| /* |
| * Copyright 2022 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/VerticesRenderStep.h" |
| |
| #include "include/core/SkColor.h" |
| #include "include/core/SkVertices.h" |
| #include "include/private/base/SkAssert.h" |
| #include "include/private/base/SkDebug.h" |
| #include "include/private/base/SkPoint_impl.h" |
| #include "include/private/base/SkSpan_impl.h" |
| #include "include/private/base/SkTo.h" |
| #include "src/base/SkEnumBitMask.h" |
| #include "src/core/SkSLTypeShared.h" |
| #include "src/core/SkVertState.h" |
| #include "src/core/SkVerticesPriv.h" |
| #include "src/gpu/BufferWriter.h" |
| #include "src/gpu/graphite/Attribute.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/Transform.h" |
| #include "src/gpu/graphite/render/CommonDepthStencilSettings.h" |
| |
| #include <cstdint> |
| |
| namespace skgpu::graphite { |
| |
| namespace { |
| |
| static constexpr Attribute kPositionAttr = |
| {"position", VertexAttribType::kFloat2, SkSLType::kFloat2}; |
| static constexpr Attribute kTexCoordAttr = |
| {"texCoords", VertexAttribType::kFloat2, SkSLType::kFloat2}; |
| static constexpr Attribute kColorAttr = |
| {"vertColor", VertexAttribType::kUByte4_norm, SkSLType::kHalf4}; |
| static constexpr Attribute kSsboIndexAttr = |
| {"ssboIndex", VertexAttribType::kUInt, SkSLType::kUInt}; |
| |
| static constexpr Attribute kAttributePositionOnly[] = |
| {kPositionAttr, kSsboIndexAttr}; |
| static constexpr Attribute kAttributeColor[] = |
| {kPositionAttr, kColorAttr, kSsboIndexAttr}; |
| static constexpr Attribute kAttributeTexCoords[] = |
| {kPositionAttr, kTexCoordAttr, kSsboIndexAttr}; |
| static constexpr Attribute kAttributeColorAndTexCoords[] = |
| {kPositionAttr, kColorAttr, kTexCoordAttr, kSsboIndexAttr}; |
| |
| static constexpr SkSpan<const Attribute> kAttributes[4] = { |
| kAttributePositionOnly, |
| kAttributeColor, |
| kAttributeTexCoords, |
| kAttributeColorAndTexCoords, |
| }; |
| |
| static constexpr Varying kVaryingColor[] = |
| {{"color", SkSLType::kHalf4}}; |
| |
| static constexpr SkSpan<const Varying> kVaryings[2] = { |
| /*none*/ {}, |
| /*color*/ kVaryingColor |
| }; |
| |
| RenderStep::RenderStepID variant_id(PrimitiveType type, bool hasColor, bool hasTexCoords) { |
| if (type == PrimitiveType::kTriangles) { |
| if (hasColor) { |
| if (hasTexCoords) { |
| return RenderStep::RenderStepID::kVertices_TrisColorTexCoords; |
| } else { |
| return RenderStep::RenderStepID::kVertices_TrisColor; |
| } |
| } else { |
| if (hasTexCoords) { |
| return RenderStep::RenderStepID::kVertices_TrisTexCoords; |
| } else { |
| return RenderStep::RenderStepID::kVertices_Tris; |
| } |
| } |
| } else { |
| SkASSERT(type == PrimitiveType::kTriangleStrip); |
| |
| if (hasColor) { |
| if (hasTexCoords) { |
| return RenderStep::RenderStepID::kVertices_TristripsColorTexCoords; |
| } else { |
| return RenderStep::RenderStepID::kVertices_TristripsColor; |
| } |
| } else { |
| if (hasTexCoords) { |
| return RenderStep::RenderStepID::kVertices_TristripsTexCoords; |
| } else { |
| return RenderStep::RenderStepID::kVertices_Tristrips; |
| } |
| } |
| } |
| } |
| |
| } // namespace |
| |
| VerticesRenderStep::VerticesRenderStep(Layout layout, PrimitiveType type, bool hasColor, |
| bool hasTexCoords) |
| : RenderStep(layout, |
| variant_id(type, hasColor, hasTexCoords), |
| (hasColor ? Flags::kEmitsPrimitiveColor : Flags::kNone) | |
| Flags::kPerformsShading | Flags::kAppendVertices, |
| /*uniforms=*/{{"localToDevice", SkSLType::kFloat4x4}, |
| {"depth", SkSLType::kFloat}}, |
| type, |
| kDirectDepthLEqualPass, |
| /*staticAttrs=*/ {}, |
| /*appendAttrs=*/kAttributes[2*hasTexCoords + hasColor], |
| /*varyings=*/ kVaryings[hasColor]) |
| , fHasColor(hasColor) |
| , fHasTexCoords(hasTexCoords) {} |
| |
| VerticesRenderStep::~VerticesRenderStep() {} |
| |
| std::string VerticesRenderStep::vertexSkSL() const { |
| if (fHasColor && fHasTexCoords) { |
| return |
| "color = half4(vertColor.bgr * vertColor.a, vertColor.a);\n" |
| "float4 devPosition = localToDevice * float4(position, 0.0, 1.0);\n" |
| "devPosition.z = depth;\n" |
| "stepLocalCoords = texCoords;\n"; |
| } else if (fHasTexCoords) { |
| return |
| "float4 devPosition = localToDevice * float4(position, 0.0, 1.0);\n" |
| "devPosition.z = depth;\n" |
| "stepLocalCoords = texCoords;\n"; |
| } else if (fHasColor) { |
| return |
| "color = half4(vertColor.bgr * vertColor.a, vertColor.a);\n" |
| "float4 devPosition = localToDevice * float4(position, 0.0, 1.0);\n" |
| "devPosition.z = depth;\n" |
| "stepLocalCoords = position;\n"; |
| } else { |
| return |
| "float4 devPosition = localToDevice * float4(position, 0.0, 1.0);\n" |
| "devPosition.z = depth;\n" |
| "stepLocalCoords = position;\n"; |
| } |
| } |
| |
| const char* VerticesRenderStep::fragmentColorSkSL() const { |
| if (fHasColor) { |
| return "primitiveColor = color;\n"; |
| } else { |
| return ""; |
| } |
| } |
| |
| void VerticesRenderStep::writeVertices(DrawWriter* writer, |
| const DrawParams& params, |
| uint32_t ssboIndex) const { |
| SkVerticesPriv info(params.geometry().vertices()->priv()); |
| const int vertexCount = info.vertexCount(); |
| const int indexCount = info.indexCount(); |
| const SkPoint* positions = info.positions(); |
| const uint16_t* indices = info.indices(); |
| const SkColor* colors = info.colors(); |
| const SkPoint* texCoords = info.texCoords(); |
| |
| // This should always be the case if the Renderer was chosen appropriately, but the vertex |
| // writing loop is set up in such a way that if the shader expects color or tex coords and they |
| // are missing, it will just read 0s, so release builds are safe. |
| SkASSERT(fHasColor == SkToBool(colors)); |
| SkASSERT(fHasTexCoords == SkToBool(texCoords)); |
| |
| // TODO: We could access the writer's DrawBufferManager and upload the SkVertices index buffer |
| // but that would require we manually manage the VertexWriter for interleaving the position, |
| // color, and tex coord arrays together. This wouldn't be so bad if we let ::Vertices() take |
| // a CPU index buffer that indexes into the accumulated vertex data (and handles offsetting for |
| // merged drawIndexed calls), or if we could bind multiple attribute sources and copy the |
| // position/color/texCoord data separately in bulk w/o using an Appender. |
| DrawWriter::Vertices verts{*writer}; |
| verts.reserve(indices ? indexCount : vertexCount); |
| |
| VertState state(vertexCount, indices, indexCount); |
| VertState::Proc vertProc = state.chooseProc(info.mode()); |
| while (vertProc(&state)) { |
| verts.append(3) << positions[state.f0] |
| << VertexWriter::If(fHasColor, colors ? colors[state.f0] |
| : SK_ColorTRANSPARENT) |
| << VertexWriter::If(fHasTexCoords, texCoords ? texCoords[state.f0] |
| : SkPoint{0.f, 0.f}) |
| << ssboIndex |
| << positions[state.f1] |
| << VertexWriter::If(fHasColor, colors ? colors[state.f1] |
| : SK_ColorTRANSPARENT) |
| << VertexWriter::If(fHasTexCoords, texCoords ? texCoords[state.f1] |
| : SkPoint{0.f, 0.f}) |
| << ssboIndex |
| << positions[state.f2] |
| << VertexWriter::If(fHasColor, colors ? colors[state.f2] |
| : SK_ColorTRANSPARENT) |
| << VertexWriter::If(fHasTexCoords, texCoords ? texCoords[state.f2] |
| : SkPoint{0.f, 0.f}) |
| << ssboIndex; |
| } |
| } |
| |
| void VerticesRenderStep::writeUniformsAndTextures(const DrawParams& params, |
| PipelineDataGatherer* gatherer) const { |
| // Vertices are transformed on the GPU. Store PaintDepth as a uniform to avoid copying the |
| // same depth for each vertex. |
| SkDEBUGCODE(gatherer->checkRewind()); |
| SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());) |
| gatherer->write(params.transform().matrix()); |
| gatherer->write(params.order().depthAsFloat()); |
| } |
| |
| } // namespace skgpu::graphite |