Revert "Fix issues with insetting and outsetting quads."
This reverts commit 4a281dc8ee8449040329747ade70dc0ab04b7d27.
Reason for revert: may need to only do outsetting when no all aaflags are on.
Original change's description:
> Fix issues with insetting and outsetting quads.
>
> Need more degrees of freedom when moving 3D points to project to 2D
> points that don't fall on the projected quad edges.
>
> Need to check geometry subset in shader to avoid positive coverage in
> outset quads with nearly parallel edges.
>
> Bug: chromium:1177833
> Change-Id: I0759382d9221ba44aacd537254e08d9f2716a6af
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/372196
> Reviewed-by: Michael Ludwig <michaelludwig@google.com>
> Commit-Queue: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,michaelludwig@google.com
Change-Id: Idaddbdd767600a95405c028839eac4bf80a1361c
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: chromium:1177833
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/373878
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/gm/crbug_1177833.cpp b/gm/crbug_1177833.cpp
deleted file mode 100644
index 979e4b9..0000000
--- a/gm/crbug_1177833.cpp
+++ /dev/null
@@ -1,98 +0,0 @@
-/*
- * Copyright 2021 Google LLC
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "gm/gm.h"
-#include "include/core/SkCanvas.h"
-#include "include/core/SkMatrix.h"
-#include "include/core/SkRect.h"
-
-// Bad quads dumped from SkiaRenderer in crbug.com/1178833. These should all draw as really thin
-// lines.
-DEF_SIMPLE_GM(crbug_1177833, canvas, 400, 400) {
- canvas->clear(SK_ColorBLACK);
- canvas->translate(-700, -700);
- // This quad had two issues. The inset collapsed the inner 2D projected quad to a point but
- // didn't enable enough degrees of freedom to adjust the 4 3D points to project to that point.
- // Also, the outset produced a 2D projected point far away from the original quad but the
- // shader was not checking the geometric subset and so pixels far away from the projection of
- // the quad would have positive coverage.
- {
- canvas->save();
- canvas->concat(SkMatrix::MakeAll(SkBits2Float(0xbf79250e), SkBits2Float(0x3e9da860), SkBits2Float(0x44914c8a),
- SkBits2Float(0xbf982962), SkBits2Float(0xbf280002), SkBits2Float(0x44c3116e),
- SkBits2Float(0xba9bfe62), SkBits2Float(0x39d10455), SkBits2Float(0x3fc9b377)));
- SkRect rect = {SkBits2Float(0x00000000),
- SkBits2Float(0x00000000),
- SkBits2Float(0x40a00000),
- SkBits2Float(0x43560000)};
- SkPoint clip[4] = {{SkBits2Float(0x409fff57), SkBits2Float(0x40c86a18)},
- {SkBits2Float(0x409fff57), SkBits2Float(0x4314dc8c)},
- {SkBits2Float(0x407f6b0d), SkBits2Float(0x43157fff)},
- {SkBits2Float(0x4040859c), SkBits2Float(0x43140374)}};
- SkCanvas::QuadAAFlags aaFlags = static_cast<SkCanvas::QuadAAFlags>(0x00000002);
- SkColor4f color = {SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f800000)};
- SkBlendMode mode = static_cast<SkBlendMode>(0x00000003);
- canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode);
- canvas->restore();
- }
- // This quad also exposed the inset collapse to a point without enough degrees of freedom issue.
- canvas->save();
- canvas->translate(-300, 0);
- {
- canvas->save();
- canvas->concat(SkMatrix::MakeAll(SkBits2Float(0x3f54dd8a), SkBits2Float(0xbf9096a4), SkBits2Float(0x447eae34),
- SkBits2Float(0x3f3f6905), SkBits2Float(0xbe5208ba), SkBits2Float(0x4418118b),
- SkBits2Float(0x3aa134a1), SkBits2Float(0xb93ef249), SkBits2Float(0x3f580bd4)));
- SkRect rect = {SkBits2Float(0x00000000),
- SkBits2Float(0x00000000),
- SkBits2Float(0x40a00000),
- SkBits2Float(0x43560000)};
- SkPoint clip[4] = {{SkBits2Float(0x40a0000e), SkBits2Float(0x40c86b5a)},
- {SkBits2Float(0x40a0001e), SkBits2Float(0x4314dd5f)},
- {SkBits2Float(0x407f76eb), SkBits2Float(0x431580c2)},
- {SkBits2Float(0x404092e7), SkBits2Float(0x43140445)}};
- SkCanvas::QuadAAFlags aaFlags = static_cast<SkCanvas::QuadAAFlags>(0x00000002);
- SkColor4f color = {SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f6eeef0),
- SkBits2Float(0x3f800000)};
- SkBlendMode mode = static_cast<SkBlendMode>(0x00000003);
- canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode);
- canvas->restore();
- }
- canvas->restore();
- // This quad exposed a similar issue to the point issue above, but when collapsing to a
- // triangle. When a 2D quad edge collapsed from insetting we'd replace it with a point off of
- // its adjacent edges. We need to ensure the code that moves the 3D point that projects to
- // the 2D point has 2 degrees of freedom so it can find the correct 3D point.
- {
- canvas->save();
- canvas->concat(SkMatrix::MakeAll(SkBits2Float(0x3f54b255), SkBits2Float(0x3eb5a94d), SkBits2Float(0x443d7419),
- SkBits2Float(0x3f885d66), SkBits2Float(0x3f5a6b9c), SkBits2Float(0x443c7334),
- SkBits2Float(0x3aa95ea5), SkBits2Float(0xb8a1391e), SkBits2Float(0x3f84dde5)));
- SkRect rect = {SkBits2Float(0x00000000),
- SkBits2Float(0x00000000),
- SkBits2Float(0x40a00000),
- SkBits2Float(0x43100000)};
- SkPoint clip[4] = {{SkBits2Float(0x405a654c), SkBits2Float(0x42e8c790)},
- {SkBits2Float(0x3728c61b), SkBits2Float(0x42e7df31)},
- {SkBits2Float(0xb678ecc5), SkBits2Float(0x412db4e0)},
- {SkBits2Float(0x4024b2ad), SkBits2Float(0x413ab3ed)}};
- SkCanvas::QuadAAFlags aaFlags = static_cast<SkCanvas::QuadAAFlags>(0x00000004);
- SkColor4f color = {SkBits2Float(0x3f800000),
- SkBits2Float(0x3f800000),
- SkBits2Float(0x3f800000),
- SkBits2Float(0x3f800000)};
- SkBlendMode mode = static_cast<SkBlendMode>(0x00000003);
- canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode);
- canvas->restore();
- }
-}
-
diff --git a/gn/gm.gni b/gn/gm.gni
index b26512e..158682c 100644
--- a/gn/gm.gni
+++ b/gn/gm.gni
@@ -117,7 +117,6 @@
"$_gm/crbug_1162942.cpp",
"$_gm/crbug_1167277.cpp",
"$_gm/crbug_1174186.cpp",
- "$_gm/crbug_1177833.cpp",
"$_gm/crbug_224618.cpp",
"$_gm/crbug_691386.cpp",
"$_gm/crbug_788500.cpp",
diff --git a/src/gpu/geometry/GrQuadUtils.cpp b/src/gpu/geometry/GrQuadUtils.cpp
index d8c48c7..5d35361 100644
--- a/src/gpu/geometry/GrQuadUtils.cpp
+++ b/src/gpu/geometry/GrQuadUtils.cpp
@@ -27,13 +27,11 @@
// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
// order.
-template<typename T>
-static AI skvx::Vec<4, T> next_cw(const skvx::Vec<4, T>& v) {
+static AI V4f next_cw(const V4f& v) {
return skvx::shuffle<2, 0, 3, 1>(v);
}
-template<typename T>
-static AI skvx::Vec<4, T> next_ccw(const skvx::Vec<4, T>& v) {
+static AI V4f next_ccw(const V4f& v) {
return skvx::shuffle<1, 3, 0, 2>(v);
}
@@ -778,7 +776,6 @@
0.25f * ((*y2d)[0] + (*y2d)[1] + (*y2d)[2] + (*y2d)[3])};
*x2d = center.fX;
*y2d = center.fY;
- *aaMask = any(*aaMask);
return 1;
} else if (all(d1Or2)) {
// Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
@@ -787,15 +784,10 @@
// Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
*x2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
*y2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
- // If edges 0 and 3 crossed then one must have AA but we moved both 2D points on the
- // edge so we need moveTo() to be able to move both 3D points along the shared edge. So
- // ensure both have AA.
- *aaMask = *aaMask | M4f({1, 0, 0, 1});
} else {
// Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
*x2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
*y2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
- *aaMask = *aaMask | M4f({0, 1, 1, 0});
}
return 2;
} else {
@@ -842,8 +834,8 @@
// points we're computing here. If we have an AA edge and a non-AA edge we
// can only move along 1 edge, but now the point we're moving toward isn't
// on that edge. Thus, we provide an additional degree of freedom by turning
- // AA on for both edges if either edge is AA at each point.
- *aaMask = *aaMask | (d1Or2 & next_cw(*aaMask)) | (next_ccw(d1Or2) & next_ccw(*aaMask));
+ // AA on for both edges if either edge is AA.
+ *aaMask = *aaMask | (d1Or2 & skvx::shuffle<2, 0, 3, 1>(*aaMask));
*x2d = px;
*y2d = py;
return 3;
diff --git a/src/gpu/ops/GrQuadPerEdgeAA.cpp b/src/gpu/ops/GrQuadPerEdgeAA.cpp
index df4f64d..e3167cf 100644
--- a/src/gpu/ops/GrQuadPerEdgeAA.cpp
+++ b/src/gpu/ops/GrQuadPerEdgeAA.cpp
@@ -327,18 +327,8 @@
// 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 shader code will compute zero coverage a full pixel distance outside of this
- // rectangle. To strictly clip against the bounds we should inset this by 0.5. However,
- // since this is a sort of back-up clipping mechanism for outset geometry far away from
- // the original quad we leave an extra 0.5 pad (effectively outset the bounds by 0.5).
- // This avoids applying unwanted antialiasing to non-aa edges that are along or close
- // to the device space bounds.
- geomSubset = deviceQuad->bounds();
-#endif
}
if (aaFlags == GrQuadAAFlags::kNone) {
@@ -716,7 +706,6 @@
args.fFragBuilder->codeAppend("float4 geoSubset;");
args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset, "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) * "
@@ -724,18 +713,6 @@
" 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.
- "half xSub = min(half(sk_FragCoord.x - geoSubset.x ), 0)"
- " + min(half(geoSubset.z - sk_FragCoord.x), 0);"
- "half ySub = min(half(sk_FragCoord.y - geoSubset.y ), 0)"
- " + min(half(geoSubset.w - sk_FragCoord.y), 0);"
- "half subsetCoverage = (1 + max(xSub, -1)) *"
- " (1 + max(ySub, -1));"
- "coverage = min(coverage, subsetCoverage);");
-#endif
}
args.fFragBuilder->codeAppendf("%s = half4(half(coverage));",