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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ganesh/ops/QuadPerEdgeAA.h"
#include "include/private/base/SkVx.h"
#include "src/gpu/KeyBuilder.h"
#include "src/gpu/ganesh/GrCaps.h"
#include "src/gpu/ganesh/GrMeshDrawTarget.h"
#include "src/gpu/ganesh/GrResourceProvider.h"
#include "src/gpu/ganesh/SkGr.h"
#include "src/gpu/ganesh/geometry/GrQuadUtils.h"
#include "src/gpu/ganesh/glsl/GrGLSLColorSpaceXformHelper.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
#include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
static_assert((int)GrQuadAAFlags::kLeft == SkCanvas::kLeft_QuadAAFlag);
static_assert((int)GrQuadAAFlags::kTop == SkCanvas::kTop_QuadAAFlag);
static_assert((int)GrQuadAAFlags::kRight == SkCanvas::kRight_QuadAAFlag);
static_assert((int)GrQuadAAFlags::kBottom == SkCanvas::kBottom_QuadAAFlag);
static_assert((int)GrQuadAAFlags::kNone == SkCanvas::kNone_QuadAAFlags);
static_assert((int)GrQuadAAFlags::kAll == SkCanvas::kAll_QuadAAFlags);
namespace skgpu::v1::QuadPerEdgeAA {
namespace {
using VertexSpec = skgpu::v1::QuadPerEdgeAA::VertexSpec;
using CoverageMode = skgpu::v1::QuadPerEdgeAA::CoverageMode;
using ColorType = skgpu::v1::QuadPerEdgeAA::ColorType;
// Generic WriteQuadProc that can handle any VertexSpec. It writes the 4 vertices in triangle strip
// order, although the data per-vertex is dependent on the VertexSpec.
void write_quad_generic(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
static constexpr auto If = VertexWriter::If<float>;
SkASSERT(!spec.hasLocalCoords() || localQuad);
CoverageMode mode = spec.coverageMode();
for (int i = 0; i < 4; ++i) {
// save position, this is a float2 or float3 or float4 depending on the combination of
// perspective and coverage mode.
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad->w(i))
<< If(mode == CoverageMode::kWithPosition, coverage[i]);
// save color
if (spec.hasVertexColors()) {
bool wide = spec.colorType() == ColorType::kFloat;
*vb << VertexColor(color * (mode == CoverageMode::kWithColor ? coverage[i] : 1), wide);
}
// save local position
if (spec.hasLocalCoords()) {
*vb << localQuad->x(i)
<< localQuad->y(i)
<< If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad->w(i));
}
// save the geometry subset
if (spec.requiresGeometrySubset()) {
*vb << geomSubset;
}
// save the texture subset
if (spec.hasSubset()) {
*vb << texSubset;
}
}
}
// Specialized WriteQuadProcs for particular VertexSpecs that show up frequently (determined
// experimentally through recorded GMs, SKPs, and SVGs, as well as SkiaRenderer's usage patterns):
// 2D (XY), no explicit coverage, vertex color, no locals, no geometry subset, no texture subsetn
// This represents simple, solid color or shader, non-AA (or AA with cov. as alpha) rects.
void write_2d_color(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(!spec.hasLocalCoords());
SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
spec.coverageMode() == CoverageMode::kWithColor);
SkASSERT(spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(!spec.hasSubset());
// We don't assert that localQuad == nullptr, since it is possible for FillRectOp to
// accumulate local coords conservatively (paint not trivial), and then after analysis realize
// the processors don't need local coordinates.
bool wide = spec.colorType() == ColorType::kFloat;
for (int i = 0; i < 4; ++i) {
// If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< VertexColor(color * coverage[i], wide);
}
}
// 2D (XY), no explicit coverage, UV locals, no color, no geometry subset, no texture subset
// This represents opaque, non AA, textured rects
void write_2d_uv(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kNone);
SkASSERT(!spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(!spec.hasSubset());
SkASSERT(localQuad);
for (int i = 0; i < 4; ++i) {
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< localQuad->x(i)
<< localQuad->y(i);
}
}
// 2D (XY), no explicit coverage, UV locals, vertex color, no geometry or texture subsets
// This represents transparent, non AA (or AA with cov. as alpha), textured rects
void write_2d_color_uv(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
spec.coverageMode() == CoverageMode::kWithColor);
SkASSERT(spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(!spec.hasSubset());
SkASSERT(localQuad);
bool wide = spec.colorType() == ColorType::kFloat;
for (int i = 0; i < 4; ++i) {
// If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< VertexColor(color * coverage[i], wide)
<< localQuad->x(i)
<< localQuad->y(i);
}
}
// 2D (XY), explicit coverage, UV locals, no color, no geometry subset, no texture subset
// This represents opaque, AA, textured rects
void write_2d_cov_uv(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
SkASSERT(!spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(!spec.hasSubset());
SkASSERT(localQuad);
for (int i = 0; i < 4; ++i) {
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< coverage[i]
<< localQuad->x(i)
<< localQuad->y(i);
}
}
// NOTE: The three _strict specializations below match the non-strict uv functions above, except
// that they also write the UV subset. These are included to benefit SkiaRenderer, which must make
// use of both fast and strict constrained subsets. When testing _strict was not that common across
// GMS, SKPs, and SVGs but we have little visibility into actual SkiaRenderer statistics. If
// SkiaRenderer can avoid subsets more, these 3 functions should probably be removed for simplicity.
// 2D (XY), no explicit coverage, UV locals, no color, tex subset but no geometry subset
// This represents opaque, non AA, textured rects with strict uv sampling
void write_2d_uv_strict(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kNone);
SkASSERT(!spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(spec.hasSubset());
SkASSERT(localQuad);
for (int i = 0; i < 4; ++i) {
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< localQuad->x(i)
<< localQuad->y(i)
<< texSubset;
}
}
// 2D (XY), no explicit coverage, UV locals, vertex color, tex subset but no geometry subset
// This represents transparent, non AA (or AA with cov. as alpha), textured rects with strict sample
void write_2d_color_uv_strict(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
spec.coverageMode() == CoverageMode::kWithColor);
SkASSERT(spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(spec.hasSubset());
SkASSERT(localQuad);
bool wide = spec.colorType() == ColorType::kFloat;
for (int i = 0; i < 4; ++i) {
// If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< VertexColor(color * coverage[i], wide)
<< localQuad->x(i)
<< localQuad->y(i)
<< texSubset;
}
}
// 2D (XY), explicit coverage, UV locals, no color, tex subset but no geometry subset
// This represents opaque, AA, textured rects with strict uv sampling
void write_2d_cov_uv_strict(VertexWriter* vb,
const VertexSpec& spec,
const GrQuad* deviceQuad,
const GrQuad* localQuad,
const float coverage[4],
const SkPMColor4f& color,
const SkRect& geomSubset,
const SkRect& texSubset) {
// Assert assumptions about VertexSpec
SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
SkASSERT(!spec.hasVertexColors());
SkASSERT(!spec.requiresGeometrySubset());
SkASSERT(spec.hasSubset());
SkASSERT(localQuad);
for (int i = 0; i < 4; ++i) {
*vb << deviceQuad->x(i)
<< deviceQuad->y(i)
<< coverage[i]
<< localQuad->x(i)
<< localQuad->y(i)
<< texSubset;
}
}
} // anonymous namespace
IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads) {
if (aa == GrAAType::kCoverage) {
return IndexBufferOption::kPictureFramed;
} else if (numQuads > 1) {
return IndexBufferOption::kIndexedRects;
} else {
return IndexBufferOption::kTriStrips;
}
}
// This is a more elaborate version of fitsInBytes() that allows "no color" for white
ColorType MinColorType(SkPMColor4f color) {
if (color == SK_PMColor4fWHITE) {
return ColorType::kNone;
} else {
return color.fitsInBytes() ? ColorType::kByte : ColorType::kFloat;
}
}
////////////////// Tessellator Implementation
Tessellator::WriteQuadProc Tessellator::GetWriteQuadProc(const VertexSpec& spec) {
// All specialized writing functions requires 2D geometry and no geometry subset. This is not
// the same as just checking device type vs. kRectilinear since non-AA general 2D quads do not
// require a geometry subset and could then go through a fast path.
if (spec.deviceQuadType() != GrQuad::Type::kPerspective && !spec.requiresGeometrySubset()) {
CoverageMode mode = spec.coverageMode();
if (spec.hasVertexColors()) {
if (mode != CoverageMode::kWithPosition) {
// Vertex colors, but no explicit coverage
if (!spec.hasLocalCoords()) {
// Non-UV with vertex colors (possibly with coverage folded into alpha)
return write_2d_color;
} else if (spec.localQuadType() != GrQuad::Type::kPerspective) {
// UV locals with vertex colors (possibly with coverage-as-alpha)
return spec.hasSubset() ? write_2d_color_uv_strict : write_2d_color_uv;
}
}
// Else fall through; this is a spec that requires vertex colors and explicit coverage,
// which means it's anti-aliased and the FPs don't support coverage as alpha, or
// it uses 3D local coordinates.
} else if (spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective) {
if (mode == CoverageMode::kWithPosition) {
// UV locals with explicit coverage
return spec.hasSubset() ? write_2d_cov_uv_strict : write_2d_cov_uv;
} else {
SkASSERT(mode == CoverageMode::kNone);
return spec.hasSubset() ? write_2d_uv_strict : write_2d_uv;
}
}
// Else fall through to generic vertex function; this is a spec that has no vertex colors
// and [no|uvr] local coords, which doesn't happen often enough to warrant specialization.
}
// Arbitrary spec hits the slow path
return write_quad_generic;
}
Tessellator::Tessellator(const VertexSpec& spec, char* vertices)
: fVertexSpec(spec)
, fVertexWriter{vertices}
, fWriteProc(Tessellator::GetWriteQuadProc(spec)) {}
void Tessellator::append(GrQuad* deviceQuad, GrQuad* localQuad,
const SkPMColor4f& color, const SkRect& uvSubset, GrQuadAAFlags aaFlags) {
// We allow Tessellator to be created with a null vertices pointer for convenience, but it is
// assumed it will never actually be used in those cases.
SkASSERT(fVertexWriter);
SkASSERT(deviceQuad->quadType() <= fVertexSpec.deviceQuadType());
SkASSERT(localQuad || !fVertexSpec.hasLocalCoords());
SkASSERT(!fVertexSpec.hasLocalCoords() || localQuad->quadType() <= fVertexSpec.localQuadType());
static const float kFullCoverage[4] = {1.f, 1.f, 1.f, 1.f};
static const float kZeroCoverage[4] = {0.f, 0.f, 0.f, 0.f};
static const SkRect kIgnoredSubset = SkRect::MakeEmpty();
if (fVertexSpec.usesCoverageAA()) {
SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kWithColor ||
fVertexSpec.coverageMode() == CoverageMode::kWithPosition);
// Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
// a geometry subset if corners are not right angles
SkRect geomSubset;
if (fVertexSpec.requiresGeometrySubset()) {
#ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
geomSubset = deviceQuad->bounds();
geomSubset.outset(0.5f, 0.5f); // account for AA expansion
#else
// Our GP code expects a 0.5 outset rect (coverage is computed as 0 at the values of
// the uniform). However, if we have quad edges that aren't supposed to be antialiased
// they may lie close to the bounds. So in that case we outset by an additional 0.5.
// This is a sort of backup clipping mechanism for cases where quad outsetting of nearly
// parallel edges produces long thin extrusions from the original geometry.
float outset = aaFlags == GrQuadAAFlags::kAll ? 0.5f : 1.f;
geomSubset = deviceQuad->bounds().makeOutset(outset, outset);
#endif
}
if (aaFlags == GrQuadAAFlags::kNone) {
// Have to write the coverage AA vertex structure, but there's no math to be done for a
// non-aa quad batched into a coverage AA op.
fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
geomSubset, uvSubset);
// Since we pass the same corners in, the outer vertex structure will have 0 area and
// the coverage interpolation from 1 to 0 will not be visible.
fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
geomSubset, uvSubset);
} else {
// Reset the tessellation helper to match the current geometry
fAAHelper.reset(*deviceQuad, localQuad);
// Edge inset/outset distance ordered LBTR, set to 0.5 for a half pixel if the AA flag
// is turned on, or 0.0 if the edge is not anti-aliased.
skvx::Vec<4, float> edgeDistances;
if (aaFlags == GrQuadAAFlags::kAll) {
edgeDistances = 0.5f;
} else {
edgeDistances = { (aaFlags & GrQuadAAFlags::kLeft) ? 0.5f : 0.f,
(aaFlags & GrQuadAAFlags::kBottom) ? 0.5f : 0.f,
(aaFlags & GrQuadAAFlags::kTop) ? 0.5f : 0.f,
(aaFlags & GrQuadAAFlags::kRight) ? 0.5f : 0.f };
}
// Write inner vertices first
float coverage[4];
fAAHelper.inset(edgeDistances, deviceQuad, localQuad).store(coverage);
fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, coverage, color,
geomSubset, uvSubset);
// Then outer vertices, which use 0.f for their coverage. If the inset was degenerate
// to a line (had all coverages < 1), tweak the outset distance so the outer frame's
// narrow axis reaches out to 2px, which gives better animation under translation.
const bool hairline = aaFlags == GrQuadAAFlags::kAll &&
coverage[0] < 1.f &&
coverage[1] < 1.f &&
coverage[2] < 1.f &&
coverage[3] < 1.f;
if (hairline) {
skvx::Vec<4, float> len = fAAHelper.getEdgeLengths();
// Using max guards us against trying to scale a degenerate triangle edge of 0 len
// up to 2px. The shuffles are so that edge 0's adjustment is based on the lengths
// of its connecting edges (1 and 2), and so forth.
skvx::Vec<4, float> maxWH = max(skvx::shuffle<1, 0, 3, 2>(len),
skvx::shuffle<2, 3, 0, 1>(len));
// wh + 2e' = 2, so e' = (2 - wh) / 2 => e' = e * (2 - wh). But if w or h > 1, then
// 2 - wh < 1 and represents the non-narrow axis so clamp to 1.
edgeDistances *= max(1.f, 2.f - maxWH);
}
fAAHelper.outset(edgeDistances, deviceQuad, localQuad);
fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
geomSubset, uvSubset);
}
} else {
// No outsetting needed, just write a single quad with full coverage
SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kNone &&
!fVertexSpec.requiresGeometrySubset());
fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
kIgnoredSubset, uvSubset);
}
}
sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawTarget* target,
IndexBufferOption indexBufferOption) {
auto resourceProvider = target->resourceProvider();
switch (indexBufferOption) {
case IndexBufferOption::kPictureFramed: return resourceProvider->refAAQuadIndexBuffer();
case IndexBufferOption::kIndexedRects: return resourceProvider->refNonAAQuadIndexBuffer();
case IndexBufferOption::kTriStrips: // fall through
default: return nullptr;
}
}
int QuadLimit(IndexBufferOption option) {
switch (option) {
case IndexBufferOption::kPictureFramed: return GrResourceProvider::MaxNumAAQuads();
case IndexBufferOption::kIndexedRects: return GrResourceProvider::MaxNumNonAAQuads();
case IndexBufferOption::kTriStrips: return SK_MaxS32; // not limited by an indexBuffer
}
SkUNREACHABLE;
}
void IssueDraw(const GrCaps& caps, GrOpsRenderPass* renderPass, const VertexSpec& spec,
int runningQuadCount, int quadsInDraw, int maxVerts, int absVertBufferOffset) {
if (spec.indexBufferOption() == IndexBufferOption::kTriStrips) {
int offset = absVertBufferOffset +
runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
renderPass->draw(4, offset);
return;
}
SkASSERT(spec.indexBufferOption() == IndexBufferOption::kPictureFramed ||
spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
// AA uses 8 vertices and 30 indices per quad, basically nested rectangles
maxNumQuads = GrResourceProvider::MaxNumAAQuads();
numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
} else {
// Non-AA uses 4 vertices and 6 indices per quad
maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
}
SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
if (caps.avoidLargeIndexBufferDraws()) {
// When we need to avoid large index buffer draws we modify the base vertex of the draw
// which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
// preferred.
int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
renderPass->drawIndexPattern(numIndicesPerQuad, quadsInDraw, maxNumQuads, numVertsPerQuad,
offset);
} else {
int baseIndex = runningQuadCount * numIndicesPerQuad;
int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
int minVertex = runningQuadCount * numVertsPerQuad;
int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad - 1; // inclusive
renderPass->drawIndexed(numIndicesToDraw, baseIndex, minVertex, maxVertex,
absVertBufferOffset);
}
}
////////////////// VertexSpec Implementation
int VertexSpec::deviceDimensionality() const {
return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
}
int VertexSpec::localDimensionality() const {
return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
}
CoverageMode VertexSpec::coverageMode() const {
if (this->usesCoverageAA()) {
if (this->compatibleWithCoverageAsAlpha() && this->hasVertexColors() &&
!this->requiresGeometrySubset()) {
// Using a geometric subset acts as a second source of coverage and folding
// the original coverage into color makes it impossible to apply the color's
// alpha to the geometric subset's coverage when the original shape is clipped.
return CoverageMode::kWithColor;
} else {
return CoverageMode::kWithPosition;
}
} else {
return CoverageMode::kNone;
}
}
// This needs to stay in sync w/ QuadPerEdgeAAGeometryProcessor::initializeAttrs
size_t VertexSpec::vertexSize() const {
bool needsPerspective = (this->deviceDimensionality() == 3);
CoverageMode coverageMode = this->coverageMode();
size_t count = 0;
if (coverageMode == CoverageMode::kWithPosition) {
if (needsPerspective) {
count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
} else {
count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType) +
GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
}
} else {
if (needsPerspective) {
count += GrVertexAttribTypeSize(kFloat3_GrVertexAttribType);
} else {
count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType);
}
}
if (this->requiresGeometrySubset()) {
count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
}
count += this->localDimensionality() * GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
if (ColorType::kByte == this->colorType()) {
count += GrVertexAttribTypeSize(kUByte4_norm_GrVertexAttribType);
} else if (ColorType::kFloat == this->colorType()) {
count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
}
if (this->hasSubset()) {
count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
}
return count;
}
////////////////// Geometry Processor Implementation
class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
public:
static GrGeometryProcessor* Make(SkArenaAlloc* arena, const VertexSpec& spec) {
return arena->make([&](void* ptr) {
return new (ptr) QuadPerEdgeAAGeometryProcessor(spec);
});
}
static GrGeometryProcessor* Make(SkArenaAlloc* arena,
const VertexSpec& vertexSpec,
const GrShaderCaps& caps,
const GrBackendFormat& backendFormat,
GrSamplerState samplerState,
const skgpu::Swizzle& swizzle,
sk_sp<GrColorSpaceXform> textureColorSpaceXform,
Saturate saturate) {
return arena->make([&](void* ptr) {
return new (ptr) QuadPerEdgeAAGeometryProcessor(
vertexSpec, caps, backendFormat, samplerState, swizzle,
std::move(textureColorSpaceXform), saturate);
});
}
const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
void addToKey(const GrShaderCaps&, KeyBuilder* b) const override {
// texturing, device-dimensions are single bit flags
b->addBool(fTexSubset.isInitialized(), "subset");
b->addBool(fSampler.isInitialized(), "textured");
b->addBool(fNeedsPerspective, "perspective");
b->addBool((fSaturate == Saturate::kYes), "saturate");
b->addBool(fLocalCoord.isInitialized(), "hasLocalCoords");
if (fLocalCoord.isInitialized()) {
// 2D (0) or 3D (1)
b->addBits(1, (kFloat3_GrVertexAttribType == fLocalCoord.cpuType()), "localCoordsType");
}
b->addBool(fColor.isInitialized(), "hasColor");
if (fColor.isInitialized()) {
// bytes (0) or floats (1)
b->addBits(1, (kFloat4_GrVertexAttribType == fColor.cpuType()), "colorType");
}
// and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
// position+geomsubset
uint32_t coverageKey = 0;
SkASSERT(!fGeomSubset.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
if (fCoverageMode != CoverageMode::kNone) {
coverageKey = fGeomSubset.isInitialized()
? 0x3
: (CoverageMode::kWithPosition == fCoverageMode ? 0x1 : 0x2);
}
b->addBits(2, coverageKey, "coverageMode");
b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()), "colorSpaceXform");
}
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const override {
class Impl : public ProgramImpl {
public:
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
const auto& gp = geomProc.cast<QuadPerEdgeAAGeometryProcessor>();
fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
}
private:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
using Interpolation = GrGLSLVaryingHandler::Interpolation;
const auto& gp = args.fGeomProc.cast<QuadPerEdgeAAGeometryProcessor>();
fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
gp.fTextureColorSpaceXform.get());
args.fVaryingHandler->emitAttributes(gp);
if (gp.fCoverageMode == CoverageMode::kWithPosition) {
// Strip last channel from the vertex attribute to remove coverage and get the
// actual position
if (gp.fNeedsPerspective) {
args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
gp.fPosition.name());
} else {
args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
gp.fPosition.name());
}
gpArgs->fPositionVar = {"position",
gp.fNeedsPerspective ? SkSLType::kFloat3
: SkSLType::kFloat2,
GrShaderVar::TypeModifier::None};
} else {
// No coverage to eliminate
gpArgs->fPositionVar = gp.fPosition.asShaderVar();
}
// This attribute will be uninitialized if earlier FP analysis determined no
// local coordinates are needed (and this will not include the inline texture
// fetch this GP does before invoking FPs).
gpArgs->fLocalCoordVar = gp.fLocalCoord.asShaderVar();
// Solid color before any texturing gets modulated in
const char* blendDst;
if (gp.fColor.isInitialized()) {
SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
// The color cannot be flat if the varying coverage has been modulated into it
args.fFragBuilder->codeAppendf("half4 %s;", args.fOutputColor);
args.fVaryingHandler->addPassThroughAttribute(
gp.fColor.asShaderVar(),
args.fOutputColor,
gp.fCoverageMode == CoverageMode::kWithColor
? Interpolation::kInterpolated
: Interpolation::kCanBeFlat);
blendDst = args.fOutputColor;
} else {
// Output color must be initialized to something
args.fFragBuilder->codeAppendf("half4 %s = half4(1);", args.fOutputColor);
blendDst = nullptr;
}
// If there is a texture, must also handle texture coordinates and reading from
// the texture in the fragment shader before continuing to fragment processors.
if (gp.fSampler.isInitialized()) {
// Texture coordinates clamped by the subset on the fragment shader; if the GP
// has a texture, it's guaranteed to have local coordinates
args.fFragBuilder->codeAppend("float2 texCoord;");
if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
// Can't do a pass through since we need to perform perspective division
GrGLSLVarying v(gp.fLocalCoord.gpuType());
args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
args.fVertBuilder->codeAppendf("%s = %s;",
v.vsOut(), gp.fLocalCoord.name());
args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
v.fsIn(), v.fsIn());
} else {
args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord.asShaderVar(),
"texCoord");
}
// Clamp the now 2D localCoordName variable by the subset if it is provided
if (gp.fTexSubset.isInitialized()) {
args.fFragBuilder->codeAppend("float4 subset;");
args.fVaryingHandler->addPassThroughAttribute(gp.fTexSubset.asShaderVar(),
"subset",
Interpolation::kCanBeFlat);
args.fFragBuilder->codeAppend(
"texCoord = clamp(texCoord, subset.LT, subset.RB);");
}
// Now modulate the starting output color by the texture lookup
args.fFragBuilder->codeAppendf(
"%s = %s(",
args.fOutputColor,
(gp.fSaturate == Saturate::kYes) ? "saturate" : "");
args.fFragBuilder->appendTextureLookupAndBlend(
blendDst, SkBlendMode::kModulate, args.fTexSamplers[0],
"texCoord", &fTextureColorSpaceXformHelper);
args.fFragBuilder->codeAppend(");");
} else {
// Saturate is only intended for use with a proxy to account for the fact
// that TextureOp skips SkPaint conversion, which normally handles this.
SkASSERT(gp.fSaturate == Saturate::kNo);
}
// And lastly, output the coverage calculation code
if (gp.fCoverageMode == CoverageMode::kWithPosition) {
GrGLSLVarying coverage(SkSLType::kFloat);
args.fVaryingHandler->addVarying("coverage", &coverage);
if (gp.fNeedsPerspective) {
// Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
// the fragment shader to get screen-space linear coverage.
args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
coverage.vsOut(), gp.fPosition.name(),
gp.fPosition.name());
args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
coverage.fsIn());
} else {
args.fVertBuilder->codeAppendf("%s = %s;",
coverage.vsOut(), gp.fCoverage.name());
args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
}
if (gp.fGeomSubset.isInitialized()) {
// Calculate distance from sk_FragCoord to the 4 edges of the subset
// and clamp them to (0, 1). Use the minimum of these and the original
// coverage. This only has to be done in the exterior triangles, the
// interior of the quad geometry can never be clipped by the subset box.
args.fFragBuilder->codeAppend("float4 geoSubset;");
args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset.asShaderVar(),
"geoSubset",
Interpolation::kCanBeFlat);
#ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
args.fFragBuilder->codeAppend(
"if (coverage < 0.5) {"
" float4 dists4 = clamp(float4(1, 1, -1, -1) * "
"(sk_FragCoord.xyxy - geoSubset), 0, 1);"
" float2 dists2 = dists4.xy * dists4.zw;"
" coverage = min(coverage, dists2.x * dists2.y);"
"}");
#else
args.fFragBuilder->codeAppend(
// This is lifted from GrAARectEffect. It'd be nice if we could
// invoke a FP from a GP rather than duplicate this code.
"half4 dists4 = clamp(half4(1, 1, -1, -1) * "
"half4(sk_FragCoord.xyxy - geoSubset), 0, 1);\n"
"half2 dists2 = dists4.xy + dists4.zw - 1;\n"
"half subsetCoverage = dists2.x * dists2.y;\n"
"coverage = min(coverage, subsetCoverage);");
#endif
}
args.fFragBuilder->codeAppendf("half4 %s = half4(half(coverage));",
args.fOutputCoverage);
} else {
// Set coverage to 1, since it's either non-AA or the coverage was already
// folded into the output color
SkASSERT(!gp.fGeomSubset.isInitialized());
args.fFragBuilder->codeAppendf("const half4 %s = half4(1);",
args.fOutputCoverage);
}
}
GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
};
return std::make_unique<Impl>();
}
private:
using Saturate = skgpu::ganesh::TextureOp::Saturate;
QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
: INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
, fTextureColorSpaceXform(nullptr) {
SkASSERT(!spec.hasSubset());
this->initializeAttrs(spec);
this->setTextureSamplerCnt(0);
}
QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
const GrShaderCaps& caps,
const GrBackendFormat& backendFormat,
GrSamplerState samplerState,
const skgpu::Swizzle& swizzle,
sk_sp<GrColorSpaceXform> textureColorSpaceXform,
Saturate saturate)
: INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
, fSaturate(saturate)
, fTextureColorSpaceXform(std::move(textureColorSpaceXform))
, fSampler(samplerState, backendFormat, swizzle) {
SkASSERT(spec.hasLocalCoords());
this->initializeAttrs(spec);
this->setTextureSamplerCnt(1);
}
// This needs to stay in sync w/ VertexSpec::vertexSize
void initializeAttrs(const VertexSpec& spec) {
fNeedsPerspective = spec.deviceDimensionality() == 3;
fCoverageMode = spec.coverageMode();
if (fCoverageMode == CoverageMode::kWithPosition) {
if (fNeedsPerspective) {
fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
} else {
fPosition = {"position", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
fCoverage = {"coverage", kFloat_GrVertexAttribType, SkSLType::kFloat};
}
} else {
if (fNeedsPerspective) {
fPosition = {"position", kFloat3_GrVertexAttribType, SkSLType::kFloat3};
} else {
fPosition = {"position", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
}
}
// Need a geometry subset when the quads are AA and not rectilinear, since their AA
// outsetting can go beyond a half pixel.
if (spec.requiresGeometrySubset()) {
fGeomSubset = {"geomSubset", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
}
int localDim = spec.localDimensionality();
if (localDim == 3) {
fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, SkSLType::kFloat3};
} else if (localDim == 2) {
fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
} // else localDim == 0 and attribute remains uninitialized
if (spec.hasVertexColors()) {
fColor = MakeColorAttribute("color", ColorType::kFloat == spec.colorType());
}
if (spec.hasSubset()) {
fTexSubset = {"texSubset", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
}
this->setVertexAttributesWithImplicitOffsets(&fPosition, 6);
}
const TextureSampler& onTextureSampler(int) const override { return fSampler; }
Attribute fPosition; // May contain coverage as last channel
Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
Attribute fColor; // May have coverage modulated in if the FPs support it
Attribute fLocalCoord;
Attribute fGeomSubset; // Screen-space bounding box on geometry+aa outset
Attribute fTexSubset; // Texture-space bounding box on local coords
// The positions attribute may have coverage built into it, so float3 is an ambiguous type
// and may mean 2d with coverage, or 3d with no coverage
bool fNeedsPerspective;
// Should saturate() be called on the color? Only relevant when created with a texture.
Saturate fSaturate = Saturate::kNo;
CoverageMode fCoverageMode;
// Color space will be null and fSampler.isInitialized() returns false when the GP is configured
// to skip texturing.
sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
TextureSampler fSampler;
using INHERITED = GrGeometryProcessor;
};
GrGeometryProcessor* MakeProcessor(SkArenaAlloc* arena, const VertexSpec& spec) {
return QuadPerEdgeAAGeometryProcessor::Make(arena, spec);
}
GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc* arena,
const VertexSpec& spec,
const GrShaderCaps& caps,
const GrBackendFormat& backendFormat,
GrSamplerState samplerState,
const skgpu::Swizzle& swizzle,
sk_sp<GrColorSpaceXform> textureColorSpaceXform,
Saturate saturate) {
return QuadPerEdgeAAGeometryProcessor::Make(arena, spec, caps, backendFormat, samplerState,
swizzle, std::move(textureColorSpaceXform),
saturate);
}
} // namespace skgpu::v1::QuadPerEdgeAA