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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 "GrQuadPerEdgeAA.h"
#include "GrQuad.h"
#include "GrVertexWriter.h"
#include "glsl/GrGLSLColorSpaceXformHelper.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLPrimitiveProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexGeoBuilder.h"
#include "SkNx.h"
#define AI SK_ALWAYS_INLINE
namespace {
static AI Sk4f fma(const Sk4f& f, const Sk4f& m, const Sk4f& a) {
return SkNx_fma<4, float>(f, m, a);
}
// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
// order.
static AI Sk4f nextCW(const Sk4f& v) {
return SkNx_shuffle<2, 0, 3, 1>(v);
}
static AI Sk4f nextCCW(const Sk4f& v) {
return SkNx_shuffle<1, 3, 0, 2>(v);
}
// Fills Sk4f with 1f if edge bit is set, 0f otherwise. Edges are ordered LBTR to match CCW ordering
// of vertices in the quad.
static AI Sk4f compute_edge_mask(GrQuadAAFlags aaFlags) {
return Sk4f((GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f,
(GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f,
(GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f,
(GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f);
}
// Outputs normalized edge vectors in xdiff and ydiff, as well as the reciprocal of the original
// edge lengths in invLengths
static AI void compute_edge_vectors(const Sk4f& x, const Sk4f& y, const Sk4f& xnext,
const Sk4f& ynext, Sk4f* xdiff, Sk4f* ydiff, Sk4f* invLengths) {
*xdiff = xnext - x;
*ydiff = ynext - y;
*invLengths = fma(*xdiff, *xdiff, *ydiff * *ydiff).rsqrt();
*xdiff *= *invLengths;
*ydiff *= *invLengths;
}
// outset and outsetCW are provided separately to allow for different magnitude outsets for
// with-edge and "perpendicular" edge shifts. This is needed when one axis cannot be inset the full
// half pixel without crossing over the other side.
static AI void outset_masked_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff,
const Sk4f& ydiff, const Sk4f& invLengths, const Sk4f& mask,
Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) {
// The mask is rotated compared to the outsets and edge vectors, since if the edge is "on"
// both its points need to be moved along their other edge vectors.
auto maskedOutset = -outset * nextCW(mask);
auto maskedOutsetCW = outsetCW * mask;
// x = x + outsetCW * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff
*x += fma(maskedOutsetCW, nextCW(xdiff), maskedOutset * xdiff);
*y += fma(maskedOutsetCW, nextCW(ydiff), maskedOutset * ydiff);
if (uvrCount > 0) {
// We want to extend the texture coords by the same proportion as the positions.
maskedOutset *= invLengths;
maskedOutsetCW *= nextCW(invLengths);
Sk4f udiff = nextCCW(*u) - *u;
Sk4f vdiff = nextCCW(*v) - *v;
*u += fma(maskedOutsetCW, nextCW(udiff), maskedOutset * udiff);
*v += fma(maskedOutsetCW, nextCW(vdiff), maskedOutset * vdiff);
if (uvrCount == 3) {
Sk4f rdiff = nextCCW(*r) - *r;
*r += fma(maskedOutsetCW, nextCW(rdiff), maskedOutset * rdiff);
}
}
}
static AI void outset_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff,
const Sk4f& ydiff, const Sk4f& invLengths,
Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) {
// x = x + outsetCW * nextCW(xdiff) - outset * xdiff (as above, but where mask = (1,1,1,1))
*x += fma(outsetCW, nextCW(xdiff), -outset * xdiff);
*y += fma(outsetCW, nextCW(ydiff), -outset * ydiff);
if (uvrCount > 0) {
Sk4f t = -outset * invLengths; // Bake minus sign in here
Sk4f tCW = outsetCW * nextCW(invLengths);
Sk4f udiff = nextCCW(*u) - *u;
Sk4f vdiff = nextCCW(*v) - *v;
*u += fma(tCW, nextCW(udiff), t * udiff);
*v += fma(tCW, nextCW(vdiff), t * vdiff);
if (uvrCount == 3) {
Sk4f rdiff = nextCCW(*r) - *r;
*r += fma(tCW, nextCW(rdiff), t * rdiff);
}
}
}
// Updates outset in place to account for non-90 degree angles of the quad edges stored in
// xdiff, ydiff (which are assumed to be normalized).
static void adjust_non_rectilinear_outset(const Sk4f& xdiff, const Sk4f& ydiff, Sk4f* outset) {
// The distance the point needs to move is outset/sqrt(1-cos^2(theta)), where theta is the angle
// between the two edges at that point. cos(theta) is equal to dot(xydiff, nextCW(xydiff)),
Sk4f cosTheta = fma(xdiff, nextCW(xdiff), ydiff * nextCW(ydiff));
*outset *= (1.f - cosTheta * cosTheta).rsqrt();
// But clamp to make sure we don't expand by a giant amount if the sheer is really high
*outset = Sk4f::Max(-3.f, Sk4f::Min(*outset, 3.f));
}
// Computes the vertices for the two nested quads used to create AA edges. The original single quad
// should be duplicated as input in x1 and x2, y1 and y2, and possibly u1|u2, v1|v2, [r1|r2]
// (controlled by uvrChannelCount). While the values should be duplicated, they should be separate
// pointers. The outset quad is written in-place back to x1, y1, etc. and the inset inner quad is
// written to x2, y2, etc.
static float compute_nested_quad_vertices(GrQuadAAFlags aaFlags, Sk4f* x1, Sk4f* y1,
Sk4f* u1, Sk4f* v1, Sk4f* r1, Sk4f* x2, Sk4f* y2, Sk4f* u2, Sk4f* v2, Sk4f* r2,
int uvrCount, bool rectilinear) {
SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3);
// Compute edge vectors for the quad.
auto xnext = nextCCW(*x1);
auto ynext = nextCCW(*y1);
// xdiff and ydiff will comprise the normalized vectors pointing along each quad edge.
Sk4f xdiff, ydiff, invLengths;
compute_edge_vectors(*x1, *y1, xnext, ynext, &xdiff, &ydiff, &invLengths);
// When outsetting, we want the new edge to be .5px away from the old line, which means the
// corners may need to be adjusted by more than .5px if the matrix had sheer.
Sk4f outset = 0.5f;
if (!rectilinear) {
adjust_non_rectilinear_outset(xdiff, ydiff, &outset);
}
// When insetting, cap the inset amount to be half of the edge length, except that each edge
// has to remain parallel, so we separately limit LR and TB to half of the smallest of the
// opposing edges.
Sk4f lengths = invLengths.invert();
Sk2f sides(SkMinScalar(lengths[0], lengths[3]), SkMinScalar(lengths[1], lengths[2]));
Sk4f edgeLimits = 0.5f * SkNx_shuffle<0, 1, 1, 0>(sides);
if ((edgeLimits < 0.5f).anyTrue()) {
// Dealing with a subpixel rectangle, so must calculate clamped insets and padded outsets.
// The outsets are padded to ensure that the quad spans 2 pixels for improved interpolation.
Sk4f inset = -Sk4f::Min(outset, edgeLimits);
Sk4f insetCW = -Sk4f::Min(outset, nextCW(edgeLimits));
// The parallel distance shift caused by outset is currently 0.5, but need to scale it up to
// 0.5*(2 - side) so that (side + 2*shift) = 2px. Thus scale outsets for thin edges by
// (2 - side) since it already has the 1/2.
Sk4f outsetScale = 2.f - 2.f * Sk4f::Min(edgeLimits, 0.5f); // == 1 for non-thin edges
Sk4f outsetCW = outset * nextCW(outsetScale);
outset *= outsetScale;
if (aaFlags != GrQuadAAFlags::kAll) {
Sk4f mask = compute_edge_mask(aaFlags);
outset_masked_vertices(outset, outsetCW, xdiff, ydiff, invLengths, mask, x1, y1,
u1, v1, r1, uvrCount);
outset_masked_vertices(inset, insetCW, xdiff, ydiff, invLengths, mask, x2, y2,
u2, v2, r2, uvrCount);
} else {
outset_vertices(outset, outsetCW, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount);
outset_vertices(inset, insetCW, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount);
}
} else {
// Since it's not subpixel, the inset is just the opposite of the outset and there's no
// difference between CCW and CW behavior.
Sk4f inset = -outset;
if (aaFlags != GrQuadAAFlags::kAll) {
Sk4f mask = compute_edge_mask(aaFlags);
outset_masked_vertices(outset, outset, xdiff, ydiff, invLengths, mask, x1, y1,
u1, v1, r1, uvrCount);
outset_masked_vertices(inset, inset, xdiff, ydiff, invLengths, mask, x2, y2,
u2, v2, r2, uvrCount);
} else {
outset_vertices(outset, outset, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount);
outset_vertices(inset, inset, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount);
}
}
// An approximation of the pixel area covered by the quad
sides = Sk2f::Min(1.f, sides);
return sides[0] * sides[1];
}
// For each device space corner, devP, label its left/right or top/bottom opposite device space
// point opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is
// (length(devPt - opDevPt) + outset) / length(devPt - opDevPt); This returns the interpolant s,
// adjusted for any subpixel corrections. If subpixel, it also updates the max coverage.
static Sk4f get_projected_interpolant(const Sk4f& len, const Sk4f& outsets, float* maxCoverage) {
if ((len < 1.f).anyTrue()) {
*maxCoverage *= len.min();
// When insetting, the amount is clamped to be half the minimum edge length to prevent
// overlap. When outsetting, the amount is padded to cover 2 pixels.
if ((outsets < 0.f).anyTrue()) {
return (len - 0.5f * len.min()) / len;
} else {
return (len + outsets * (2.f - len.min())) / len;
}
} else {
return (len + outsets) / len;
}
}
// Generalizes compute_nested_quad_vertices to extrapolate local coords such that
// after perspective division of the device coordinate, the original local coordinate value is at
// the original un-outset device position. r is the local coordinate's w component. However, since
// the projected edges will be different for inner and outer quads, there isn't much reuse between
// the calculations, so it's easier to just have this operate on one quad a time.
static float compute_quad_persp_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y,
Sk4f* w, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount, bool inset) {
SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3);
auto iw = (*w).invert();
auto x2d = (*x) * iw;
auto y2d = (*y) * iw;
// Must compute non-rectilinear outset quantity using the projected 2d edge vectors
Sk4f xdiff, ydiff, invLengths;
compute_edge_vectors(x2d, y2d, nextCCW(x2d), nextCCW(y2d), &xdiff, &ydiff, &invLengths);
Sk4f outset = inset ? -0.5f : 0.5f;
adjust_non_rectilinear_outset(xdiff, ydiff, &outset);
float maxProjectedCoverage = 1.f;
if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) {
// For each entry in x the equivalent entry in opX is the left/right opposite and so on.
Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(*x);
Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(*w);
Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(*y);
// vx/vy holds the device space left-to-right vectors along top and bottom of the quad.
Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d);
Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d);
Sk4f len = SkNx_shuffle<0, 1, 0, 1>(SkNx_fma(vx, vx, vy * vy).sqrt());
// Compute t in homogeneous space from s using similar triangles so that we can produce
// homogeneous outset vertices for perspective-correct interpolation.
Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage);
Sk4f sOpW = s * opW;
Sk4f t = sOpW / (sOpW + (1.f - s) * (*w));
// mask is used to make the t values be 1 when the left/right side is not antialiased.
Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f);
t = t * mask + (1.f - mask);
*x = opX + t * (*x - opX);
*y = opY + t * (*y - opY);
*w = opW + t * (*w - opW);
if (uvrCount > 0) {
Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(*u);
Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(*v);
*u = opU + t * (*u - opU);
*v = opV + t * (*v - opV);
if (uvrCount == 3) {
Sk4f opR = SkNx_shuffle<2, 3, 0, 1>(*r);
*r = opR + t * (*r - opR);
}
}
if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
// Update the 2D points for the top/bottom calculation.
iw = (*w).invert();
x2d = (*x) * iw;
y2d = (*y) * iw;
}
}
if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
// This operates the same as above but for top/bottom rather than left/right.
Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(*x);
Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(*w);
Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(*y);
Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d);
Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d);
Sk4f len = SkNx_shuffle<0, 0, 1, 1>(SkNx_fma(vx, vx, vy * vy).sqrt());
Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage);
Sk4f sOpW = s * opW;
Sk4f t = sOpW / (sOpW + (1.f - s) * (*w));
Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f);
t = t * mask + (1.f - mask);
*x = opX + t * (*x - opX);
*y = opY + t * (*y - opY);
*w = opW + t * (*w - opW);
if (uvrCount > 0) {
Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(*u);
Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(*v);
*u = opU + t * (*u - opU);
*v = opV + t * (*v - opV);
if (uvrCount == 3) {
Sk4f opR = SkNx_shuffle<1, 0, 3, 2>(*r);
*r = opR + t * (*r - opR);
}
}
}
return maxProjectedCoverage;
}
enum class CoverageMode {
kNone,
kWithPosition,
kWithColor
};
static CoverageMode get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec& spec) {
if (spec.usesCoverageAA()) {
if (spec.compatibleWithAlphaAsCoverage() && spec.hasVertexColors()) {
return CoverageMode::kWithColor;
} else {
return CoverageMode::kWithPosition;
}
} else {
return CoverageMode::kNone;
}
}
// Writes four vertices in triangle strip order, including the additional data for local
// coordinates, domain, color, and coverage as needed to satisfy the vertex spec.
static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
CoverageMode mode, float coverage,
SkPMColor4f color4f, bool wideColor,
const SkRect& domain,
const Sk4f& x, const Sk4f& y, const Sk4f& w,
const Sk4f& u, const Sk4f& v, const Sk4f& r) {
static constexpr auto If = GrVertexWriter::If<float>;
if (mode == CoverageMode::kWithColor) {
// Multiply the color by the coverage up front
SkASSERT(spec.hasVertexColors());
color4f = color4f * coverage;
}
GrVertexColor color(color4f, wideColor);
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->write(x[i], y[i], If(spec.deviceQuadType() == GrQuadType::kPerspective, w[i]),
If(mode == CoverageMode::kWithPosition, coverage));
// save color
if (spec.hasVertexColors()) {
vb->write(color);
}
// save local position
if (spec.hasLocalCoords()) {
vb->write(u[i], v[i], If(spec.localQuadType() == GrQuadType::kPerspective, r[i]));
}
// save the domain
if (spec.hasDomain()) {
vb->write(domain);
}
}
}
GR_DECLARE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey);
static const int kVertsPerAAFillRect = 8;
static const int kIndicesPerAAFillRect = 30;
static sk_sp<const GrBuffer> get_index_buffer(GrResourceProvider* resourceProvider) {
GR_DEFINE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey);
// clang-format off
static const uint16_t gFillAARectIdx[] = {
0, 1, 2, 1, 3, 2,
0, 4, 1, 4, 5, 1,
0, 6, 4, 0, 2, 6,
2, 3, 6, 3, 7, 6,
1, 5, 3, 3, 5, 7,
};
// clang-format on
GR_STATIC_ASSERT(SK_ARRAY_COUNT(gFillAARectIdx) == kIndicesPerAAFillRect);
return resourceProvider->findOrCreatePatternedIndexBuffer(
gFillAARectIdx, kIndicesPerAAFillRect, GrQuadPerEdgeAA::kNumAAQuadsInIndexBuffer,
kVertsPerAAFillRect, gAAFillRectIndexBufferKey);
}
} // anonymous namespace
namespace GrQuadPerEdgeAA {
////////////////// Tessellate Implementation
void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad,
const SkPMColor4f& color4f, const GrPerspQuad& localQuad, const SkRect& domain,
GrQuadAAFlags aaFlags) {
bool wideColor = GrQuadPerEdgeAA::ColorType::kHalf == spec.colorType();
CoverageMode mode = get_mode_for_spec(spec);
// Load position data into Sk4fs (always x, y, and load w to avoid branching down the road)
Sk4f oX = deviceQuad.x4f();
Sk4f oY = deviceQuad.y4f();
Sk4f oW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective
// Load local position data into Sk4fs (either none, just u,v or all three)
Sk4f oU, oV, oR;
if (spec.hasLocalCoords()) {
oU = localQuad.x4f();
oV = localQuad.y4f();
oR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective
}
GrVertexWriter vb{vertices};
if (spec.usesCoverageAA()) {
SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor);
// Must calculate two new quads, an outset and inset by .5 in projected device space, so
// duplicate the original quad into new Sk4fs for the inset.
Sk4f iX = oX, iY = oY, iW = oW;
Sk4f iU = oU, iV = oV, iR = oR;
float maxCoverage = 1.f;
if (aaFlags != GrQuadAAFlags::kNone) {
if (spec.deviceQuadType() == GrQuadType::kPerspective) {
// Outset and inset the quads independently because perspective makes each shift
// unique. Since iX copied pre-outset oX, this will compute the proper inset too.
compute_quad_persp_vertices(aaFlags, &oX, &oY, &oW, &oU, &oV, &oW,
spec.localDimensionality(), /* inset */ false);
// Save coverage limit when computing inset quad
maxCoverage = compute_quad_persp_vertices(aaFlags, &iX, &iY, &iW, &iU, &iV, &iW,
spec.localDimensionality(), true);
} else {
// In the 2D case, insetting and outsetting can reuse the edge vectors, so the
// nested quads are computed together
maxCoverage = compute_nested_quad_vertices(aaFlags, &oX, &oY, &oU, &oV, &oR,
&iX, &iY, &iU, &iV, &iR, spec.localDimensionality(),
spec.deviceQuadType() <= GrQuadType::kRectilinear);
}
// NOTE: could provide an even more optimized tessellation function for axis-aligned
// rects since the positions can be outset by constants without doing vector math,
// except it must handle identifying the winding of the quad vertices if the transform
// applied a mirror, etc. The current 2D case is already adequately fast.
} // else don't adjust any positions, let the outer quad form degenerate triangles
// Write two quads for inner and outer, inner will use the
write_quad(&vb, spec, mode, maxCoverage, color4f, wideColor, domain,
iX, iY, iW, iU, iV, iR);
write_quad(&vb, spec, mode, 0.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR);
} else {
// No outsetting needed, just write a single quad with full coverage
SkASSERT(mode == CoverageMode::kNone);
write_quad(&vb, spec, mode, 1.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR);
}
return vb.fPtr;
}
bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec,
int quadCount) {
if (spec.usesCoverageAA()) {
// AA quads use 8 vertices, basically nested rectangles
sk_sp<const GrBuffer> ibuffer = get_index_buffer(target->resourceProvider());
if (!ibuffer) {
return false;
}
mesh->setPrimitiveType(GrPrimitiveType::kTriangles);
mesh->setIndexedPatterned(std::move(ibuffer), kIndicesPerAAFillRect, kVertsPerAAFillRect,
quadCount, kNumAAQuadsInIndexBuffer);
} else {
// Non-AA quads use 4 vertices, and regular triangle strip layout
if (quadCount > 1) {
sk_sp<const GrBuffer> ibuffer = target->resourceProvider()->refQuadIndexBuffer();
if (!ibuffer) {
return false;
}
mesh->setPrimitiveType(GrPrimitiveType::kTriangles);
mesh->setIndexedPatterned(std::move(ibuffer), 6, 4, quadCount,
GrResourceProvider::QuadCountOfQuadBuffer());
} else {
mesh->setPrimitiveType(GrPrimitiveType::kTriangleStrip);
mesh->setNonIndexedNonInstanced(4);
}
}
return true;
}
////////////////// VertexSpec Implementation
int VertexSpec::deviceDimensionality() const {
return this->deviceQuadType() == GrQuadType::kPerspective ? 3 : 2;
}
int VertexSpec::localDimensionality() const {
return fHasLocalCoords ? (this->localQuadType() == GrQuadType::kPerspective ? 3 : 2) : 0;
}
////////////////// Geometry Processor Implementation
class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
public:
static sk_sp<GrGeometryProcessor> Make(const VertexSpec& spec) {
return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(spec));
}
static sk_sp<GrGeometryProcessor> Make(const VertexSpec& vertexSpec, const GrShaderCaps& caps,
GrTextureType textureType, GrPixelConfig textureConfig,
const GrSamplerState& samplerState,
uint32_t extraSamplerKey,
sk_sp<GrColorSpaceXform> textureColorSpaceXform) {
return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(
vertexSpec, caps, textureType, textureConfig, samplerState, extraSamplerKey,
std::move(textureColorSpaceXform)));
}
const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
// domain, texturing, device-dimensions are single bit flags
uint32_t x = fDomain.isInitialized() ? 0 : 1;
x |= fSampler.isInitialized() ? 0 : 2;
x |= fNeedsPerspective ? 0 : 4;
// local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d
if (fLocalCoord.isInitialized()) {
x |= kFloat3_GrVertexAttribType == fLocalCoord.cpuType() ? 8 : 16;
}
// similar for colors, 00 for none, 01 for bytes, 10 for half-floats
if (fColor.isInitialized()) {
x |= kUByte4_norm_GrVertexAttribType == fColor.cpuType() ? 32 : 64;
}
// and coverage mode, 00 for none, 01 for withposition, 10 for withcolor
if (fCoverageMode != CoverageMode::kNone) {
x |= CoverageMode::kWithPosition == fCoverageMode ? 128 : 256;
}
b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()));
b->add32(x);
}
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps& caps) const override {
class GLSLProcessor : public GrGLSLGeometryProcessor {
public:
void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc,
FPCoordTransformIter&& transformIter) override {
const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>();
if (gp.fLocalCoord.isInitialized()) {
this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
}
fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
}
private:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
using Interpolation = GrGLSLVaryingHandler::Interpolation;
const auto& gp = args.fGP.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 ? kFloat3_GrSLType
: kFloat2_GrSLType,
GrShaderVar::kNone_TypeModifier};
} else {
// No coverage to eliminate
gpArgs->fPositionVar = gp.fPosition.asShaderVar();
}
// Handle local coordinates if they exist
if (gp.fLocalCoord.isInitialized()) {
// NOTE: If the only usage of local coordinates is for the inline texture fetch
// before FPs, then there are no registered FPCoordTransforms and this ends up
// emitting nothing, so there isn't a duplication of local coordinates
this->emitTransforms(args.fVertBuilder,
args.fVaryingHandler,
args.fUniformHandler,
gp.fLocalCoord.asShaderVar(),
args.fFPCoordTransformHandler);
}
// Solid color before any texturing gets modulated in
if (gp.fColor.isInitialized()) {
// The color cannot be flat if the varying coverage has been modulated into it
args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor,
gp.fCoverageMode == CoverageMode::kWithColor ?
Interpolation::kInterpolated : Interpolation::kCanBeFlat);
} else {
// Output color must be initialized to something
args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor);
}
// 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 domain 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, "texCoord");
}
// Clamp the now 2D localCoordName variable by the domain if it is provided
if (gp.fDomain.isInitialized()) {
args.fFragBuilder->codeAppend("float4 domain;");
args.fVaryingHandler->addPassThroughAttribute(gp.fDomain, "domain",
Interpolation::kCanBeFlat);
args.fFragBuilder->codeAppend(
"texCoord = clamp(texCoord, domain.xy, domain.zw);");
}
// Now modulate the starting output color by the texture lookup
args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor);
args.fFragBuilder->appendTextureLookupAndModulate(
args.fOutputColor, args.fTexSamplers[0], "texCoord", kFloat2_GrSLType,
&fTextureColorSpaceXformHelper);
args.fFragBuilder->codeAppend(";");
}
// And lastly, output the coverage calculation code
if (gp.fCoverageMode == CoverageMode::kWithPosition) {
GrGLSLVarying coverage(kFloat_GrSLType);
args.fVaryingHandler->addVarying("coverage", &coverage);
if (gp.fNeedsPerspective) {
args.fVertBuilder->codeAppendf("%s = %s.w;",
coverage.vsOut(), gp.fPosition.name());
} else {
args.fVertBuilder->codeAppendf("%s = %s.z;",
coverage.vsOut(), gp.fPosition.name());
}
args.fFragBuilder->codeAppendf("%s = half4(half(%s));",
args.fOutputCoverage, coverage.fsIn());
} else {
// Set coverage to 1, since it's either non-AA or the coverage was already
// folded into the output color
args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
}
}
GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
};
return new GLSLProcessor;
}
private:
QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
: INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
, fTextureColorSpaceXform(nullptr) {
SkASSERT(!spec.hasDomain());
this->initializeAttrs(spec);
this->setTextureSamplerCnt(0);
}
QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec, const GrShaderCaps& caps,
GrTextureType textureType, GrPixelConfig textureConfig,
const GrSamplerState& samplerState,
uint32_t extraSamplerKey,
sk_sp<GrColorSpaceXform> textureColorSpaceXform)
: INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
, fTextureColorSpaceXform(std::move(textureColorSpaceXform))
, fSampler(textureType, textureConfig, samplerState, extraSamplerKey) {
SkASSERT(spec.hasLocalCoords());
this->initializeAttrs(spec);
this->setTextureSamplerCnt(1);
}
void initializeAttrs(const VertexSpec& spec) {
fNeedsPerspective = spec.deviceDimensionality() == 3;
fCoverageMode = get_mode_for_spec(spec);
if (fCoverageMode == CoverageMode::kWithPosition) {
if (fNeedsPerspective) {
fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
} else {
fPosition = {"positionWithCoverage", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
}
} else {
if (fNeedsPerspective) {
fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
} else {
fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
}
}
int localDim = spec.localDimensionality();
if (localDim == 3) {
fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
} else if (localDim == 2) {
fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
} // else localDim == 0 and attribute remains uninitialized
if (ColorType::kByte == spec.colorType()) {
fColor = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType};
} else if (ColorType::kHalf == spec.colorType()) {
fColor = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType};
}
if (spec.hasDomain()) {
fDomain = {"domain", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
}
this->setVertexAttributes(&fPosition, 4);
}
const TextureSampler& onTextureSampler(int) const override { return fSampler; }
Attribute fPosition; // May contain coverage as last channel
Attribute fColor; // May have coverage modulated in if the FPs support it
Attribute fLocalCoord;
Attribute fDomain;
// 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;
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;
typedef GrGeometryProcessor INHERITED;
};
sk_sp<GrGeometryProcessor> MakeProcessor(const VertexSpec& spec) {
return QuadPerEdgeAAGeometryProcessor::Make(spec);
}
sk_sp<GrGeometryProcessor> MakeTexturedProcessor(const VertexSpec& spec, const GrShaderCaps& caps,
GrTextureType textureType, GrPixelConfig textureConfig,
const GrSamplerState& samplerState, uint32_t extraSamplerKey,
sk_sp<GrColorSpaceXform> textureColorSpaceXform) {
return QuadPerEdgeAAGeometryProcessor::Make(spec, caps, textureType, textureConfig,
samplerState, extraSamplerKey,
std::move(textureColorSpaceXform));
}
} // namespace GrQuadPerEdgeAA