blob: 2701ce40b652601e5b455419946b281b3e71ae70 [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ccpr/GrStencilAtlasOp.h"
#include "include/private/GrRecordingContext.h"
#include "src/gpu/GrOpFlushState.h"
#include "src/gpu/GrOpsRenderPass.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrRecordingContextPriv.h"
#include "src/gpu/ccpr/GrCCPerFlushResources.h"
#include "src/gpu/ccpr/GrSampleMaskProcessor.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
namespace {
class StencilResolveProcessor : public GrGeometryProcessor {
public:
StencilResolveProcessor() : GrGeometryProcessor(kStencilResolveProcessor_ClassID) {
static constexpr Attribute kIBounds = {
"ibounds", kShort4_GrVertexAttribType, kShort4_GrSLType};
this->setInstanceAttributes(&kIBounds, 1);
SkASSERT(this->instanceStride() == sizeof(GrStencilAtlasOp::ResolveRectInstance));
}
private:
const char* name() const override { return "GrCCPathProcessor"; }
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
class Impl;
};
// This processor draws pixel-aligned rectangles directly on top of every path in the atlas.
// The caller should have set up the instance data such that "Nonzero" paths get clockwise
// rectangles (l < r) and "even/odd" paths get counter-clockwise (r < l). Its purpose
// is to convert winding counts in the stencil buffer to A8 coverage in the color buffer.
class StencilResolveProcessor::Impl : public GrGLSLGeometryProcessor {
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
args.fVaryingHandler->emitAttributes(args.fGP.cast<StencilResolveProcessor>());
GrGLSLVertexBuilder* v = args.fVertBuilder;
v->codeAppendf("short2 devcoord;");
v->codeAppendf("devcoord.x = (0 == (sk_VertexID & 1)) ? ibounds.x : ibounds.z;");
v->codeAppendf("devcoord.y = (sk_VertexID < 2) ? ibounds.y : ibounds.w;");
v->codeAppendf("float2 atlascoord = float2(devcoord);");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "atlascoord");
// Just output "1" for coverage. This will be modulated by the MSAA stencil test.
GrGLSLFPFragmentBuilder* f = args.fFragBuilder;
f->codeAppendf("%s = %s = half4(1);", args.fOutputColor, args.fOutputCoverage);
}
void setData(const GrGLSLProgramDataManager&, const GrPrimitiveProcessor&,
FPCoordTransformIter&&) override {}
};
GrGLSLPrimitiveProcessor* StencilResolveProcessor::createGLSLInstance(const GrShaderCaps&) const {
return new Impl();
}
}
std::unique_ptr<GrDrawOp> GrStencilAtlasOp::Make(
GrRecordingContext* context, sk_sp<const GrCCPerFlushResources> resources,
FillBatchID fillBatchID, StrokeBatchID strokeBatchID, int baseStencilResolveInstance,
int endStencilResolveInstance, const SkISize& drawBounds) {
GrOpMemoryPool* pool = context->priv().opMemoryPool();
return pool->allocate<GrStencilAtlasOp>(
std::move(resources), fillBatchID, strokeBatchID, baseStencilResolveInstance,
endStencilResolveInstance, drawBounds);
}
// Increments clockwise triangles and decrements counterclockwise. We use the same incr/decr
// settings regardless of fill rule; fill rule is accounted for during the resolve step.
static constexpr GrUserStencilSettings kIncrDecrStencil(
GrUserStencilSettings::StaticInitSeparate<
0x0000, 0x0000,
GrUserStencilTest::kNever, GrUserStencilTest::kNever,
0xffff, 0xffff,
GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap,
GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap,
0xffff, 0xffff>()
);
// Resolves stencil winding counts to A8 coverage. Leaves stencil values untouched.
static constexpr GrUserStencilSettings kResolveStencilCoverage(
GrUserStencilSettings::StaticInitSeparate<
0x0000, 0x0000,
GrUserStencilTest::kNotEqual, GrUserStencilTest::kNotEqual,
0xffff, 0x1,
GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
0xffff, 0xffff>()
);
// Same as above, but also resets stencil values to zero. This is better for non-tilers
// where we prefer to not clear the stencil buffer at the beginning of every render pass.
static constexpr GrUserStencilSettings kResolveStencilCoverageAndReset(
GrUserStencilSettings::StaticInitSeparate<
0x0000, 0x0000,
GrUserStencilTest::kNotEqual, GrUserStencilTest::kNotEqual,
0xffff, 0x1,
GrUserStencilOp::kZero, GrUserStencilOp::kZero,
GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
0xffff, 0xffff>()
);
void GrStencilAtlasOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) {
SkIRect drawBoundsRect = SkIRect::MakeWH(fDrawBounds.width(), fDrawBounds.height());
GrPipeline pipeline(
GrScissorTest::kEnabled, GrDisableColorXPFactory::MakeXferProcessor(),
flushState->drawOpArgs().outputSwizzle(), GrPipeline::InputFlags::kHWAntialias,
&kIncrDecrStencil);
GrSampleMaskProcessor sampleMaskProc;
fResources->filler().drawFills(
flushState, &sampleMaskProc, pipeline, fFillBatchID, drawBoundsRect);
fResources->stroker().drawStrokes(
flushState, &sampleMaskProc, fStrokeBatchID, drawBoundsRect);
// We resolve the stencil coverage to alpha by drawing pixel-aligned boxes. Fine raster is
// not necessary, and will even cause artifacts if using mixed samples.
constexpr auto noHWAA = GrPipeline::InputFlags::kNone;
const auto* stencilResolveSettings = (flushState->caps().discardStencilValuesAfterRenderPass())
// The next draw will be the final op in the renderTargetContext. So if Ganesh is
// planning to discard the stencil values anyway, we don't actually need to reset them
// back to zero.
? &kResolveStencilCoverage
: &kResolveStencilCoverageAndReset;
GrPipeline resolvePipeline(GrScissorTest::kEnabled, SkBlendMode::kSrc,
flushState->drawOpArgs().outputSwizzle(), noHWAA,
stencilResolveSettings);
GrPipeline::FixedDynamicState scissorRectState(drawBoundsRect);
GrMesh mesh(GrPrimitiveType::kTriangleStrip);
mesh.setInstanced(fResources->refStencilResolveBuffer(),
fEndStencilResolveInstance - fBaseStencilResolveInstance,
fBaseStencilResolveInstance, 4);
StencilResolveProcessor primProc;
GrProgramInfo programInfo(flushState->drawOpArgs().numSamples(),
flushState->drawOpArgs().origin(),
resolvePipeline,
primProc,
&scissorRectState,
nullptr);
flushState->opsRenderPass()->draw(programInfo, &mesh, 1, SkRect::Make(drawBoundsRect));
}