,
P[0], P[1], P[2], P[3], w),
float(1 << MAX_PARAMETRIC_SEGMENTS_LOG2));
if (P[0] == P[1] && P[2] == P[3]) {
// This is how we describe lines, but Wang's formula does not return 1 in this case.
numParametricSegments = 1;
}
// Find the starting and ending tangents.
float2 tan0 = ((P[0] == P[1]) ? (P[1] == P[2]) ? P[3] : P[2] : P[1]) - P[0];
float2 tan1 = P[3] - ((P[3] == P[2]) ? (P[2] == P[1]) ? P[0] : P[1] : P[2]);
if (tan0 == float2(0)) {
// The stroke is a point. This special case tells us to draw a stroke-width circle as a
// 180 degree point stroke instead.
tan0 = float2(1,0);
tan1 = float2(-1,0);
})");
// Potential optimization: (shader.hasDynamicStroke() && shader.hasRoundJoins())?
if (shader.stroke().getJoin() == SkPaint::kRound_Join || shader.hasDynamicStroke()) {
args.fVertBuilder->codeAppend(R"(
// Determine how many edges to give to the round join. We emit the first and final edges
// of the join twice: once full width and once restricted to half width. This guarantees
// perfect seaming by matching the vertices from the join as well as from the strokes on
// either side.
float joinRads = acos(cosine_between_vectors(P[0] - lastControlPoint, tan0));
float numRadialSegmentsInJoin = max(ceil(joinRads * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);
// +2 because we emit the beginning and ending edges twice (see above comment).
float numEdgesInJoin = numRadialSegmentsInJoin + 2;
// The stroke section needs at least two edges. Don't assign more to the join than
// "NUM_TOTAL_EDGES - 2".
numEdgesInJoin = min(numEdgesInJoin, NUM_TOTAL_EDGES - 2);)");
if (shader.mode() == GrStrokeShader::Mode::kLog2Indirect) {
args.fVertBuilder->codeAppend(R"(
// Negative argsAttr.z means the join is an internal chop or circle, and both of
// those have empty joins. All we need is a bevel join.
if (argsAttr.z < 0) {
// +2 because we emit the beginning and ending edges twice (see above comment).
numEdgesInJoin = 1 + 2;
})");
}
if (shader.hasDynamicStroke()) {
args.fVertBuilder->codeAppend(R"(
if (JOIN_TYPE >= 0 /*Is the join not a round type?*/) {
// Bevel and miter joins get 1 and 2 segments respectively.
// +2 because we emit the beginning and ending edges twice (see above comments).
numEdgesInJoin = sign(JOIN_TYPE) + 1 + 2;
})");
}
} else {
args.fVertBuilder->codeAppendf(R"(
float numEdgesInJoin = %i;)", GrStrokeShader::NumFixedEdgesInJoin(joinType));
}
args.fVertBuilder->codeAppend(R"(
// Find which 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]);
float combinedEdgeID = float(sk_VertexID >> 1) - numEdgesInJoin;
if (combinedEdgeID < 0) {
tan1 = tan0;
// Don't let tan0 become zero. The code as-is isn't built to handle that case. tan0=0
// means the join is disabled, and to disable it with the existing code we can leave
// tan0 equal to tan1.
if (lastControlPoint != P[0]) {
tan0 = P[0] - lastControlPoint;
}
turn = cross(tan0, tan1);
}
// Calculate the curve's starting angle and rotation.
float cosTheta = cosine_between_vectors(tan0, tan1);
float rotation = acos(cosTheta);
if (turn < 0) {
// Adjust sign of rotation to match the direction the curve turns.
rotation = -rotation;
}
float numRadialSegments;
float strokeOutset = ((sk_VertexID & 1) == 0) ? +1 : -1;
if (combinedEdgeID < 0) {
// We belong to the preceding join. The first and final edges get duplicated, so we only
// have "numEdgesInJoin - 2" segments.
numRadialSegments = numEdgesInJoin - 2;
numParametricSegments = 1; // Joins don't have parametric segments.
P = float4x2(P[0], P[0], P[0], P[0]); // Colocate all points on the junction point.
// Shift combinedEdgeID to the range [-1, numRadialSegments]. This duplicates the first
// edge and lands one edge at the very end of the join. (The duplicated final edge will
// actually come from the section of our strip that belongs to the stroke.)
combinedEdgeID += numRadialSegments + 1;
// We normally restrict the join on one side of the junction, but if the tangents are
// nearly equivalent this could theoretically result in bad seaming and/or cracks on the
// side we don't put it on. If the tangents are nearly equivalent then we leave the join
// double-sided.
float sinEpsilon = 1e-2; // ~= sin(180deg / 3000)
bool tangentsNearlyParallel =
(abs(turn) * inversesqrt(dot(tan0, tan0) * dot(tan1, tan1))) < sinEpsilon;
if (!tangentsNearlyParallel || dot(tan0, tan1) < 0) {
// There are two edges colocated at the beginning. Leave the first one double sided
// for seaming with the previous stroke. (The double sided edge at the end will
// actually come from the section of our strip that belongs to the stroke.)
if (combinedEdgeID >= 0) {
strokeOutset = (turn < 0) ? min(strokeOutset, 0) : max(strokeOutset, 0);
}
}
combinedEdgeID = max(combinedEdgeID, 0);
} else {
// We belong to the stroke.
float maxCombinedSegments = NUM_TOTAL_EDGES - numEdgesInJoin - 1;
numRadialSegments = max(ceil(abs(rotation) * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);
numRadialSegments = min(numRadialSegments, maxCombinedSegments);
numParametricSegments = min(numParametricSegments,
maxCombinedSegments - numRadialSegments + 1);
}
// Additional parameters for emitTessellationCode().
float angle0 = atan2(tan0);
float radsPerSegment = rotation / numRadialSegments;
float numCombinedSegments = numParametricSegments + numRadialSegments - 1;
bool isFinalEdge = (combinedEdgeID >= numCombinedSegments);
if (combinedEdgeID > numCombinedSegments) {
strokeOutset = 0; // The strip has more edges than we need. Drop this one.
})");
if (joinType == SkPaint::kMiter_Join || shader.hasDynamicStroke()) {
args.fVertBuilder->codeAppendf(R"(
// Vertices #4 and #5 belong to the edge of the join that extends to the miter point.
if ((sk_VertexID | 1) == (4 | 5) && %s) {
strokeOutset *= miter_extent(cosTheta, JOIN_TYPE/*miterLimit*/);
})", shader.hasDynamicStroke() ? "JOIN_TYPE > 0/*Is the join a miter type?*/" : "true");
}
this->emitTessellationCode(shader, &args.fVertBuilder->code(), gpArgs, *args.fShaderCaps);
this->emitFragmentCode(shader, args);
}