| /* |
| * 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/GrPathTessellateOp.h" |
| |
| #include "src/gpu/GrEagerVertexAllocator.h" |
| #include "src/gpu/GrGpu.h" |
| #include "src/gpu/GrOpFlushState.h" |
| #include "src/gpu/GrRecordingContextPriv.h" |
| #include "src/gpu/GrTriangulator.h" |
| #include "src/gpu/geometry/GrPathUtils.h" |
| #include "src/gpu/ops/GrSimpleMeshDrawOpHelper.h" |
| #include "src/gpu/tessellate/GrFillPathShader.h" |
| #include "src/gpu/tessellate/GrMiddleOutPolygonTriangulator.h" |
| #include "src/gpu/tessellate/GrMidpointContourParser.h" |
| #include "src/gpu/tessellate/GrResolveLevelCounter.h" |
| #include "src/gpu/tessellate/GrStencilPathShader.h" |
| #include "src/gpu/tessellate/GrTessellationPathRenderer.h" |
| #include "src/gpu/tessellate/GrWangsFormula.h" |
| |
| constexpr static float kLinearizationIntolerance = |
| GrTessellationPathRenderer::kLinearizationIntolerance; |
| |
| constexpr static int kMaxResolveLevel = GrTessellationPathRenderer::kMaxResolveLevel; |
| |
| using OpFlags = GrTessellationPathRenderer::OpFlags; |
| |
| void GrPathTessellateOp::visitProxies(const VisitProxyFunc& fn) const { |
| if (fPipelineForFills) { |
| fPipelineForFills->visitProxies(fn); |
| } else { |
| fProcessors.visitProxies(fn); |
| } |
| } |
| |
| GrPathTessellateOp::FixedFunctionFlags GrPathTessellateOp::fixedFunctionFlags() const { |
| auto flags = FixedFunctionFlags::kUsesStencil; |
| if (GrAAType::kNone != fAAType) { |
| flags |= FixedFunctionFlags::kUsesHWAA; |
| } |
| return flags; |
| } |
| |
| namespace { |
| |
| class CpuTriangleAllocator : public GrEagerVertexAllocator { |
| public: |
| CpuTriangleAllocator(SkArenaAlloc* arena, const SkPoint** data) : fArena(arena), fData(data) {} |
| |
| void* lock(size_t stride, int eagerCount) override { |
| SkASSERT(!*fData); |
| SkASSERT(stride == sizeof(SkPoint)); |
| SkPoint* data = fArena->makeArray<SkPoint>(eagerCount); |
| *fData = data; |
| return data; |
| } |
| |
| void unlock(int actualCount) override { SkASSERT(*fData); } |
| |
| private: |
| SkArenaAlloc* const fArena; |
| const SkPoint** fData; |
| }; |
| |
| } |
| |
| void GrPathTessellateOp::onPrePrepare(GrRecordingContext* context, |
| const GrSurfaceProxyView& writeView, GrAppliedClip* clip, |
| const GrXferProcessor::DstProxyView& dstProxyView, |
| GrXferBarrierFlags renderPassXferBarriers, |
| GrLoadOp colorLoadOp) { |
| SkArenaAlloc* recordTimeAllocator = context->priv().recordTimeAllocator(); |
| GrAppliedHardClip hardClip = GrAppliedHardClip( |
| (clip) ? clip->hardClip() : GrAppliedHardClip::Disabled()); |
| CpuTriangleAllocator cpuTriangleAllocator(recordTimeAllocator, &fOffThreadInnerTriangulation); |
| PrePrepareArgs args{recordTimeAllocator, writeView, &hardClip, clip, &dstProxyView, |
| renderPassXferBarriers, colorLoadOp, context->priv().caps(), |
| &cpuTriangleAllocator}; |
| |
| this->prePreparePrograms(args); |
| |
| if (fStencilTrianglesProgram) { |
| context->priv().recordProgramInfo(fStencilTrianglesProgram); |
| } |
| if (fStencilCubicsProgram) { |
| context->priv().recordProgramInfo(fStencilCubicsProgram); |
| } |
| if (fFillTrianglesProgram) { |
| context->priv().recordProgramInfo(fFillTrianglesProgram); |
| } |
| if (fFillPathProgram) { |
| context->priv().recordProgramInfo(fFillPathProgram); |
| } |
| } |
| |
| void GrPathTessellateOp::prePreparePrograms(const PrePrepareArgs& args) { |
| int numVerbs = fPath.countVerbs(); |
| if (numVerbs <= 0) { |
| return; |
| } |
| |
| // First check if the path is large and/or simple enough that we can actually triangulate the |
| // inner polygon(s) on the CPU. This is our fastest approach. It allows us to stencil only the |
| // curves, and then fill the internal polygons directly to the final render target, thus drawing |
| // the majority of pixels in a single render pass. |
| SkScalar scales[2]; |
| SkAssertResult(fViewMatrix.getMinMaxScales(scales)); // Will fail if perspective. |
| const SkRect& bounds = fPath.getBounds(); |
| float gpuFragmentWork = bounds.height() * scales[0] * bounds.width() * scales[1]; |
| float cpuTessellationWork = (float)numVerbs * SkNextLog2(numVerbs); // N log N. |
| if (cpuTessellationWork * 500 + (256 * 256) < gpuFragmentWork) { // Don't try below 256x256. |
| bool isLinear; |
| // This will fail if the inner triangles do not form a simple polygon (e.g., self |
| // intersection, double winding). |
| if (this->prePrepareInnerPolygonTriangulation(args, &isLinear)) { |
| if (!isLinear) { |
| // Always use indirect draws for cubics instead of tessellation here. Our goal in |
| // this mode is to maximize GPU performance, and the middle-out topology used by our |
| // indirect draws is easier on the rasterizer than a tessellated fan. There also |
| // seems to be a small amount of fixed tessellation overhead that this avoids. |
| this->prePrepareStencilCubicsProgram<GrMiddleOutCubicShader>(args); |
| // We will need one final pass to cover the convex hulls of the cubics after |
| // drawing the inner triangles. |
| this->prePrepareFillCubicHullsProgram(args); |
| } |
| return; |
| } |
| } |
| |
| // If we didn't triangulate the inner fan then the fill program will be a simple bounding box. |
| this->prePrepareFillBoundingBoxProgram(args); |
| |
| // When there are only a few verbs, it seems to always be fastest to make a single indirect draw |
| // that contains both the inner triangles and the outer cubics, instead of using hardware |
| // tessellation. Also take this path if tessellation is not supported. |
| bool drawTrianglesAsIndirectCubicDraw = (numVerbs < 50); |
| if (drawTrianglesAsIndirectCubicDraw || (fOpFlags & OpFlags::kDisableHWTessellation)) { |
| if (!drawTrianglesAsIndirectCubicDraw) { |
| this->prePrepareStencilTrianglesProgram(args); |
| } |
| this->prePrepareStencilCubicsProgram<GrMiddleOutCubicShader>(args); |
| return; |
| } |
| |
| // The caller should have sent Flags::kDisableHWTessellation if it was not supported. |
| SkASSERT(args.fCaps->shaderCaps()->tessellationSupport()); |
| |
| // Next see if we can split up the inner triangles and outer cubics into two draw calls. This |
| // allows for a more efficient inner triangle topology that can reduce the rasterizer load by a |
| // large margin on complex paths, but also causes greater CPU overhead due to the extra shader |
| // switches and draw calls. |
| // NOTE: Raster-edge work is 1-dimensional, so we sum height and width instead of multiplying. |
| float rasterEdgeWork = (bounds.height() + bounds.width()) * scales[1] * fPath.countVerbs(); |
| if (rasterEdgeWork > 300 * 300) { |
| this->prePrepareStencilTrianglesProgram(args); |
| this->prePrepareStencilCubicsProgram<GrCubicTessellateShader>(args); |
| return; |
| } |
| |
| // Fastest CPU approach: emit one cubic wedge per verb, fanning out from the center. |
| this->prePrepareStencilCubicsProgram<GrWedgeTessellateShader>(args); |
| } |
| |
| bool GrPathTessellateOp::prePrepareInnerPolygonTriangulation(const PrePrepareArgs& args, |
| bool* isLinear) { |
| SkASSERT(!fTriangleBuffer); |
| SkASSERT(fTriangleVertexCount == 0); |
| SkASSERT(!fStencilTrianglesProgram); |
| SkASSERT(!fFillTrianglesProgram); |
| fTriangleVertexCount = GrTriangulator::TriangulateSimpleInnerPolygons( |
| fPath, args.fInnerTriangleAllocator, isLinear); |
| if (fTriangleVertexCount == 0) { |
| // Mode::kSimpleInnerPolygons causes PathToTriangles to fail if the inner polygon(s) are not |
| // simple. |
| return false; |
| } |
| if ((fOpFlags & (OpFlags::kStencilOnly | OpFlags::kWireframe)) || |
| GrAAType::kCoverage == fAAType || |
| (args.fClip && args.fClip->hasStencilClip())) { |
| // If we have certain flags, mixed samples, or a stencil clip then we unfortunately |
| // can't fill the inner polygon directly. Indicate that these triangles need to be |
| // stencilled. |
| this->prePrepareStencilTrianglesProgram(args); |
| } |
| this->prePrepareFillTrianglesProgram(args, *isLinear); |
| return true; |
| } |
| |
| // Increments clockwise triangles and decrements counterclockwise. Used for "winding" fill. |
| constexpr static GrUserStencilSettings kIncrDecrStencil( |
| GrUserStencilSettings::StaticInitSeparate< |
| 0x0000, 0x0000, |
| GrUserStencilTest::kAlwaysIfInClip, GrUserStencilTest::kAlwaysIfInClip, |
| 0xffff, 0xffff, |
| GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap, |
| GrUserStencilOp::kKeep, GrUserStencilOp::kKeep, |
| 0xffff, 0xffff>()); |
| |
| // Inverts the bottom stencil bit. Used for "even/odd" fill. |
| constexpr static GrUserStencilSettings kInvertStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kAlwaysIfInClip, |
| 0xffff, |
| GrUserStencilOp::kInvert, |
| GrUserStencilOp::kKeep, |
| 0x0001>()); |
| |
| constexpr static const GrUserStencilSettings* stencil_pass_settings(SkPathFillType fillType) { |
| return (fillType == SkPathFillType::kWinding) ? &kIncrDecrStencil : &kInvertStencil; |
| } |
| |
| void GrPathTessellateOp::prePrepareStencilTrianglesProgram(const PrePrepareArgs& args) { |
| SkASSERT(!fStencilTrianglesProgram); |
| |
| this->prePreparePipelineForStencils(args); |
| |
| auto* shader = args.fArena->make<GrStencilTriangleShader>(fViewMatrix); |
| fStencilTrianglesProgram = GrPathShader::MakeProgramInfo( |
| shader, args.fArena, args.fWriteView, fPipelineForStencils, *args.fDstProxyView, |
| args.fXferBarrierFlags, args.fColorLoadOp, stencil_pass_settings(fPath.getFillType()), |
| *args.fCaps); |
| } |
| |
| template<typename ShaderType> |
| void GrPathTessellateOp::prePrepareStencilCubicsProgram(const PrePrepareArgs& args) { |
| SkASSERT(!fStencilCubicsProgram); |
| |
| this->prePreparePipelineForStencils(args); |
| |
| auto* shader = args.fArena->make<ShaderType>(fViewMatrix); |
| fStencilCubicsProgram = GrPathShader::MakeProgramInfo( |
| shader, args.fArena, args.fWriteView, fPipelineForStencils, *args.fDstProxyView, |
| args.fXferBarrierFlags, args.fColorLoadOp, stencil_pass_settings(fPath.getFillType()), |
| *args.fCaps); |
| } |
| |
| void GrPathTessellateOp::prePreparePipelineForStencils(const PrePrepareArgs& args) { |
| if (fPipelineForStencils) { |
| return; |
| } |
| |
| GrPipeline::InitArgs initArgs; |
| if (GrAAType::kNone != fAAType) { |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kHWAntialias; |
| } |
| if (args.fCaps->wireframeSupport() && (OpFlags::kWireframe & fOpFlags)) { |
| initArgs.fInputFlags |= GrPipeline::InputFlags::kWireframe; |
| } |
| SkASSERT(SkPathFillType::kWinding == fPath.getFillType() || |
| SkPathFillType::kEvenOdd == fPath.getFillType()); |
| initArgs.fCaps = args.fCaps; |
| fPipelineForStencils = args.fArena->make<GrPipeline>( |
| initArgs, GrDisableColorXPFactory::MakeXferProcessor(), *args.fHardClip); |
| } |
| |
| // Allows non-zero stencil values to pass and write a color, and resets the stencil value back to |
| // zero; discards immediately on stencil values of zero. |
| // NOTE: It's ok to not check the clip here because the previous stencil pass will have only written |
| // to samples already inside the clip. |
| constexpr static GrUserStencilSettings kTestAndResetStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kNotEqual, |
| 0xffff, |
| GrUserStencilOp::kZero, |
| GrUserStencilOp::kKeep, |
| 0xffff>()); |
| |
| void GrPathTessellateOp::prePrepareFillTrianglesProgram(const PrePrepareArgs& args, bool isLinear) { |
| SkASSERT(!fFillTrianglesProgram); |
| |
| if (fOpFlags & OpFlags::kStencilOnly) { |
| return; |
| } |
| |
| // These are a twist on the standard red book stencil settings that allow us to fill the inner |
| // polygon directly to the final render target. At this point, the curves are already stencilled |
| // in. So if the stencil value is zero, then it means the path at our sample is not affected by |
| // any curves and we fill the path in directly. If the stencil value is nonzero, then we don't |
| // fill and instead continue the standard red book stencil process. |
| // |
| // NOTE: These settings are currently incompatible with a stencil clip. |
| constexpr static GrUserStencilSettings kFillOrIncrDecrStencil( |
| GrUserStencilSettings::StaticInitSeparate< |
| 0x0000, 0x0000, |
| GrUserStencilTest::kEqual, GrUserStencilTest::kEqual, |
| 0xffff, 0xffff, |
| GrUserStencilOp::kKeep, GrUserStencilOp::kKeep, |
| GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap, |
| 0xffff, 0xffff>()); |
| |
| constexpr static GrUserStencilSettings kFillOrInvertStencil( |
| GrUserStencilSettings::StaticInit< |
| 0x0000, |
| GrUserStencilTest::kEqual, |
| 0xffff, |
| GrUserStencilOp::kKeep, |
| GrUserStencilOp::kZero, |
| 0xffff>()); |
| |
| this->prePreparePipelineForFills(args); |
| |
| const GrUserStencilSettings* stencil; |
| if (fStencilTrianglesProgram) { |
| // The path was already stencilled. Here we just need to do a cover pass. |
| stencil = &kTestAndResetStencil; |
| } else if (isLinear) { |
| // There are no stencilled curves. We can ignore stencil and fill the path directly. |
| stencil = &GrUserStencilSettings::kUnused; |
| } else if (SkPathFillType::kWinding == fPath.getFillType()) { |
| // Fill in the path pixels not touched by curves, incr/decr stencil otherwise. |
| SkASSERT(!fPipelineForFills->hasStencilClip()); |
| stencil = &kFillOrIncrDecrStencil; |
| } else { |
| // Fill in the path pixels not touched by curves, invert stencil otherwise. |
| SkASSERT(!fPipelineForFills->hasStencilClip()); |
| stencil = &kFillOrInvertStencil; |
| } |
| |
| auto* fillTriangleShader = args.fArena->make<GrFillTriangleShader>(fViewMatrix, fColor); |
| fFillTrianglesProgram = GrPathShader::MakeProgramInfo( |
| fillTriangleShader, args.fArena, args.fWriteView, fPipelineForFills, |
| *args.fDstProxyView, args.fXferBarrierFlags, args.fColorLoadOp, stencil, *args.fCaps); |
| } |
| |
| void GrPathTessellateOp::prePrepareFillCubicHullsProgram(const PrePrepareArgs& args) { |
| SkASSERT(!fFillPathProgram); |
| |
| if (fOpFlags & OpFlags::kStencilOnly) { |
| return; |
| } |
| |
| this->prePreparePipelineForFills(args); |
| |
| auto* fillCubicHullsShader = args.fArena->make<GrFillCubicHullShader>(fViewMatrix, fColor); |
| fFillPathProgram = GrPathShader::MakeProgramInfo( |
| fillCubicHullsShader, args.fArena, args.fWriteView, fPipelineForFills, |
| *args.fDstProxyView, args.fXferBarrierFlags, args.fColorLoadOp, &kTestAndResetStencil, |
| *args.fCaps); |
| } |
| |
| void GrPathTessellateOp::prePrepareFillBoundingBoxProgram(const PrePrepareArgs& args) { |
| SkASSERT(!fFillPathProgram); |
| |
| if (fOpFlags & OpFlags::kStencilOnly) { |
| return; |
| } |
| |
| this->prePreparePipelineForFills(args); |
| |
| auto* fillBoundingBoxShader = args.fArena->make<GrFillBoundingBoxShader>(fViewMatrix, fColor, |
| fPath.getBounds()); |
| fFillPathProgram = GrPathShader::MakeProgramInfo( |
| fillBoundingBoxShader, args.fArena, args.fWriteView, fPipelineForFills, |
| *args.fDstProxyView, args.fXferBarrierFlags, args.fColorLoadOp, &kTestAndResetStencil, |
| *args.fCaps); |
| } |
| |
| void GrPathTessellateOp::prePreparePipelineForFills(const PrePrepareArgs& args) { |
| SkASSERT(!(fOpFlags & OpFlags::kStencilOnly)); |
| |
| if (fPipelineForFills) { |
| return; |
| } |
| |
| auto pipelineFlags = GrPipeline::InputFlags::kNone; |
| if (GrAAType::kNone != fAAType) { |
| if (args.fWriteView.asRenderTargetProxy()->numSamples() == 1) { |
| // We are mixed sampled. We need to either enable conservative raster (preferred) or |
| // disable MSAA in order to avoid double blend artifacts. (Even if we disable MSAA for |
| // the cover geometry, the stencil test is still multisampled and will still produce |
| // smooth results.) |
| SkASSERT(GrAAType::kCoverage == fAAType); |
| if (args.fCaps->conservativeRasterSupport()) { |
| pipelineFlags |= GrPipeline::InputFlags::kHWAntialias; |
| pipelineFlags |= GrPipeline::InputFlags::kConservativeRaster; |
| } |
| } else { |
| // We are standard MSAA. Leave MSAA enabled for the cover geometry. |
| pipelineFlags |= GrPipeline::InputFlags::kHWAntialias; |
| } |
| } |
| |
| fPipelineForFills = GrSimpleMeshDrawOpHelper::CreatePipeline( |
| args.fCaps, args.fArena, args.fWriteView.swizzle(), |
| (args.fClip) ? std::move(*args.fClip) : GrAppliedClip::Disabled(), *args.fDstProxyView, |
| std::move(fProcessors), pipelineFlags); |
| } |
| |
| void GrPathTessellateOp::onPrepare(GrOpFlushState* flushState) { |
| int numVerbs = fPath.countVerbs(); |
| if (numVerbs <= 0) { |
| return; |
| } |
| |
| if (!fPipelineForStencils && !fPipelineForFills) { |
| // Nothing has been prePrepared yet. Do it now. |
| GrEagerDynamicVertexAllocator innerTriangleAllocator(flushState, &fTriangleBuffer, |
| &fBaseTriangleVertex); |
| GrAppliedHardClip hardClip = GrAppliedHardClip(flushState->appliedHardClip()); |
| GrAppliedClip clip = flushState->detachAppliedClip(); |
| PrePrepareArgs args{flushState->allocator(), flushState->writeView(), &hardClip, |
| &clip, &flushState->dstProxyView(), |
| flushState->renderPassBarriers(), flushState->colorLoadOp(), |
| &flushState->caps(), &innerTriangleAllocator}; |
| this->prePreparePrograms(args); |
| } |
| |
| if (fTriangleVertexCount != 0) { |
| // prePreparePrograms was able to generate an inner polygon triangulation. It will exist in |
| // either fOffThreadInnerTriangulation or fTriangleBuffer exclusively. |
| SkASSERT(SkToBool(fOffThreadInnerTriangulation) != SkToBool(fTriangleBuffer)); |
| if (fOffThreadInnerTriangulation) { |
| // DDL generated the triangle buffer data off thread. Copy it to GPU. |
| void* data = flushState->makeVertexSpace(sizeof(SkPoint), fTriangleVertexCount, |
| &fTriangleBuffer, &fBaseTriangleVertex); |
| memcpy(data, fOffThreadInnerTriangulation, fTriangleVertexCount * sizeof(SkPoint)); |
| } |
| if (fStencilCubicsProgram) { |
| // We always use indirect draws for inner-polygon-triangulation mode instead of |
| // tessellation. |
| SkASSERT(GrPrimitiveType::kPatches != |
| fStencilCubicsProgram->primProc().cast<GrStencilPathShader>().primitiveType()); |
| GrResolveLevelCounter resolveLevelCounter; |
| resolveLevelCounter.reset(fPath, fViewMatrix, kLinearizationIntolerance); |
| this->prepareIndirectOuterCubics(flushState, resolveLevelCounter); |
| } |
| return; |
| } |
| |
| SkASSERT(fStencilCubicsProgram); |
| const auto& stencilCubicsShader = fStencilCubicsProgram->primProc().cast<GrPathShader>(); |
| |
| if (stencilCubicsShader.primitiveType() != GrPrimitiveType::kPatches) { |
| // Outer cubics need indirect draws. |
| GrResolveLevelCounter resolveLevelCounter; |
| this->prepareMiddleOutTrianglesAndCubics(flushState, &resolveLevelCounter); |
| return; |
| } |
| |
| if (stencilCubicsShader.tessellationPatchVertexCount() == 4) { |
| // Triangles and tessellated curves will be drawn separately. |
| this->prepareMiddleOutTrianglesAndCubics(flushState); |
| return; |
| } |
| |
| // We are drawing tessellated wedges. |
| SkASSERT(stencilCubicsShader.tessellationPatchVertexCount() == 5); |
| this->prepareTessellatedCubicWedges(flushState); |
| } |
| |
| void GrPathTessellateOp::prepareMiddleOutTrianglesAndCubics( |
| GrMeshDrawOp::Target* target, GrResolveLevelCounter* resolveLevelCounter) { |
| SkASSERT(fStencilCubicsProgram); |
| SkASSERT(!fTriangleBuffer); |
| SkASSERT(!fFillTrianglesProgram); |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(!fIndirectDrawBuffer); |
| SkASSERT(fTriangleVertexCount == 0); |
| SkASSERT(fCubicVertexCount == 0); |
| |
| // No initial moveTo, plus an implicit close at the end; n-2 triangles fill an n-gon. |
| int maxInnerTriangles = fPath.countVerbs() - 1; |
| int maxCubics = fPath.countVerbs(); |
| |
| SkPoint* vertexData; |
| int vertexAdvancePerTriangle; |
| if (!fStencilTrianglesProgram) { |
| // Allocate the triangles as 4-point instances at the beginning of the cubic buffer. |
| SkASSERT(resolveLevelCounter); |
| vertexAdvancePerTriangle = 4; |
| int baseTriangleInstance; |
| vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint) * 4, maxInnerTriangles + maxCubics, &fCubicBuffer, |
| &baseTriangleInstance)); |
| fBaseCubicVertex = baseTriangleInstance * 4; |
| } else { |
| // Allocate the triangles as normal 3-point instances in the triangle buffer. |
| vertexAdvancePerTriangle = 3; |
| vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint), maxInnerTriangles * 3, &fTriangleBuffer, &fBaseTriangleVertex)); |
| } |
| if (!vertexData) { |
| return; |
| } |
| |
| GrVectorXform xform(fViewMatrix); |
| GrMiddleOutPolygonTriangulator middleOut(vertexData, vertexAdvancePerTriangle, |
| fPath.countVerbs()); |
| if (resolveLevelCounter) { |
| resolveLevelCounter->reset(); |
| } |
| int numCountedCurves = 0; |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| switch (verb) { |
| case SkPathVerb::kMove: |
| middleOut.closeAndMove(pts[0]); |
| break; |
| case SkPathVerb::kLine: |
| middleOut.pushVertex(pts[1]); |
| break; |
| case SkPathVerb::kConic: |
| // We use the same quadratic formula for conics, ignoring w. This appears to be an |
| // upper bound on what the actual number of subdivisions would have been. |
| [[fallthrough]]; |
| case SkPathVerb::kQuad: |
| middleOut.pushVertex(pts[2]); |
| if (resolveLevelCounter) { |
| resolveLevelCounter->countInstance(GrWangsFormula::quadratic_log2( |
| kLinearizationIntolerance, pts, xform)); |
| break; |
| } |
| ++numCountedCurves; |
| break; |
| case SkPathVerb::kCubic: |
| middleOut.pushVertex(pts[3]); |
| if (resolveLevelCounter) { |
| resolveLevelCounter->countInstance(GrWangsFormula::cubic_log2( |
| kLinearizationIntolerance, pts, xform)); |
| break; |
| } |
| ++numCountedCurves; |
| break; |
| case SkPathVerb::kClose: |
| middleOut.close(); |
| break; |
| } |
| } |
| int triangleCount = middleOut.close(); |
| SkASSERT(triangleCount <= maxInnerTriangles); |
| |
| if (!fStencilTrianglesProgram) { |
| SkASSERT(resolveLevelCounter); |
| int totalInstanceCount = triangleCount + resolveLevelCounter->totalInstanceCount(); |
| SkASSERT(vertexAdvancePerTriangle == 4); |
| target->putBackVertices(maxInnerTriangles + maxCubics - totalInstanceCount, |
| sizeof(SkPoint) * 4); |
| if (totalInstanceCount) { |
| this->prepareIndirectOuterCubicsAndTriangles(target, *resolveLevelCounter, vertexData, |
| triangleCount); |
| } |
| } else { |
| SkASSERT(vertexAdvancePerTriangle == 3); |
| target->putBackVertices(maxInnerTriangles - triangleCount, sizeof(SkPoint) * 3); |
| fTriangleVertexCount = triangleCount * 3; |
| if (resolveLevelCounter) { |
| this->prepareIndirectOuterCubics(target, *resolveLevelCounter); |
| } else { |
| this->prepareTessellatedOuterCubics(target, numCountedCurves); |
| } |
| } |
| } |
| |
| void GrPathTessellateOp::prepareIndirectOuterCubics( |
| GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter) { |
| SkASSERT(resolveLevelCounter.totalInstanceCount() >= 0); |
| if (resolveLevelCounter.totalInstanceCount() == 0) { |
| return; |
| } |
| // Allocate a buffer to store the cubic data. |
| SkPoint* cubicData; |
| int baseInstance; |
| cubicData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint) * 4, resolveLevelCounter.totalInstanceCount(), &fCubicBuffer, |
| &baseInstance)); |
| if (!cubicData) { |
| return; |
| } |
| fBaseCubicVertex = baseInstance * 4; |
| this->prepareIndirectOuterCubicsAndTriangles(target, resolveLevelCounter, cubicData, |
| /*numTrianglesAtBeginningOfData=*/0); |
| } |
| |
| void GrPathTessellateOp::prepareIndirectOuterCubicsAndTriangles( |
| GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter, |
| SkPoint* cubicData, int numTrianglesAtBeginningOfData) { |
| SkASSERT(target->caps().drawInstancedSupport()); |
| SkASSERT(numTrianglesAtBeginningOfData + resolveLevelCounter.totalInstanceCount() > 0); |
| SkASSERT(fStencilCubicsProgram); |
| SkASSERT(cubicData); |
| SkASSERT(fCubicVertexCount == 0); |
| |
| fIndirectIndexBuffer = GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer( |
| target->resourceProvider()); |
| if (!fIndirectIndexBuffer) { |
| return; |
| } |
| |
| // Here we treat fCubicBuffer as an instance buffer. It should have been prepared with the base |
| // vertex on an instance boundary in order to accommodate this. |
| SkASSERT(fBaseCubicVertex % 4 == 0); |
| int baseInstance = fBaseCubicVertex >> 2; |
| |
| // Start preparing the indirect draw buffer. |
| fIndirectDrawCount = resolveLevelCounter.totalIndirectDrawCount(); |
| if (numTrianglesAtBeginningOfData) { |
| ++fIndirectDrawCount; // Add an indirect draw for the triangles at the beginning. |
| } |
| |
| // Allocate space for the GrDrawIndexedIndirectCommand structs. |
| GrDrawIndexedIndirectCommand* indirectData = target->makeDrawIndexedIndirectSpace( |
| fIndirectDrawCount, &fIndirectDrawBuffer, &fIndirectDrawOffset); |
| if (!indirectData) { |
| SkASSERT(!fIndirectDrawBuffer); |
| return; |
| } |
| |
| // Fill out the GrDrawIndexedIndirectCommand structs and determine the starting instance data |
| // location at each resolve level. |
| SkPoint* instanceLocations[kMaxResolveLevel + 1]; |
| int indirectIdx = 0; |
| int runningInstanceCount = 0; |
| if (numTrianglesAtBeginningOfData) { |
| // The caller has already packed "triangleInstanceCount" triangles into 4-point instances |
| // at the beginning of the instance buffer. Add a special-case indirect draw here that will |
| // emit the triangles [P0, P1, P2] from these 4-point instances. |
| indirectData[0] = GrMiddleOutCubicShader::MakeDrawTrianglesIndirectCmd( |
| numTrianglesAtBeginningOfData, baseInstance); |
| indirectIdx = 1; |
| runningInstanceCount = numTrianglesAtBeginningOfData; |
| } |
| for (int resolveLevel = 1; resolveLevel <= kMaxResolveLevel; ++resolveLevel) { |
| int instanceCountAtCurrLevel = resolveLevelCounter[resolveLevel]; |
| if (!instanceCountAtCurrLevel) { |
| SkDEBUGCODE(instanceLocations[resolveLevel] = nullptr;) |
| continue; |
| } |
| instanceLocations[resolveLevel] = cubicData + runningInstanceCount * 4; |
| indirectData[indirectIdx++] = GrMiddleOutCubicShader::MakeDrawCubicsIndirectCmd( |
| resolveLevel, instanceCountAtCurrLevel, baseInstance + runningInstanceCount); |
| runningInstanceCount += instanceCountAtCurrLevel; |
| } |
| |
| #ifdef SK_DEBUG |
| SkASSERT(indirectIdx == fIndirectDrawCount); |
| SkASSERT(runningInstanceCount == numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalInstanceCount()); |
| SkASSERT(fIndirectDrawCount > 0); |
| |
| SkPoint* endLocations[kMaxResolveLevel + 1]; |
| int lastResolveLevel = 0; |
| for (int resolveLevel = 1; resolveLevel <= kMaxResolveLevel; ++resolveLevel) { |
| if (!instanceLocations[resolveLevel]) { |
| endLocations[resolveLevel] = nullptr; |
| continue; |
| } |
| endLocations[lastResolveLevel] = instanceLocations[resolveLevel]; |
| lastResolveLevel = resolveLevel; |
| } |
| int totalInstanceCount = numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalInstanceCount(); |
| endLocations[lastResolveLevel] = cubicData + totalInstanceCount * 4; |
| #endif |
| |
| fCubicVertexCount = numTrianglesAtBeginningOfData * 4; |
| |
| if (resolveLevelCounter.totalInstanceCount()) { |
| GrVectorXform xform(fViewMatrix); |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| int level; |
| switch (verb) { |
| default: |
| continue; |
| case SkPathVerb::kConic: |
| // We use the same quadratic formula for conics, ignoring w. This appears to be |
| // an upper bound on what the actual number of subdivisions would have been. |
| [[fallthrough]]; |
| case SkPathVerb::kQuad: |
| level = GrWangsFormula::quadratic_log2(kLinearizationIntolerance, pts, xform); |
| break; |
| case SkPathVerb::kCubic: |
| level = GrWangsFormula::cubic_log2(kLinearizationIntolerance, pts, xform); |
| break; |
| } |
| if (level == 0) { |
| continue; |
| } |
| level = std::min(level, kMaxResolveLevel); |
| switch (verb) { |
| case SkPathVerb::kQuad: |
| GrPathUtils::convertQuadToCubic(pts, instanceLocations[level]); |
| break; |
| case SkPathVerb::kCubic: |
| memcpy(instanceLocations[level], pts, sizeof(SkPoint) * 4); |
| break; |
| case SkPathVerb::kConic: |
| GrPathShader::WriteConicPatch(pts, *w, instanceLocations[level]); |
| break; |
| default: |
| SkUNREACHABLE; |
| } |
| instanceLocations[level] += 4; |
| fCubicVertexCount += 4; |
| } |
| } |
| |
| #ifdef SK_DEBUG |
| for (int i = 1; i <= kMaxResolveLevel; ++i) { |
| SkASSERT(instanceLocations[i] == endLocations[i]); |
| } |
| SkASSERT(fCubicVertexCount == (numTrianglesAtBeginningOfData + |
| resolveLevelCounter.totalInstanceCount()) * 4); |
| #endif |
| } |
| |
| void GrPathTessellateOp::prepareTessellatedOuterCubics(GrMeshDrawOp::Target* target, |
| int numCountedCurves) { |
| SkASSERT(target->caps().shaderCaps()->tessellationSupport()); |
| SkASSERT(numCountedCurves >= 0); |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(fStencilCubicsProgram); |
| SkASSERT(fCubicVertexCount == 0); |
| |
| if (numCountedCurves == 0) { |
| return; |
| } |
| |
| auto* vertexData = static_cast<SkPoint*>(target->makeVertexSpace( |
| sizeof(SkPoint), numCountedCurves * 4, &fCubicBuffer, &fBaseCubicVertex)); |
| if (!vertexData) { |
| return; |
| } |
| |
| for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) { |
| switch (verb) { |
| default: |
| continue; |
| case SkPathVerb::kQuad: |
| SkASSERT(fCubicVertexCount < numCountedCurves * 4); |
| GrPathUtils::convertQuadToCubic(pts, vertexData + fCubicVertexCount); |
| break; |
| case SkPathVerb::kCubic: |
| SkASSERT(fCubicVertexCount < numCountedCurves * 4); |
| memcpy(vertexData + fCubicVertexCount, pts, sizeof(SkPoint) * 4); |
| break; |
| case SkPathVerb::kConic: |
| SkASSERT(fCubicVertexCount < numCountedCurves * 4); |
| GrPathShader::WriteConicPatch(pts, *w, vertexData + fCubicVertexCount); |
| break; |
| } |
| fCubicVertexCount += 4; |
| } |
| SkASSERT(fCubicVertexCount == numCountedCurves * 4); |
| } |
| |
| void GrPathTessellateOp::prepareTessellatedCubicWedges(GrMeshDrawOp::Target* target) { |
| SkASSERT(target->caps().shaderCaps()->tessellationSupport()); |
| SkASSERT(!fCubicBuffer); |
| SkASSERT(fStencilCubicsProgram); |
| SkASSERT(fCubicVertexCount == 0); |
| |
| // No initial moveTo, one wedge per verb, plus an implicit close at the end. |
| // Each wedge has 5 vertices. |
| int maxVertices = (fPath.countVerbs() + 1) * 5; |
| |
| GrEagerDynamicVertexAllocator vertexAlloc(target, &fCubicBuffer, &fBaseCubicVertex); |
| auto* vertexData = vertexAlloc.lock<SkPoint>(maxVertices); |
| if (!vertexData) { |
| return; |
| } |
| |
| GrMidpointContourParser parser(fPath); |
| while (parser.parseNextContour()) { |
| SkPoint midpoint = parser.currentMidpoint(); |
| SkPoint startPoint = {0, 0}; |
| SkPoint lastPoint = startPoint; |
| for (auto [verb, pts, w] : parser.currentContour()) { |
| switch (verb) { |
| case SkPathVerb::kMove: |
| startPoint = lastPoint = pts[0]; |
| continue; |
| case SkPathVerb::kClose: |
| continue; // Ignore. We can assume an implicit close at the end. |
| case SkPathVerb::kLine: |
| GrPathUtils::convertLineToCubic(pts[0], pts[1], vertexData + fCubicVertexCount); |
| lastPoint = pts[1]; |
| break; |
| case SkPathVerb::kQuad: |
| GrPathUtils::convertQuadToCubic(pts, vertexData + fCubicVertexCount); |
| lastPoint = pts[2]; |
| break; |
| case SkPathVerb::kCubic: |
| memcpy(vertexData + fCubicVertexCount, pts, sizeof(SkPoint) * 4); |
| lastPoint = pts[3]; |
| break; |
| case SkPathVerb::kConic: |
| GrPathShader::WriteConicPatch(pts, *w, vertexData + fCubicVertexCount); |
| lastPoint = pts[2]; |
| break; |
| } |
| vertexData[fCubicVertexCount + 4] = midpoint; |
| fCubicVertexCount += 5; |
| } |
| if (lastPoint != startPoint) { |
| GrPathUtils::convertLineToCubic(lastPoint, startPoint, vertexData + fCubicVertexCount); |
| vertexData[fCubicVertexCount + 4] = midpoint; |
| fCubicVertexCount += 5; |
| } |
| } |
| |
| vertexAlloc.unlock(fCubicVertexCount); |
| } |
| |
| void GrPathTessellateOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) { |
| this->drawStencilPass(flushState); |
| this->drawCoverPass(flushState); |
| } |
| |
| void GrPathTessellateOp::drawStencilPass(GrOpFlushState* flushState) { |
| if (fStencilTrianglesProgram && fTriangleVertexCount > 0) { |
| SkASSERT(fTriangleBuffer); |
| flushState->bindPipelineAndScissorClip(*fStencilTrianglesProgram, this->bounds()); |
| flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer); |
| flushState->draw(fTriangleVertexCount, fBaseTriangleVertex); |
| } |
| |
| if (fCubicVertexCount > 0) { |
| SkASSERT(fStencilCubicsProgram); |
| SkASSERT(fCubicBuffer); |
| flushState->bindPipelineAndScissorClip(*fStencilCubicsProgram, this->bounds()); |
| if (fIndirectDrawBuffer) { |
| SkASSERT(fIndirectIndexBuffer); |
| flushState->bindBuffers(fIndirectIndexBuffer, fCubicBuffer, nullptr); |
| flushState->drawIndexedIndirect(fIndirectDrawBuffer.get(), fIndirectDrawOffset, |
| fIndirectDrawCount); |
| } else { |
| flushState->bindBuffers(nullptr, nullptr, fCubicBuffer); |
| flushState->draw(fCubicVertexCount, fBaseCubicVertex); |
| if (flushState->caps().requiresManualFBBarrierAfterTessellatedStencilDraw()) { |
| flushState->gpu()->insertManualFramebufferBarrier(); // http://skbug.com/9739 |
| } |
| } |
| } |
| } |
| |
| void GrPathTessellateOp::drawCoverPass(GrOpFlushState* flushState) { |
| if (fFillTrianglesProgram) { |
| SkASSERT(fTriangleBuffer); |
| SkASSERT(fTriangleVertexCount > 0); |
| |
| // We have a triangulation of the path's inner polygon. This is the fast path. Fill those |
| // triangles directly to the screen. |
| flushState->bindPipelineAndScissorClip(*fFillTrianglesProgram, this->bounds()); |
| flushState->bindTextures(fFillTrianglesProgram->primProc(), nullptr, *fPipelineForFills); |
| flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer); |
| flushState->draw(fTriangleVertexCount, fBaseTriangleVertex); |
| |
| if (fCubicVertexCount > 0) { |
| SkASSERT(fFillPathProgram); |
| SkASSERT(fCubicBuffer); |
| |
| // At this point, every pixel is filled in except the ones touched by curves. |
| // fFillPathProgram will issue a final cover pass over the curves by drawing their |
| // convex hulls. This will fill in any remaining samples and reset the stencil buffer. |
| flushState->bindPipelineAndScissorClip(*fFillPathProgram, this->bounds()); |
| flushState->bindTextures(fFillPathProgram->primProc(), nullptr, *fPipelineForFills); |
| |
| // Here we treat fCubicBuffer as an instance buffer. It should have been prepared with |
| // the base vertex on an instance boundary in order to accommodate this. |
| SkASSERT((fCubicVertexCount % 4) == 0); |
| SkASSERT((fBaseCubicVertex % 4) == 0); |
| flushState->bindBuffers(nullptr, fCubicBuffer, nullptr); |
| flushState->drawInstanced(fCubicVertexCount >> 2, fBaseCubicVertex >> 2, 4, 0); |
| } |
| } else if (fFillPathProgram) { |
| // There are no triangles to fill. Just draw a bounding box. |
| flushState->bindPipelineAndScissorClip(*fFillPathProgram, this->bounds()); |
| flushState->bindTextures(fFillPathProgram->primProc(), nullptr, *fPipelineForFills); |
| flushState->bindBuffers(nullptr, nullptr, nullptr); |
| flushState->draw(4, 0); |
| } |
| } |