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/*
* 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/ganesh/tessellate/GrPathTessellationShader.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/KeyBuilder.h"
#include "src/gpu/ganesh/effects/GrDisableColorXP.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
#include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/tessellate/FixedCountBufferUtils.h"
#include "src/gpu/tessellate/Tessellation.h"
#include "src/gpu/tessellate/WangsFormula.h"
namespace {
using namespace skgpu::tess;
// Draws a simple array of triangles.
class SimpleTriangleShader : public GrPathTessellationShader {
public:
SimpleTriangleShader(const SkMatrix& viewMatrix, SkPMColor4f color)
: GrPathTessellationShader(kTessellate_SimpleTriangleShader_ClassID,
GrPrimitiveType::kTriangles,
viewMatrix,
color,
PatchAttribs::kNone) {
constexpr static Attribute kInputPointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
SkSLType::kFloat2};
this->setVertexAttributesWithImplicitOffsets(&kInputPointAttrib, 1);
}
private:
const char* name() const final { return "tessellate_SimpleTriangleShader"; }
void addToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const final {}
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
};
std::unique_ptr<GrGeometryProcessor::ProgramImpl> SimpleTriangleShader::makeProgramImpl(
const GrShaderCaps&) const {
class Impl : public GrPathTessellationShader::Impl {
void emitVertexCode(const GrShaderCaps&,
const GrPathTessellationShader&,
GrGLSLVertexBuilder* v,
GrGLSLVaryingHandler*,
GrGPArgs* gpArgs) override {
v->codeAppend(
"float2 localcoord = inputPoint;"
"float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;");
gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localcoord");
gpArgs->fPositionVar.set(SkSLType::kFloat2, "vertexpos");
}
};
return std::make_unique<Impl>();
}
// Uses instanced draws to triangulate standalone closed curves with a "middle-out" topology.
// Middle-out draws a triangle with vertices at T=[0, 1/2, 1] and then recurses breadth first:
//
// depth=0: T=[0, 1/2, 1]
// depth=1: T=[0, 1/4, 2/4], T=[2/4, 3/4, 1]
// depth=2: T=[0, 1/8, 2/8], T=[2/8, 3/8, 4/8], T=[4/8, 5/8, 6/8], T=[6/8, 7/8, 1]
// ...
//
// The shader determines how many segments are required to render each individual curve smoothly,
// and emits empty triangles at any vertices whose sk_VertexIDs are higher than necessary. It is the
// caller's responsibility to draw enough vertices per instance for the most complex curve in the
// batch to render smoothly (i.e., NumTrianglesAtResolveLevel() * 3).
class MiddleOutShader : public GrPathTessellationShader {
public:
MiddleOutShader(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix,
const SkPMColor4f& color, PatchAttribs attribs)
: GrPathTessellationShader(kTessellate_MiddleOutShader_ClassID,
GrPrimitiveType::kTriangles, viewMatrix, color, attribs) {
fInstanceAttribs.emplace_back("p01", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
fInstanceAttribs.emplace_back("p23", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
if (fAttribs & PatchAttribs::kFanPoint) {
fInstanceAttribs.emplace_back("fanPointAttrib",
kFloat2_GrVertexAttribType,
SkSLType::kFloat2);
}
if (fAttribs & PatchAttribs::kColor) {
fInstanceAttribs.emplace_back("colorAttrib",
(fAttribs & PatchAttribs::kWideColorIfEnabled)
? kFloat4_GrVertexAttribType
: kUByte4_norm_GrVertexAttribType,
SkSLType::kHalf4);
}
if (fAttribs & PatchAttribs::kExplicitCurveType) {
// A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
// infinity can't detect this. On these platforms we also write out an extra float with
// each patch that explicitly tells the shader what type of curve it is.
fInstanceAttribs.emplace_back("curveType", kFloat_GrVertexAttribType, SkSLType::kFloat);
}
this->setInstanceAttributesWithImplicitOffsets(fInstanceAttribs.data(),
fInstanceAttribs.count());
SkASSERT(fInstanceAttribs.count() <= kMaxInstanceAttribCount);
SkASSERT(this->instanceStride() ==
sizeof(SkPoint) * 4 + PatchAttribsStride(fAttribs));
constexpr static Attribute kVertexAttrib("resolveLevel_and_idx", kFloat2_GrVertexAttribType,
SkSLType::kFloat2);
this->setVertexAttributesWithImplicitOffsets(&kVertexAttrib, 1);
}
private:
const char* name() const final { return "tessellate_MiddleOutShader"; }
void addToKey(const GrShaderCaps&, skgpu::KeyBuilder* b) const final {
// When color is in a uniform, it's always wide so we need to ignore kWideColorIfEnabled.
// When color is in an attrib, its wideness is accounted for as part of the attrib key in
// GrGeometryProcessor::getAttributeKey().
// Either way, we get the correct key by ignoring .
b->add32((uint32_t)(fAttribs & ~PatchAttribs::kWideColorIfEnabled));
}
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
constexpr static int kMaxInstanceAttribCount = 5;
SkSTArray<kMaxInstanceAttribCount, Attribute> fInstanceAttribs;
};
std::unique_ptr<GrGeometryProcessor::ProgramImpl> MiddleOutShader::makeProgramImpl(
const GrShaderCaps&) const {
class Impl : public GrPathTessellationShader::Impl {
void emitVertexCode(const GrShaderCaps& shaderCaps,
const GrPathTessellationShader& shader,
GrGLSLVertexBuilder* v,
GrGLSLVaryingHandler* varyingHandler,
GrGPArgs* gpArgs) override {
const MiddleOutShader& middleOutShader = shader.cast<MiddleOutShader>();
v->defineConstant("PRECISION", skgpu::tess::kPrecision);
v->defineConstant("MAX_FIXED_RESOLVE_LEVEL",
(float)skgpu::tess::kMaxResolveLevel);
v->defineConstant("MAX_FIXED_SEGMENTS",
(float)(skgpu::tess::kMaxParametricSegments));
v->insertFunction(GrTessellationShader::WangsFormulaSkSL());
if (middleOutShader.fAttribs & PatchAttribs::kExplicitCurveType) {
v->insertFunction(SkStringPrintf(
"bool is_conic_curve() {"
"return curveType != %g;"
"}", skgpu::tess::kCubicCurveType).c_str());
v->insertFunction(SkStringPrintf(
"bool is_triangular_conic_curve() {"
"return curveType == %g;"
"}", skgpu::tess::kTriangularConicCurveType).c_str());
} else {
SkASSERT(shaderCaps.fInfinitySupport);
v->insertFunction(
"bool is_conic_curve() { return isinf(p23.w); }"
"bool is_triangular_conic_curve() { return isinf(p23.z); }");
}
if (shaderCaps.fBitManipulationSupport) {
v->insertFunction(
"float ldexp_portable(float x, float p) {"
"return ldexp(x, int(p));"
"}");
} else {
v->insertFunction(
"float ldexp_portable(float x, float p) {"
"return x * exp2(p);"
"}");
}
v->codeAppend(
"float resolveLevel = resolveLevel_and_idx.x;"
"float idxInResolveLevel = resolveLevel_and_idx.y;"
"float2 localcoord;");
if (middleOutShader.fAttribs & PatchAttribs::kFanPoint) {
v->codeAppend(
// A negative resolve level means this is the fan point.
"if (resolveLevel < 0) {"
"localcoord = fanPointAttrib;"
"} else "); // Fall through to next if (). Trailing space is important.
}
v->codeAppend(
"if (is_triangular_conic_curve()) {"
// This patch is an exact triangle.
"localcoord = (resolveLevel != 0) ? p01.zw"
": (idxInResolveLevel != 0) ? p23.xy"
": p01.xy;"
"} else {"
"float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;"
"float w = -1;" // w < 0 tells us to treat the instance as an integral cubic.
"float maxResolveLevel;"
"if (is_conic_curve()) {"
// Conics are 3 points, with the weight in p3.
"w = p3.x;"
"maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,"
"AFFINE_MATRIX * p1,"
"AFFINE_MATRIX * p2, w);"
"p1 *= w;" // Unproject p1.
"p3 = p2;" // Duplicate the endpoint for shared code that also runs on cubics.
"} else {"
// The patch is an integral cubic.
"maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,"
"AFFINE_MATRIX);"
"}"
"if (resolveLevel > maxResolveLevel) {"
// This vertex is at a higher resolve level than we need. Demote to a lower
// resolveLevel, which will produce a degenerate triangle.
"idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,"
"maxResolveLevel - resolveLevel));"
"resolveLevel = maxResolveLevel;"
"}"
// Promote our location to a discrete position in the maximum fixed resolve level.
// This is extra paranoia to ensure we get the exact same fp32 coordinates for
// colocated points from different resolve levels (e.g., the vertices T=3/4 and
// T=6/8 should be exactly colocated).
"float fixedVertexID = floor(.5 + ldexp_portable("
"idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));"
"if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {"
"float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);"
// Evaluate at T. Use De Casteljau's for its accuracy and stability.
"float2 ab = mix(p0, p1, T);"
"float2 bc = mix(p1, p2, T);"
"float2 cd = mix(p2, p3, T);"
"float2 abc = mix(ab, bc, T);"
"float2 bcd = mix(bc, cd, T);"
"float2 abcd = mix(abc, bcd, T);"
// Evaluate the conic weight at T.
"float u = mix(1.0, w, T);"
"float v = w + 1 - u;" // == mix(w, 1, T)
"float uv = mix(u, v, T);"
"localcoord = (w < 0) ?" /*cubic*/ "abcd:" /*conic*/ "abc/uv;"
"} else {"
"localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;"
"}"
"}"
"float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;");
gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localcoord");
gpArgs->fPositionVar.set(SkSLType::kFloat2, "vertexpos");
if (middleOutShader.fAttribs & PatchAttribs::kColor) {
GrGLSLVarying colorVarying(SkSLType::kHalf4);
varyingHandler->addVarying("color",
&colorVarying,
GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
v->codeAppendf("%s = colorAttrib;", colorVarying.vsOut());
fVaryingColorName = colorVarying.fsIn();
}
}
};
return std::make_unique<Impl>();
}
} // namespace
GrPathTessellationShader* GrPathTessellationShader::Make(const GrShaderCaps& shaderCaps,
SkArenaAlloc* arena,
const SkMatrix& viewMatrix,
const SkPMColor4f& color,
PatchAttribs attribs) {
// We should use explicit curve type when, and only when, there isn't infinity support.
// Otherwise the GPU can infer curve type based on infinity.
SkASSERT(shaderCaps.fInfinitySupport != (attribs & PatchAttribs::kExplicitCurveType));
return arena->make<MiddleOutShader>(shaderCaps, viewMatrix, color, attribs);
}
GrPathTessellationShader* GrPathTessellationShader::MakeSimpleTriangleShader(
SkArenaAlloc* arena, const SkMatrix& viewMatrix, const SkPMColor4f& color) {
return arena->make<SimpleTriangleShader>(viewMatrix, color);
}
const GrPipeline* GrPathTessellationShader::MakeStencilOnlyPipeline(
const ProgramArgs& args,
GrAAType aaType,
const GrAppliedHardClip& hardClip,
GrPipeline::InputFlags pipelineFlags) {
GrPipeline::InitArgs pipelineArgs;
pipelineArgs.fInputFlags = pipelineFlags;
pipelineArgs.fCaps = args.fCaps;
return args.fArena->make<GrPipeline>(pipelineArgs,
GrDisableColorXPFactory::MakeXferProcessor(),
hardClip);
}
// 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.
const char* GrPathTessellationShader::Impl::kEvalRationalCubicFn =
"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;"
"}";
void GrPathTessellationShader::Impl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
const auto& shader = args.fGeomProc.cast<GrPathTessellationShader>();
args.fVaryingHandler->emitAttributes(shader);
// Vertex shader.
const char* affineMatrix, *translate;
fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
SkSLType::kFloat4, "affineMatrix",
&affineMatrix);
fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
SkSLType::kFloat2, "translate", &translate);
args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s.xy, %s.zw);",
affineMatrix, affineMatrix);
args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;", translate);
this->emitVertexCode(*args.fShaderCaps,
shader,
args.fVertBuilder,
args.fVaryingHandler,
gpArgs);
// Fragment shader.
if (!(shader.fAttribs & PatchAttribs::kColor)) {
const char* color;
fColorUniform = args.fUniformHandler->addUniform(nullptr, kFragment_GrShaderFlag,
SkSLType::kHalf4, "color", &color);
args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor, color);
} else {
args.fFragBuilder->codeAppendf("half4 %s = %s;",
args.fOutputColor, fVaryingColorName.c_str());
}
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
}
void GrPathTessellationShader::Impl::setData(const GrGLSLProgramDataManager& pdman, const
GrShaderCaps&, const GrGeometryProcessor& geomProc) {
const auto& shader = geomProc.cast<GrPathTessellationShader>();
const SkMatrix& m = shader.viewMatrix();
pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY());
pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
if (!(shader.fAttribs & PatchAttribs::kColor)) {
const SkPMColor4f& color = shader.color();
pdman.set4f(fColorUniform, color.fR, color.fG, color.fB, color.fA);
}
}