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/*
* Copyright 2024 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/graphite/render/CircularArcRenderStep.h"
#include "include/core/SkArc.h"
#include "include/core/SkM44.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRect.h"
#include "include/core/SkScalar.h"
#include "include/private/base/SkAssert.h"
#include "include/private/base/SkDebug.h"
#include "include/private/base/SkPoint_impl.h"
#include "src/base/SkEnumBitMask.h"
#include "src/core/SkSLTypeShared.h"
#include "src/gpu/BufferWriter.h"
#include "src/gpu/graphite/Attribute.h"
#include "src/gpu/graphite/BufferManager.h"
#include "src/gpu/graphite/DrawOrder.h"
#include "src/gpu/graphite/DrawParams.h"
#include "src/gpu/graphite/DrawTypes.h"
#include "src/gpu/graphite/DrawWriter.h"
#include "src/gpu/graphite/PipelineData.h"
#include "src/gpu/graphite/geom/Geometry.h"
#include "src/gpu/graphite/geom/Shape.h"
#include "src/gpu/graphite/geom/Transform.h"
#include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
#include <utility>
// This RenderStep is used to render filled circular arcs and stroked circular arcs that
// don't include the center. Currently it only supports butt caps but will be extended
// to include round caps.
//
// Each arc is represented by a single instance. The instance attributes are enough to
// describe the given arc types without relying on uniforms to define its operation.
// The attributes encode shape as follows:
// float4 centerScales - used to transform the vertex data into local space.
// The vertex data represents interleaved octagons that are respectively circumscribed
// and inscribed on a unit circle, and have to be transformed into local space.
// So the .xy values here are the center of the arc in local space, and .zw its outer and inner
// radii, respectively. If the vertex is an outer vertex its local position will be computed as
// centerScales.xy + position.xy * centerScales.z
// Otherwise it will be computed as
// centerScales.xy + position.xy * centerScales.w
// We can tell whether a vertex is an outer or inner vertex by looking at the sign
// of its z component. This z value is also used to compute half-pixel anti-aliasing offsets
// once the vertex data is transformed into device space.
// float3 radiiAndFlags - in the fragment shader we will pass an offset in unit circle space to
// determine the circle edge and for use for clipping. The .x value here is outerRadius+0.5 and
// will be compared against the unit circle radius (i.e., 1.0) to compute the outer edge. The .y
// value is innerRadius-0.5/outerRadius+0.5 and will be used as the comparison point for the
// inner edge. The .z value is a flag which indicates whether fragClipPlane1 is for intersection
// (+) or for union (-), and whether to set up rounded caps (-2/+2).
// float3 geoClipPlane - For very thin acute arcs, because of the 1/2 pixel boundary we can get
// non-clipped artifacts beyond the center of the circle. To solve this, we clip the geometry
// so any rendering doesn't cross that point.
// In addition, these values will be passed to the fragment shader:
//
// float3 fragClipPlane0 - the arc will always be clipped against this half plane, and passed as
// the varying clipPlane.
// float3 fragClipPlane1 - for convex/acute arcs, we pass this via the varying isectPlane to clip
// against this and multiply its value by the ClipPlane clip result. For concave/obtuse arcs,
// we pass this via the varying unionPlane which will clip against this and add its value to the
// ClipPlane clip result. This is controlled by the flag value in radiiAndFlags: if the
// flag is > 0, it's passed as isectClip, if it's < 0 it's passed as unionClip. We set default
// values for the alternative clip plane that end up being a null clip.
// float roundCapRadius - this is computed in the vertex shader. If we're using round caps (i.e.,
// if abs(flags) > 1), this will be half the distance between the outer and inner radii.
// Otherwise it will be 0 which will end up zeroing out any round cap calculation.
// float4 inRoundCapPos - locations of the centers of the round caps in normalized space. This
// will be all zeroes if not needed.
namespace skgpu::graphite {
// Represents the per-vertex attributes used in each instance.
struct Vertex {
// Unit circle local space position (.xy) and AA offset (.z)
SkV3 fPosition;
};
static constexpr int kVertexCount = 18;
static void write_vertex_buffer(VertexWriter writer) {
// Normalized geometry for octagons that circumscribe/inscribe a unit circle.
// Outer ring offset
static constexpr float kOctOffset = 0.41421356237f; // sqrt(2) - 1
// Inner ring points
static constexpr SkScalar kCosPi8 = 0.923579533f;
static constexpr SkScalar kSinPi8 = 0.382683432f;
// Directional offset for anti-aliasing.
// Also used as marker for whether this is an outer or inner vertex.
static constexpr float kOuterAAOffset = 0.5f;
static constexpr float kInnerAAOffset = -0.5f;
static constexpr SkV3 kOctagonVertices[kVertexCount] = {
{-kOctOffset, -1, kOuterAAOffset},
{-kSinPi8, -kCosPi8, kInnerAAOffset},
{ kOctOffset, -1, kOuterAAOffset},
{kSinPi8, -kCosPi8, kInnerAAOffset},
{ 1, -kOctOffset, kOuterAAOffset},
{kCosPi8, -kSinPi8, kInnerAAOffset},
{ 1, kOctOffset, kOuterAAOffset},
{kCosPi8, kSinPi8, kInnerAAOffset},
{ kOctOffset, 1, kOuterAAOffset},
{kSinPi8, kCosPi8, kInnerAAOffset},
{-kOctOffset, 1, kOuterAAOffset},
{-kSinPi8, kCosPi8, kInnerAAOffset},
{-1, kOctOffset, kOuterAAOffset},
{-kCosPi8, kSinPi8, kInnerAAOffset},
{-1, -kOctOffset, kOuterAAOffset},
{-kCosPi8, -kSinPi8, kInnerAAOffset},
{-kOctOffset, -1, kOuterAAOffset},
{-kSinPi8, -kCosPi8, kInnerAAOffset},
};
if (writer) {
writer << kOctagonVertices;
} // otherwise static buffer creation failed, so do nothing; Context initialization will fail.
}
CircularArcRenderStep::CircularArcRenderStep(StaticBufferManager* bufferManager)
: RenderStep(RenderStepID::kCircularArc,
Flags::kPerformsShading | Flags::kEmitsCoverage | Flags::kOutsetBoundsForAA |
Flags::kAppendInstances,
/*uniforms=*/{},
PrimitiveType::kTriangleStrip,
kDirectDepthLessPass,
/*staticAttrs=*/{
{"position", VertexAttribType::kFloat3, SkSLType::kFloat3},
},
/*appendAttrs=*/{
// Center plus radii, used to transform to local position
{"centerScales", VertexAttribType::kFloat4, SkSLType::kFloat4},
// Outer (device space) and inner (normalized) radii
// + flags for determining clipping and roundcaps
{"radiiAndFlags", VertexAttribType::kFloat3, SkSLType::kFloat3},
// Clips the geometry for acute arcs
{"geoClipPlane", VertexAttribType::kFloat3, SkSLType::kFloat3},
// Clip planes sent to the fragment shader for arc extents
{"fragClipPlane0", VertexAttribType::kFloat3, SkSLType::kFloat3},
{"fragClipPlane1", VertexAttribType::kFloat3, SkSLType::kFloat3},
// Roundcap positions, if needed
{"inRoundCapPos", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"inRoundCapRadius", VertexAttribType::kFloat, SkSLType::kFloat},
{"depth", VertexAttribType::kFloat, SkSLType::kFloat},
{"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2},
{"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3},
{"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3},
{"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3},
},
/*varyings=*/{
// Normalized offset vector plus radii
{"circleEdge", SkSLType::kFloat4},
// Half-planes used to clip to arc shape.
{"clipPlane", SkSLType::kFloat3},
{"isectPlane", SkSLType::kFloat3},
{"unionPlane", SkSLType::kFloat3},
// Roundcap data
{"roundCapRadius", SkSLType::kFloat},
{"roundCapPos", SkSLType::kFloat4},
}) {
// Initialize the static buffer we'll use when recording draw calls.
// NOTE: Each instance of this RenderStep gets its own copy of the data. Since there should only
// ever be one CircularArcRenderStep at a time, this shouldn't be an issue.
write_vertex_buffer(bufferManager->getVertexWriter(kVertexCount, sizeof(Vertex),
&fVertexBuffer));
}
CircularArcRenderStep::~CircularArcRenderStep() {}
std::string CircularArcRenderStep::vertexSkSL() const {
// Returns the body of a vertex function, which must define a float4 devPosition variable and
// must write to an already-defined float2 stepLocalCoords variable.
return "float4 devPosition = circular_arc_vertex_fn("
// Static Data Attributes
"position, "
// Append Data Attributes
"centerScales, radiiAndFlags, geoClipPlane, fragClipPlane0, fragClipPlane1, "
"inRoundCapPos, inRoundCapRadius, depth, float3x3(mat0, mat1, mat2), "
// Varyings
"circleEdge, clipPlane, isectPlane, unionPlane, "
"roundCapRadius, roundCapPos, "
// Render Step
"stepLocalCoords);\n";
}
const char* CircularArcRenderStep::fragmentCoverageSkSL() const {
// The returned SkSL must write its coverage into a 'half4 outputCoverage' variable (defined in
// the calling code) with the actual coverage splatted out into all four channels.
return "outputCoverage = circular_arc_coverage_fn(circleEdge, "
"clipPlane, "
"isectPlane, "
"unionPlane, "
"roundCapRadius, "
"roundCapPos);";
}
void CircularArcRenderStep::writeVertices(DrawWriter* writer,
const DrawParams& params,
skvx::uint2 ssboIndices) const {
SkASSERT(params.geometry().isShape() && params.geometry().shape().isArc());
DrawWriter::Instances instance{*writer, fVertexBuffer, {}, kVertexCount};
auto vw = instance.append(1);
const Shape& shape = params.geometry().shape();
const SkArc& arc = shape.arc();
SkPoint localCenter = arc.oval().center();
float localOuterRadius = arc.oval().width() / 2;
float localInnerRadius = 0.0f;
// We know that we have a similarity matrix so this will transform radius to device space
const Transform& transform = params.transform();
float radius = localOuterRadius * transform.maxScaleFactor();
bool isStroke = params.isStroke();
float innerRadius = -SK_ScalarHalf;
float outerRadius = radius;
float halfWidth = 0;
if (isStroke) {
float localHalfWidth = params.strokeStyle().halfWidth();
halfWidth = localHalfWidth * transform.maxScaleFactor();
if (SkScalarNearlyZero(halfWidth)) {
halfWidth = SK_ScalarHalf;
// Need to map this back to local space
localHalfWidth = halfWidth / transform.maxScaleFactor();
}
outerRadius += halfWidth;
innerRadius = radius - halfWidth;
localInnerRadius = localOuterRadius - localHalfWidth;
localOuterRadius += localHalfWidth;
}
// The radii are outset for two reasons. First, it allows the shader to simply perform
// simpler computation because the computed alpha is zero, rather than 50%, at the radius.
// Second, the outer radius is used to compute the verts of the bounding box that is
// rendered and the outset ensures the box will cover all partially covered by the circle.
outerRadius += SK_ScalarHalf;
innerRadius -= SK_ScalarHalf;
// The shader operates in a space where the circle is translated to be centered at the
// origin. Here we compute points on the unit circle at the starting and ending angles.
SkV2 localPoints[3];
float startAngleRadians = SkDegreesToRadians(arc.startAngle());
float sweepAngleRadians = SkDegreesToRadians(arc.sweepAngle());
localPoints[0].y = SkScalarSin(startAngleRadians);
localPoints[0].x = SkScalarCos(startAngleRadians);
SkScalar endAngle = startAngleRadians + sweepAngleRadians;
localPoints[1].y = SkScalarSin(endAngle);
localPoints[1].x = SkScalarCos(endAngle);
localPoints[2] = {0, 0};
// Adjust the start and end points based on the view matrix (to handle rotated arcs)
SkV4 devPoints[3];
transform.mapPoints(localPoints, devPoints, 3);
// Translate the point relative to the transformed origin
SkV2 startPoint = {devPoints[0].x - devPoints[2].x, devPoints[0].y - devPoints[2].y};
SkV2 stopPoint = {devPoints[1].x - devPoints[2].x, devPoints[1].y - devPoints[2].y};
startPoint = startPoint.normalize();
stopPoint = stopPoint.normalize();
// We know the matrix is a similarity here. Detect mirroring which will affect how we
// should orient the clip planes for arcs.
const SkM44& m = transform.matrix();
auto upperLeftDet = m.rc(0,0) * m.rc(1,1) -
m.rc(0,1) * m.rc(1,0);
if (upperLeftDet < 0) {
std::swap(startPoint, stopPoint);
}
// Like a fill without useCenter, butt-cap stroke can be implemented by clipping against
// radial lines. We treat round caps the same way, but track coverage of circles at the
// center of the butts.
// However, in both cases we have to be careful about the half-circle.
// case. In that case the two radial lines are equal and so that edge gets clipped
// twice. Since the shared edge goes through the center we fall back on the !useCenter
// case.
auto absSweep = SkScalarAbs(sweepAngleRadians);
bool useCenter = (arc.isWedge() || isStroke) &&
!SkScalarNearlyEqual(absSweep, SK_ScalarPI);
// This makes every point fully inside the plane.
SkV3 geoClipPlane = {0.f, 0.f, 1.f};
SkV3 clipPlane0;
SkV3 clipPlane1;
SkV2 roundCapPos0 = {0, 0};
SkV2 roundCapPos1 = {0, 0};
static constexpr float kIntersection_NoRoundCaps = 1;
static constexpr float kIntersection_RoundCaps = 2;
float roundCapRadius = 0;
// Default to intersection and no round caps.
float flags = kIntersection_NoRoundCaps;
// Determine if we need round caps.
if (isStroke &&
params.strokeStyle().halfWidth() > 0 &&
params.strokeStyle().cap() == SkPaint::kRound_Cap) {
// Compute the cap center points in the normalized space.
float midRadius = (innerRadius + outerRadius) / (2 * outerRadius);
roundCapPos0 = startPoint * midRadius;
roundCapPos1 = stopPoint * midRadius;
flags = kIntersection_RoundCaps;
// Compute the cap radius in the normalized space.
roundCapRadius = (outerRadius - innerRadius) / (2 * outerRadius);
}
// Determine clip planes.
if (useCenter) {
SkV2 norm0 = {startPoint.y, -startPoint.x};
SkV2 norm1 = {stopPoint.y, -stopPoint.x};
// This ensures that norm0 is always the clockwise plane, and norm1 is CCW.
if (sweepAngleRadians < 0) {
std::swap(norm0, norm1);
}
norm0 = -norm0;
clipPlane0 = {norm0.x, norm0.y, 0.5f};
clipPlane1 = {norm1.x, norm1.y, 0.5f};
if (absSweep > SK_ScalarPI) {
// Union
flags = -flags;
} else {
// Intersection
// Highly acute arc. We need to clip the vertices to the perpendicular half-plane.
if (!isStroke && absSweep < 0.5f*SK_ScalarPI) {
// We do this clipping in normalized space so use our original local points.
// Should already be normalized since they're sin/cos.
SkV2 localNorm0 = {localPoints[0].y, -localPoints[0].x};
SkV2 localNorm1 = {localPoints[1].y, -localPoints[1].x};
// This ensures that norm0 is always the clockwise plane, and norm1 is CCW.
if (sweepAngleRadians < 0) {
std::swap(localNorm0, localNorm1);
}
// Negate norm0 and compute the perpendicular of the difference
SkV2 clipNorm = {-localNorm0.y - localNorm1.y, localNorm1.x + localNorm0.x};
clipNorm = clipNorm.normalize();
// This should give us 1/2 pixel spacing from the half-plane
// after transforming from normalized to local to device space.
float dist = 0.5f / radius / transform.maxScaleFactor();
geoClipPlane = {clipNorm.x, clipNorm.y, dist};
}
}
} else {
// We clip to a secant of the original circle, only one clip plane
startPoint *= radius;
stopPoint *= radius;
SkV2 norm = {startPoint.y - stopPoint.y, stopPoint.x - startPoint.x};
norm = norm.normalize();
if (sweepAngleRadians > 0) {
norm = -norm;
}
float d = -norm.dot(startPoint) + 0.5f;
clipPlane0 = {norm.x, norm.y, d};
clipPlane1 = {0.f, 0.f, 1.f}; // no clipping
}
if (isStroke && innerRadius < -SK_ScalarHalf) {
// Reset the inner radius to render a filled arc instead of a stroked arc, as the stroke
// width is greater than or equal to the oval's width.
innerRadius = -SK_ScalarHalf;
localInnerRadius = 0.f;
}
// The inner radius in the vertex data must be specified in normalized space.
innerRadius = innerRadius / outerRadius;
vw << localCenter << localOuterRadius << localInnerRadius
<< outerRadius << innerRadius << flags
<< geoClipPlane << clipPlane0 << clipPlane1
<< roundCapPos0 << roundCapPos1 << roundCapRadius
<< params.order().depthAsFloat()
<< ssboIndices
<< m.rc(0,0) << m.rc(1,0) << m.rc(3,0) // mat0
<< m.rc(0,1) << m.rc(1,1) << m.rc(3,1) // mat1
<< m.rc(0,3) << m.rc(1,3) << m.rc(3,3); // mat2
}
void CircularArcRenderStep::writeUniformsAndTextures(const DrawParams&,
PipelineDataGatherer* gatherer) const {
// All data is uploaded as instance attributes, so no uniforms are needed.
SkDEBUGCODE(gatherer->checkRewind());
}
} // namespace skgpu::graphite