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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrCCCoverageProcessor_DEFINED
#define GrCCCoverageProcessor_DEFINED
#include "GrCaps.h"
#include "GrGeometryProcessor.h"
#include "GrShaderCaps.h"
#include "SkNx.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLVarying.h"
class GrGLSLPPFragmentBuilder;
class GrGLSLVertexGeoBuilder;
class GrMesh;
/**
* This is the geometry processor for the simple convex primitive shapes (triangles and closed,
* convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
* value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
*
* The caller is responsible to execute all render passes for all applicable primitives into a
* cleared, floating point, alpha-only render target using SkBlendMode::kPlus (see RenderPass
* below). Once all of a path's primitives have been drawn, the render target contains a composite
* coverage count that can then be used to draw the path (see GrCCPathProcessor).
*
* To draw a renderer pass, see appendMesh below.
*/
class GrCCCoverageProcessor : public GrGeometryProcessor {
public:
// Defines a single triangle or closed quadratic bezier, with transposed x,y point values.
struct TriangleInstance {
float fX[3];
float fY[3];
void set(const SkPoint[3], const Sk2f& trans);
void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans);
};
// Defines a single closed cubic bezier, with transposed x,y point values.
struct CubicInstance {
float fX[4];
float fY[4];
void set(const SkPoint[4], float dx, float dy);
};
// All primitive shapes (triangles and closed, convex bezier curves) require more than one
// render pass. Here we enumerate every render pass needed in order to produce a complete
// coverage count mask. This is an exhaustive list of all ccpr coverage shaders.
//
// During a render pass, the "Impl" (GSImpl or VSimpl) generates conservative geometry for
// rasterization, and the Shader decides the coverage value at each pixel.
enum class RenderPass {
// For a Hull, the Impl generates a "conservative raster hull" around the input points. This
// is the geometry that causes a pixel to be rasterized if it is touched anywhere by the
// input polygon. The input coverage values sent to the Shader at each vertex are either
// null, or +1 all around if the Impl combines this pass with kTriangleEdges. Logically,
// the conservative raster hull is equivalent to the convex hull of pixel size boxes
// centered on each input point.
kTriangleHulls,
kQuadraticHulls,
kCubicHulls,
// For Edges, the Impl generates conservative rasters around every input edge (i.e. convex
// hulls of two pixel-size boxes centered on both of the edge's endpoints). The input
// coverage values sent to the Shader at each vertex are -1 on the outside border of the
// edge geometry and 0 on the inside. This is the only geometry type that associates
// coverage values with the output vertices. Interpolated, these coverage values convert
// jagged conservative raster edges into a smooth antialiased edge.
//
// NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass()
// will be false for kTriangleEdges and it must not be used.
kTriangleEdges,
// For Corners, the Impl Generates the conservative rasters of corner points (i.e.
// pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader
// specifies which corners. Input coverage values sent to the Shader will be null.
kTriangleCorners,
kQuadraticCorners,
kCubicCorners
};
static bool RenderPassIsCubic(RenderPass);
static const char* RenderPassName(RenderPass);
constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) {
return RenderPass::kTriangleEdges != renderPass ||
caps.shaderCaps()->geometryShaderSupport();
}
GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, const GrCaps& caps)
: INHERITED(kGrCCCoverageProcessor_ClassID)
, fRenderPass(pass)
, fImpl(caps.shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader
: Impl::kVertexShader) {
SkASSERT(DoesRenderPass(pass, caps));
if (Impl::kGeometryShader == fImpl) {
this->initGS();
} else {
this->initVS(rp, caps);
}
}
// Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
// of either TriangleInstance or CubicInstance, depending on this processor's RendererPass, with
// coordinates in the desired shape's final atlas-space position.
//
// NOTE: Quadratics use TriangleInstance since both have 3 points.
void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
SkTArray<GrMesh>* out) {
if (Impl::kGeometryShader == fImpl) {
this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out);
} else {
this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out);
}
}
// GrPrimitiveProcessor overrides.
const char* name() const override { return RenderPassName(fRenderPass); }
SkString dumpInfo() const override {
return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str());
}
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
#ifdef SK_DEBUG
// Increases the 1/2 pixel AA bloat by a factor of debugBloat and outputs color instead of
// coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red).
void enableDebugVisualizations(float debugBloat) { fDebugBloat = debugBloat; }
bool debugVisualizationsEnabled() const { return fDebugBloat > 0; }
float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; }
#endif
// The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
// provides details about shape-specific geometry.
class Shader {
public:
union GeometryVars {
struct {
const char* fAlternatePoints; // floatNx2 (if left null, will use input points).
} fHullVars;
struct {
const char* fPoint; // float2
} fCornerVars;
GeometryVars() { memset(this, 0, sizeof(*this)); }
};
// Called before generating geometry. Subclasses must fill out the applicable fields in
// GeometryVars (if any), and may also use this opportunity to setup internal member
// variables that will be needed during onEmitVaryings (e.g. transformation matrices).
//
// repetitionID is a 0-based index and indicates which edge or corner is being generated.
// It will be null when generating a hull.
virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts,
const char* repetitionID, const char* wind,
GeometryVars*) const {}
void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope,
SkString* code, const char* position, const char* inputCoverage,
const char* wind) {
SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
this->onEmitVaryings(varyingHandler, scope, code, position, inputCoverage, wind);
}
void emitFragmentCode(const GrCCCoverageProcessor& proc, GrGLSLPPFragmentBuilder*,
const char* skOutputColor, const char* skOutputCoverage) const;
// Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside
// border of a conservative raster edge and 0 on the inside. 'leftPt' and 'rightPt' must be
// ordered clockwise.
static void EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder*, const char* leftPt,
const char* rightPt,
const char* outputDistanceEquation);
virtual ~Shader() {}
protected:
// Here the subclass adds its internal varyings to the handler and produces code to
// initialize those varyings from a given position, input coverage value, and wind.
//
// NOTE: the coverage input is only relevant for edges (see comments in RenderPass).
// Otherwise it is +1 all around.
virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
const char* position, const char* inputCoverage,
const char* wind) = 0;
// Emits the fragment code that calculates a pixel's signed coverage value.
virtual void onEmitFragmentCode(GrGLSLPPFragmentBuilder*,
const char* outputCoverage) const = 0;
// Returns the name of a Shader's internal varying at the point where where its value is
// assigned. This is intended to work whether called for a vertex or a geometry shader.
const char* OutName(const GrGLSLVarying& varying) const {
using Scope = GrGLSLVarying::Scope;
SkASSERT(Scope::kVertToGeo != varying.scope());
return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
}
// Defines a global float2 array that contains MSAA sample locations as offsets from pixel
// center. Subclasses can use this for software multisampling.
//
// Returns the number of samples.
static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName);
};
class GSImpl;
class VSImpl;
private:
// Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
// accidentally bleed into neighbor pixels.
static constexpr float kAABloatRadius = 0.491111f;
// Number of bezier points for curves, or 3 for triangles.
int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; }
enum class Impl : bool {
kGeometryShader,
kVertexShader
};
void initGS();
void initVS(GrResourceProvider*, const GrCaps&);
void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
SkTArray<GrMesh>* out) const;
void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
SkTArray<GrMesh>* out) const;
GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const;
const RenderPass fRenderPass;
const Impl fImpl;
SkDEBUGCODE(float fDebugBloat = 0);
// Used by VSImpl.
sk_sp<const GrBuffer> fVertexBuffer;
sk_sp<const GrBuffer> fIndexBuffer;
int fNumIndicesPerInstance;
GrPrimitiveType fPrimitiveType;
typedef GrGeometryProcessor INHERITED;
};
inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint p[3], const Sk2f& trans) {
this->set(p[0], p[1], p[2], trans);
}
inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint& p0, const SkPoint& p1,
const SkPoint& p2, const Sk2f& trans) {
Sk2f P0 = Sk2f::Load(&p0) + trans;
Sk2f P1 = Sk2f::Load(&p1) + trans;
Sk2f P2 = Sk2f::Load(&p2) + trans;
Sk2f::Store3(this, P0, P1, P2);
}
inline void GrCCCoverageProcessor::CubicInstance::set(const SkPoint p[4], float dx, float dy) {
Sk4f X,Y;
Sk4f::Load2(p, &X, &Y);
(X + dx).store(&fX);
(Y + dy).store(&fY);
}
inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
switch (pass) {
case RenderPass::kTriangleHulls:
case RenderPass::kTriangleEdges:
case RenderPass::kTriangleCorners:
case RenderPass::kQuadraticHulls:
case RenderPass::kQuadraticCorners:
return false;
case RenderPass::kCubicHulls:
case RenderPass::kCubicCorners:
return true;
}
SK_ABORT("Invalid RenderPass");
return false;
}
inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) {
switch (pass) {
case RenderPass::kTriangleHulls: return "kTriangleHulls";
case RenderPass::kTriangleEdges: return "kTriangleEdges";
case RenderPass::kTriangleCorners: return "kTriangleCorners";
case RenderPass::kQuadraticHulls: return "kQuadraticHulls";
case RenderPass::kQuadraticCorners: return "kQuadraticCorners";
case RenderPass::kCubicHulls: return "kCubicHulls";
case RenderPass::kCubicCorners: return "kCubicCorners";
}
SK_ABORT("Invalid RenderPass");
return "";
}
#endif