blob: b070157919f66e4a11cf3452b2488c1b23f740e1 [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/geometry/GrWangsFormula.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
constexpr static char kSkSLTypeDefs[] = R"(
#define float4x3 mat4x3
#define float2 vec2
#define float3 vec3
#define float4 vec4
)";
// 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(inputPoint.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("P", kFloat2_GrSLType, GrShaderVar::TypeModifier::Out));
v->codeAppendf("P = %s;", vertexPos.c_str());
}
// The fragment shader is normally disabled, but output fully opaque white.
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputColor);
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
}
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;
}
GrGLSLGeometryProcessor* GrCurveTessellateShader::createGLSLInstance(const GrShaderCaps&) const {
class Impl : public GrStencilPathShader::Impl {
SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.appendf(R"(
#define PRECISION %f)", GrTessellationPathRenderer::kLinearizationPrecision);
code.append(kSkSLTypeDefs);
code.append(GrWangsFormula::as_sksl(true/*hasConics*/));
code.append(kUnpackRationalCubicFn);
code.append(R"(
layout(vertices = 1) out;
in vec2 P[];
patch out mat4x2 rationalCubicXY;
patch out float rationalCubicW;
void main() {
float w = -1; // w<0 means a cubic.
vec2 p1w = P[1];
if (isinf(P[3].y)) {
// This patch is actually a conic. Project to homogeneous space.
w = P[3].x;
p1w *= w;
}
// Chop the curve at T=1/2.
vec2 ab = (P[0] + p1w) * .5;
vec2 bc = (p1w + P[2]) * .5;
vec2 cd = (P[2] + P[3]) * .5;
vec2 abc = (ab + bc) * .5;
vec2 bcd = (bc + cd) * .5;
vec2 abcd = (abc + bcd) * .5;
float n0, n1;
if (w < 0 || isinf(w)) {
if (w < 0) {
// The patch is a cubic. Calculate how many segments are required to
// linearize each half of the curve.
n0 = wangs_formula(PRECISION, P[0], ab, abc, abcd, -1); // w<0 means cubic.
n1 = wangs_formula(PRECISION, abcd, bcd, cd, P[3], -1);
rationalCubicW = 1;
} else {
// The patch is a triangle (a conic with infinite weight).
n0 = n1 = 1;
rationalCubicW = -1; // In the next stage, rationalCubicW<0 means triangle.
}
rationalCubicXY = mat4x2(P[0], P[1], P[2], P[3]);
} else {
// The patch is a conic. Unproject p0..5. w1 == w2 == w3 when chopping at .5.
// (See SkConic::chopAt().)
float r = 2.0 / (1.0 + w);
ab *= r, bc *= r, abc *= r;
// Put in "standard form" where w0 == w2 == w4 == 1.
float w_ = inversesqrt(r); // Both halves have the same w' when chopping at .5.
// Calculate how many segments are needed to linearize each half of the curve.
n0 = wangs_formula(PRECISION, P[0], ab, abc, float2(0), w_);
n1 = wangs_formula(PRECISION, abc, bc, P[2], float2(0), w_);
// Covert the conic to a rational cubic in projected form.
rationalCubicXY = mat4x2(P[0],
mix(float4(P[0],P[2]), p1w.xyxy, 2.0/3.0),
P[2]);
rationalCubicW = fma(w, 2.0/3.0, 1.0/3.0);
}
gl_TessLevelOuter[0] = n1;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = n0;
// Changing the inner level to 1 when n0 == n1 == 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(n0, n1), 2.0);
})");
return code;
}
SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.append(kSkSLTypeDefs);
code.append(kEvalRationalCubicFn);
code.append(R"(
layout(triangles, equal_spacing, ccw) in;
uniform vec4 sk_RTAdjust;
patch in mat4x2 rationalCubicXY;
patch in float rationalCubicW;
void main() {
vec2 vertexpos;
if (rationalCubicW < 0) { // rationalCubicW < 0 means a triangle now.
vertexpos = (gl_TessCoord.x != 0) ? rationalCubicXY[0]
: (gl_TessCoord.y != 0) ? rationalCubicXY[1]
: rationalCubicXY[2];
} else {
// 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 = mat4x3(rationalCubicXY[0], 1,
rationalCubicXY[1], rationalCubicW,
rationalCubicXY[2], rationalCubicW,
rationalCubicXY[3], 1);
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;
}
};
return new Impl;
}
GrGLSLGeometryProcessor* GrWedgeTessellateShader::createGLSLInstance(const GrShaderCaps&) const {
class Impl : public GrStencilPathShader::Impl {
SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.appendf(R"(
#define PRECISION %f)", GrTessellationPathRenderer::kLinearizationPrecision);
code.append(kSkSLTypeDefs);
code.append(GrWangsFormula::as_sksl(true/*hasConics*/));
code.append(kUnpackRationalCubicFn);
code.append(R"(
layout(vertices = 1) out;
in vec2 P[];
patch out mat4x2 rationalCubicXY;
patch out float rationalCubicW;
patch out vec2 fanpoint;
void main() {
// Figure out how many segments to divide the curve into.
float w = isinf(P[3].y) ? P[3].x : -1; // w<0 means cubic.
float n = wangs_formula(PRECISION, P[0], P[1], P[2], P[3], w);
// Tessellate the first side of the patch into n triangles.
gl_TessLevelOuter[0] = n;
// 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 n == 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(n, 2.0);
if (w < 0) {
rationalCubicXY = mat4x2(P[0], P[1], P[2], P[3]);
rationalCubicW = 1;
} else {
// Convert the conic to a rational cubic in projected form.
rationalCubicXY = mat4x2(P[0],
mix(vec4(P[0], P[2]), (P[1] * w).xyxy, 2.0/3.0),
P[2]);
rationalCubicW = fma(w, 2.0/3.0, 1.0/3.0);
}
fanpoint = P[4];
})");
return code;
}
SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override {
SkString code(versionAndExtensionDecls);
code.append(kSkSLTypeDefs);
code.append(kEvalRationalCubicFn);
code.append(R"(
layout(triangles, equal_spacing, ccw) in;
uniform vec4 sk_RTAdjust;
patch in mat4x2 rationalCubicXY;
patch in float rationalCubicW;
patch 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 = mat4x3(rationalCubicXY[0], 1,
rationalCubicXY[1], rationalCubicW,
rationalCubicXY[2], rationalCubicW,
rationalCubicXY[3], 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;
}
};
return new Impl;
}
class GrCurveMiddleOutShader::Impl : public GrStencilPathShader::Impl {
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& shader = args.fGeomProc.cast<GrCurveMiddleOutShader>();
args.fVaryingHandler->emitAttributes(shader);
args.fVertBuilder->insertFunction(kUnpackRationalCubicFn);
args.fVertBuilder->insertFunction(kEvalRationalCubicFn);
if (args.fShaderCaps->bitManipulationSupport()) {
// Determines the T value at which to place the given vertex in a "middle-out" topology.
args.fVertBuilder->insertFunction(R"(
float find_middle_out_T() {
int totalTriangleIdx = sk_VertexID/3 + 1;
int depth = findMSB(totalTriangleIdx);
int firstTriangleAtDepth = (1 << depth);
int triangleIdxWithinDepth = totalTriangleIdx - firstTriangleAtDepth;
int vertexIdxWithinDepth = triangleIdxWithinDepth * 2 + sk_VertexID % 3;
return ldexp(float(vertexIdxWithinDepth), -1 - depth);
})");
} else {
// Determines the T value at which to place the given vertex in a "middle-out" topology.
args.fVertBuilder->insertFunction(R"(
float find_middle_out_T() {
float totalTriangleIdx = float(sk_VertexID/3) + 1;
float depth = floor(log2(totalTriangleIdx));
float firstTriangleAtDepth = exp2(depth);
float triangleIdxWithinDepth = totalTriangleIdx - firstTriangleAtDepth;
float vertexIdxWithinDepth = triangleIdxWithinDepth * 2 + float(sk_VertexID % 3);
return vertexIdxWithinDepth * exp2(-1 - depth);
})");
}
args.fVertBuilder->codeAppend(R"(
float2 pos;
if (isinf(inputPoints_2_3.z)) {
// A conic with w=Inf is an exact triangle.
pos = (sk_VertexID < 1) ? inputPoints_0_1.xy
: (sk_VertexID == 1) ? inputPoints_0_1.zw
: inputPoints_2_3.xy;
} else {
float4x3 P = unpack_rational_cubic(inputPoints_0_1.xy, inputPoints_0_1.zw,
inputPoints_2_3.xy, inputPoints_2_3.zw);
float T = find_middle_out_T();
pos = eval_rational_cubic(P, T);
})");
if (!shader.viewMatrix().isIdentity()) {
const char* viewMatrix;
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
args.fVertBuilder->codeAppendf(R"(
pos = (%s * float3(pos, 1)).xy;)", viewMatrix);
}
gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos");
// The fragment shader is normally disabled, but output fully opaque white.
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputColor);
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
}
};
GrGLSLGeometryProcessor* GrCurveMiddleOutShader::createGLSLInstance(const GrShaderCaps&) const {
return new Impl;
}