Revert "Add a tessellation mode that uses indirect draws"
This reverts commit 02d7cf79beec7f9fe0af4d0c4ad764264556727b.
Reason for revert:
Perf-Debian10-Clang-GCE-CPU-AVX2-x86_64-Debug-All-ASAN
Perf-Win2019-Clang-GCE-CPU-AVX2-x86_64-Debug-All-ASAN
Running tessellate_prepareTessellatedCubicWedges nonrendering
../../../../../../skia/bench/TessellatePathBench.cpp:79: fatal error: "unimplemented."
Signal 5 [Trace/breakpoint trap]:
/mnt/pd0/s/w/ir/build/nanobench(backtrace+0x3d) [0x34851fd]
/mnt/pd0/s/w/ir/build/nanobench() [0x3db3d49]
/lib/x86_64-linux-gnu/libc.so.6(+0x37840) [0x7fdb4722d840]
sk_abort_no_print()
BenchmarkTarget::caps() const
GrTessellatePathOp::prepareTessellatedCubicWedges(GrMeshDrawOp::Target*)
GrTessellatePathOp::TestingOnly_Benchmark::prepareTessellatedCubicWedges::runBench(GrMeshDrawOp::Target*, GrTessellatePathOp*)
GrTessellatePathOp::TestingOnly_Benchmark::onDraw(int, SkCanvas*)
Benchmark::draw(int, SkCanvas*)
/mnt/pd0/s/w/ir/build/nanobench() [0x3543b81]
/mnt/pd0/s/w/ir/build/nanobench(main+0x1347) [0x3540a17]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7fdb4721a09b]
/mnt/pd0/s/w/ir/build/nanobench(_start+0x2a) [0x346429a]
Command exited with code 5
Original change's description:
> Add a tessellation mode that uses indirect draws
>
> This mode is oftentimes faster than tessellation, and other times it
> serves as a polyfill when tessellation just isn't supported.
>
> Change-Id: I7b3d57fd0194c6869bfe28ee53ff0ff2e43df479
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/291036
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
TBR=egdaniel@google.com,brianosman@google.com,csmartdalton@google.com
Change-Id: I4257d5ae5c0aafeebd61d8f1b78eca755ad977ff
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/291642
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
diff --git a/bench/TessellatePathBench.cpp b/bench/TessellatePathBench.cpp
index 9066659..610eadc 100644
--- a/bench/TessellatePathBench.cpp
+++ b/bench/TessellatePathBench.cpp
@@ -10,8 +10,6 @@
#include "src/core/SkPathPriv.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/GrOpFlushState.h"
-#include "src/gpu/tessellate/GrMiddleOutPolygonTriangulator.h"
-#include "src/gpu/tessellate/GrResolveLevelCounter.h"
#include "src/gpu/tessellate/GrTessellatePathOp.h"
#include "src/gpu/tessellate/GrWangsFormula.h"
#include "tools/ToolUtils.h"
@@ -81,7 +79,7 @@
#undef UNIMPL
private:
- SkPoint fStaticVertexData[(kNumCubicsInChalkboard + 2) * 8];
+ SkPoint fStaticVertexData[(kNumCubicsInChalkboard + 2) * 5];
GrDrawIndexedIndirectCommand fStaticDrawIndexedIndirectData[32];
SkSTArenaAlloc<1024 * 1024> fAllocator;
};
@@ -97,15 +95,10 @@
const char* onGetName() override { return fName.c_str(); }
bool isSuitableFor(Backend backend) final { return backend == kNonRendering_Backend; }
- class prepareMiddleOutStencilGeometry;
- class prepareMiddleOutStencilGeometry_indirect;
- class prepareIndirectOuterCubics;
- class prepareTessellatedOuterCubics;
- class prepareTessellatedCubicWedges;
- class wangs_formula_cubic_log2;
- class wangs_formula_cubic_log2_scale;
- class wangs_formula_cubic_log2_affine;
- class middle_out_triangulation;
+ class MiddleOutInnerTrianglesBench;
+ class OuterCubicsBench;
+ class CubicWedgesBench;
+ class WangsFormulaBench;
private:
void onDraw(int loops, SkCanvas*) final {
@@ -127,91 +120,83 @@
SkString fName;
};
-#define DEF_TESS_BENCH(NAME, PATH, MATRIX, TARGET, OP) \
- class GrTessellatePathOp::TestingOnly_Benchmark::NAME \
- : public GrTessellatePathOp::TestingOnly_Benchmark { \
- public: \
- NAME() : TestingOnly_Benchmark(#NAME, (PATH), (MATRIX)) {} \
- void runBench(GrMeshDrawOp::Target* target, GrTessellatePathOp* op) override; \
- }; \
- DEF_BENCH( return new GrTessellatePathOp::TestingOnly_Benchmark::NAME(); ); \
- void GrTessellatePathOp::TestingOnly_Benchmark::NAME::runBench( \
- GrMeshDrawOp::Target* TARGET, GrTessellatePathOp* op)
+class GrTessellatePathOp::TestingOnly_Benchmark::MiddleOutInnerTrianglesBench
+ : public GrTessellatePathOp::TestingOnly_Benchmark {
+public:
+ MiddleOutInnerTrianglesBench()
+ : TestingOnly_Benchmark("prepareMiddleOutInnerTriangles",
+ ToolUtils::make_star(SkRect::MakeWH(100, 100),
+ kNumCubicsInChalkboard),
+ SkMatrix::I()) {
+ }
+ void runBench(GrMeshDrawOp::Target* target, GrTessellatePathOp* op) override {
+ int numBeziers;
+ op->prepareMiddleOutInnerTriangles(target, &numBeziers);
+ }
+};
-DEF_TESS_BENCH(prepareMiddleOutStencilGeometry, make_cubic_path(), SkMatrix::I(), target, op) {
- op->prepareMiddleOutTrianglesAndCubics(target);
-}
+DEF_BENCH( return new GrTessellatePathOp::TestingOnly_Benchmark::MiddleOutInnerTrianglesBench(); );
-DEF_TESS_BENCH(prepareMiddleOutStencilGeometry_indirect, make_cubic_path(), SkMatrix::I(), target,
- op) {
- GrResolveLevelCounter resolveLevelCounter;
- op->prepareMiddleOutTrianglesAndCubics(target, &resolveLevelCounter, true);
-}
+class GrTessellatePathOp::TestingOnly_Benchmark::OuterCubicsBench
+ : public GrTessellatePathOp::TestingOnly_Benchmark {
+public:
+ OuterCubicsBench()
+ : TestingOnly_Benchmark("prepareOuterCubics", make_cubic_path(), SkMatrix::I()) {
+ }
+ void runBench(GrMeshDrawOp::Target* target, GrTessellatePathOp* op) override {
+ op->prepareOuterCubics(target, kNumCubicsInChalkboard,
+ CubicDataAlignment::kVertexBoundary);
+ }
+};
-DEF_TESS_BENCH(prepareIndirectOuterCubics, make_cubic_path(), SkMatrix::I(), target, op) {
- GrResolveLevelCounter resolveLevelCounter;
- resolveLevelCounter.reset(op->fPath, SkMatrix::I(), 4);
- op->prepareIndirectOuterCubics(target, resolveLevelCounter);
-}
+DEF_BENCH( return new GrTessellatePathOp::TestingOnly_Benchmark::OuterCubicsBench(); );
-DEF_TESS_BENCH(prepareTessellatedOuterCubics, make_cubic_path(), SkMatrix::I(), target, op) {
- op->prepareTessellatedOuterCubics(target, kNumCubicsInChalkboard);
-}
+class GrTessellatePathOp::TestingOnly_Benchmark::CubicWedgesBench
+ : public GrTessellatePathOp::TestingOnly_Benchmark {
+public:
+ CubicWedgesBench()
+ : TestingOnly_Benchmark("prepareCubicWedges", make_cubic_path(), SkMatrix::I()) {
+ }
+ void runBench(GrMeshDrawOp::Target* target, GrTessellatePathOp* op) override {
+ op->prepareCubicWedges(target);
+ }
+};
-DEF_TESS_BENCH(prepareTessellatedCubicWedges, make_cubic_path(), SkMatrix::I(), target, op) {
- op->prepareTessellatedCubicWedges(target);
-}
+DEF_BENCH( return new GrTessellatePathOp::TestingOnly_Benchmark::CubicWedgesBench(););
-static void benchmark_wangs_formula_cubic_log2(const SkMatrix& matrix, const SkPath& path) {
- int sum = 0;
- GrVectorXform xform(matrix);
- for (auto [verb, pts, w] : SkPathPriv::Iterate(path)) {
- if (verb == SkPathVerb::kCubic) {
- sum += GrWangsFormula::cubic_log2(4, pts, xform);
+class GrTessellatePathOp::TestingOnly_Benchmark::WangsFormulaBench
+ : public GrTessellatePathOp::TestingOnly_Benchmark {
+public:
+ WangsFormulaBench(const char* suffix, const SkMatrix& matrix)
+ : TestingOnly_Benchmark(SkStringPrintf("wangs_formula_cubic_log2%s", suffix).c_str(),
+ make_cubic_path(), SkMatrix::I())
+ , fMatrix(matrix) {
+ }
+ void runBench(GrMeshDrawOp::Target*, GrTessellatePathOp* op) override {
+ int sum = 0;
+ GrVectorXform xform(fMatrix);
+ for (auto [verb, pts, w] : SkPathPriv::Iterate(op->fPath)) {
+ if (verb == SkPathVerb::kCubic) {
+ sum += GrWangsFormula::cubic_log2(4, pts, xform);
+ }
+ }
+ // Don't let the compiler optimize away GrWangsFormula::cubic_log2.
+ if (sum <= 0) {
+ SK_ABORT("sum should be > 0.");
}
}
- // Don't let the compiler optimize away GrWangsFormula::cubic_log2.
- if (sum <= 0) {
- SK_ABORT("sum should be > 0.");
- }
-}
+private:
+ SkMatrix fMatrix;
+};
-DEF_TESS_BENCH(wangs_formula_cubic_log2, make_cubic_path(), SkMatrix::I(), target, op) {
- benchmark_wangs_formula_cubic_log2(op->fViewMatrix, op->fPath);
-}
-
-DEF_TESS_BENCH(wangs_formula_cubic_log2_scale, make_cubic_path(), SkMatrix::Scale(1.1f, 0.9f),
- target, op) {
- benchmark_wangs_formula_cubic_log2(op->fViewMatrix, op->fPath);
-}
-
-DEF_TESS_BENCH(wangs_formula_cubic_log2_affine, make_cubic_path(),
- SkMatrix::MakeAll(.9f,0.9f,0, 1.1f,1.1f,0, 0,0,1), target, op) {
- benchmark_wangs_formula_cubic_log2(op->fViewMatrix, op->fPath);
-}
-
-DEF_TESS_BENCH(middle_out_triangulation,
- ToolUtils::make_star(SkRect::MakeWH(500, 500), kNumCubicsInChalkboard),
- SkMatrix::I(), target, op) {
- auto vertexData = static_cast<SkPoint*>(target->makeVertexSpace(
- sizeof(SkPoint), kNumCubicsInChalkboard, nullptr, nullptr));
- GrMiddleOutPolygonTriangulator middleOut(vertexData, 3, kNumCubicsInChalkboard + 2);
- for (auto [verb, pts, w] : SkPathPriv::Iterate(op->fPath)) {
- switch (verb) {
- case SkPathVerb::kMove:
- middleOut.closeAndMove(pts[0]);
- break;
- case SkPathVerb::kLine:
- middleOut.pushVertex(pts[1]);
- break;
- case SkPathVerb::kClose:
- middleOut.close();
- break;
- case SkPathVerb::kQuad:
- case SkPathVerb::kConic:
- case SkPathVerb::kCubic:
- SkUNREACHABLE;
- }
- middleOut.closeAndMove(pts[0]);
- }
-}
+DEF_BENCH(
+ return new GrTessellatePathOp::TestingOnly_Benchmark::WangsFormulaBench("", SkMatrix::I());
+);
+DEF_BENCH(
+ return new GrTessellatePathOp::TestingOnly_Benchmark::WangsFormulaBench(
+ "_scale", SkMatrix::Scale(1.1f, 0.9f));
+);
+DEF_BENCH(
+ return new GrTessellatePathOp::TestingOnly_Benchmark::WangsFormulaBench(
+ "_affine", SkMatrix::MakeAll(.9f,0.9f,0, 1.1f,1.1f,0, 0,0,1));
+);
diff --git a/gn/gpu.gni b/gn/gpu.gni
index c13461a..bc5bcf1 100644
--- a/gn/gpu.gni
+++ b/gn/gpu.gni
@@ -444,7 +444,6 @@
"$_src/gpu/tessellate/GrMiddleOutPolygonTriangulator.h",
"$_src/gpu/tessellate/GrMidpointContourParser.h",
"$_src/gpu/tessellate/GrPathShader.h",
- "$_src/gpu/tessellate/GrResolveLevelCounter.h",
"$_src/gpu/tessellate/GrStencilPathShader.cpp",
"$_src/gpu/tessellate/GrStencilPathShader.h",
"$_src/gpu/tessellate/GrTessellatePathOp.cpp",
diff --git a/src/gpu/GrPathRendererChain.cpp b/src/gpu/GrPathRendererChain.cpp
index cf7e271..ca2d7e4 100644
--- a/src/gpu/GrPathRendererChain.cpp
+++ b/src/gpu/GrPathRendererChain.cpp
@@ -32,7 +32,7 @@
fChain.push_back(sk_make_sp<GrDashLinePathRenderer>());
}
if (options.fGpuPathRenderers & GpuPathRenderers::kTessellation) {
- if (caps.drawInstancedSupport()) {
+ if (caps.shaderCaps()->tessellationSupport() && caps.drawInstancedSupport()) {
auto tess = sk_make_sp<GrTessellationPathRenderer>(caps);
context->priv().addOnFlushCallbackObject(tess.get());
fChain.push_back(std::move(tess));
diff --git a/src/gpu/GrProcessor.h b/src/gpu/GrProcessor.h
index 1a16595..cb4711c6 100644
--- a/src/gpu/GrProcessor.h
+++ b/src/gpu/GrProcessor.h
@@ -162,10 +162,9 @@
kTessellate_GrFillBoundingBoxShader_ClassID,
kTessellate_GrFillCubicHullShader_ClassID,
kTessellate_GrFillTriangleShader_ClassID,
- kTessellate_GrMiddleOutCubicShader_ClassID,
+ kTessellate_GrStencilCubicShader_ClassID,
kTessellate_GrStencilTriangleShader_ClassID,
- kTessellate_GrTessellateCubicShader_ClassID,
- kTessellate_GrTessellateWedgeShader_ClassID,
+ kTessellate_GrStencilWedgeShader_ClassID,
kTestFP_ClassID,
kTestRectOp_ClassID,
kFlatNormalsFP_ClassID,
diff --git a/src/gpu/tessellate/GrResolveLevelCounter.h b/src/gpu/tessellate/GrResolveLevelCounter.h
deleted file mode 100644
index c74f46c..0000000
--- a/src/gpu/tessellate/GrResolveLevelCounter.h
+++ /dev/null
@@ -1,74 +0,0 @@
-/*
- * Copyright 2020 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef GrResolveLevelCounter_DEFINED
-#define GrResolveLevelCounter_DEFINED
-
-#include "src/core/SkPathPriv.h"
-#include "src/gpu/tessellate/GrStencilPathShader.h"
-#include "src/gpu/tessellate/GrWangsFormula.h"
-
-// This class helps bin cubics by log2 "resolveLevel" when we don't use hardware tessellation. It is
-// composed of simple counters that track how many cubics we intend to draw at each resolveLevel,
-// and how many resolveLevels there are that have at least one cubic.
-class GrResolveLevelCounter {
-public:
- void reset() {
- memset(fInstanceCounts, 0, sizeof(fInstanceCounts));
- SkDEBUGCODE(fHasCalledReset = true;)
- }
-
- int reset(const SkPath& path, const SkMatrix& viewMatrix, float intolerance) {
- this->reset();
- GrVectorXform xform(viewMatrix);
- for (auto [verb, pts, w] : SkPathPriv::Iterate(path)) {
- switch (verb) {
- case SkPathVerb::kQuad:
- // Quadratics get converted to cubics before rendering.
- this->countCubic(GrWangsFormula::quadratic_log2(intolerance, pts, xform));
- break;
- case SkPathVerb::kCubic:
- this->countCubic(GrWangsFormula::cubic_log2(intolerance, pts, xform));
- break;
- default:
- break;
- }
- }
- return fTotalCubicInstanceCount;
- }
-
- void countCubic(int resolveLevel) {
- SkASSERT(fHasCalledReset);
- SkASSERT(resolveLevel >= 0);
- if (resolveLevel == 0) {
- // Cubics with 2^0=1 segments are empty (zero area). We ignore them completely.
- return;
- }
- resolveLevel = std::min(resolveLevel, GrMiddleOutCubicShader::kMaxResolveLevel);
- if (!fInstanceCounts[resolveLevel]++) {
- ++fTotalCubicIndirectDrawCount;
- }
- ++fTotalCubicInstanceCount;
- }
-
- int operator[](int resolveLevel) const {
- SkASSERT(fHasCalledReset);
- SkASSERT(resolveLevel > 0); // Empty cubics with 2^0=1 segments do not need to be drawn.
- SkASSERT(resolveLevel <= GrMiddleOutCubicShader::kMaxResolveLevel);
- return fInstanceCounts[resolveLevel];
- }
- int totalCubicInstanceCount() const { return fTotalCubicInstanceCount; }
- int totalCubicIndirectDrawCount() const { return fTotalCubicIndirectDrawCount; }
-
-private:
- SkDEBUGCODE(bool fHasCalledReset = false;)
- int fInstanceCounts[GrMiddleOutCubicShader::kMaxResolveLevel + 1];
- int fTotalCubicInstanceCount = 0;
- int fTotalCubicIndirectDrawCount = 0;
-};
-
-#endif
diff --git a/src/gpu/tessellate/GrStencilPathShader.cpp b/src/gpu/tessellate/GrStencilPathShader.cpp
index fadc5b1..9b36c2a 100644
--- a/src/gpu/tessellate/GrStencilPathShader.cpp
+++ b/src/gpu/tessellate/GrStencilPathShader.cpp
@@ -35,7 +35,6 @@
})";
class GrStencilPathShader::Impl : public GrGLSLGeometryProcessor {
-protected:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const auto& shader = args.fGP.cast<GrStencilPathShader>();
args.fVaryingHandler->emitAttributes(shader);
@@ -46,7 +45,7 @@
fViewMatrixUniform = args.fUniformHandler->addUniform(
nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
args.fVertBuilder->codeAppendf(
- "float2 vertexpos = (%s * float3(inputPoint, 1)).xy;", viewMatrix);
+ "float2 vertexpos = (%s * float3(point, 1)).xy;", viewMatrix);
vertexPos.set(kFloat2_GrSLType, "vertexpos");
}
@@ -76,8 +75,8 @@
return new Impl;
}
-SkString GrTessellateCubicShader::getTessControlShaderGLSL(const char* versionAndExtensionDecls,
- const GrShaderCaps&) const {
+SkString GrStencilCubicShader::getTessControlShaderGLSL(const char* versionAndExtensionDecls,
+ const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kWangsFormulaCubicFn);
code.append(R"(
@@ -116,8 +115,8 @@
return code;
}
-SkString GrTessellateCubicShader::getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
- const GrShaderCaps&) const {
+SkString GrStencilCubicShader::getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
+ const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kEvalCubicFn);
code.append(R"(
@@ -148,8 +147,8 @@
return code;
}
-SkString GrTessellateWedgeShader::getTessControlShaderGLSL(const char* versionAndExtensionDecls,
- const GrShaderCaps&) const {
+SkString GrStencilWedgeShader::getTessControlShaderGLSL(const char* versionAndExtensionDecls,
+ const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kWangsFormulaCubicFn);
code.append(R"(
@@ -184,8 +183,8 @@
return code;
}
-SkString GrTessellateWedgeShader::getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
- const GrShaderCaps&) const {
+SkString GrStencilWedgeShader::getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
+ const GrShaderCaps&) const {
SkString code(versionAndExtensionDecls);
code.append(kEvalCubicFn);
code.append(R"(
@@ -219,109 +218,3 @@
return code;
}
-
-GR_DECLARE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
-
-sk_sp<const GrGpuBuffer> GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer(
- GrResourceProvider* resourceProvider) {
- GR_DEFINE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
- if (auto buffer = resourceProvider->findByUniqueKey<GrGpuBuffer>(gMiddleOutIndexBufferKey)) {
- return std::move(buffer);
- }
-
- // One explicit triangle at index 0, and one middle-out cubic with kMaxResolveLevel line
- // segments beginning at index 3.
- constexpr static int indexCount = 3 + NumVerticesAtResolveLevel(kMaxResolveLevel);
- auto buffer = resourceProvider->createBuffer(
- indexCount * sizeof(uint16_t), GrGpuBufferType::kIndex, kStatic_GrAccessPattern);
- if (!buffer) {
- return nullptr;
- }
-
- // We shouldn't bin and/or cache static buffers.
- SkASSERT(buffer->size() == indexCount * sizeof(uint16_t));
- SkASSERT(!buffer->resourcePriv().getScratchKey().isValid());
- auto indexData = static_cast<uint16_t*>(buffer->map());
- SkAutoTMalloc<uint16_t> stagingBuffer;
- if (!indexData) {
- SkASSERT(!buffer->isMapped());
- indexData = stagingBuffer.reset(indexCount);
- }
-
- // Indices 0,1,2 contain special values that emit points P0, P1, and P2 respectively. (When the
- // vertex shader is fed an index value larger than (1 << kMaxResolveLevel), it emits
- // P[index % 4].)
- int i = 0;
- indexData[i++] = (1 << kMaxResolveLevel) + 4; // % 4 == 0
- indexData[i++] = (1 << kMaxResolveLevel) + 5; // % 4 == 1
- indexData[i++] = (1 << kMaxResolveLevel) + 6; // % 4 == 2
-
- // Starting at index 3, we triangulate a cubic with 2^kMaxResolveLevel line segments. Each
- // index value corresponds to parametric value T=(index / 2^kMaxResolveLevel). Since the
- // triangles are arranged in "middle-out" order, we will be able to conveniently control the
- // resolveLevel by changing only the indexCount.
- for (uint16_t advance = 1 << (kMaxResolveLevel - 1); advance; advance >>= 1) {
- uint16_t T = 0;
- do {
- indexData[i++] = T;
- indexData[i++] = (T += advance);
- indexData[i++] = (T += advance);
- } while (T != (1 << kMaxResolveLevel));
- }
- SkASSERT(i == indexCount);
-
- if (buffer->isMapped()) {
- buffer->unmap();
- } else {
- buffer->updateData(stagingBuffer, indexCount * sizeof(uint16_t));
- }
- buffer->resourcePriv().setUniqueKey(gMiddleOutIndexBufferKey);
- return std::move(buffer);
-}
-
-class GrMiddleOutCubicShader::Impl : public GrStencilPathShader::Impl {
- void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
- const auto& shader = args.fGP.cast<GrMiddleOutCubicShader>();
- args.fVaryingHandler->emitAttributes(shader);
- args.fVertBuilder->defineConstant("kMaxResolveLevel", kMaxResolveLevel);
- args.fVertBuilder->codeAppend(R"(
- float4x2 P = float4x2(inputPoints_0_1, inputPoints_2_3);
- float2 point;
- if (sk_VertexID > (1 << kMaxResolveLevel)) {
- // This is a special index value that wants us to emit a specific point.
- point = P[sk_VertexID & 3];
- } else {)");
- // Evaluate the cubic at T=(sk_VertexID / 2^kMaxResolveLevel).
- if (args.fShaderCaps->fpManipulationSupport()) {
- args.fVertBuilder->codeAppend(R"(
- float T = ldexp(sk_VertexID, -kMaxResolveLevel);)");
- } else {
- args.fVertBuilder->codeAppend(R"(
- float T = sk_VertexID / float(1 << kMaxResolveLevel);)");
- }
- args.fVertBuilder->codeAppend(R"(
- float2 ab = mix(P[0], P[1], T);
- float2 bc = mix(P[1], P[2], T);
- float2 cd = mix(P[2], P[3], T);
- float2 abc = mix(ab, bc, T);
- float2 bcd = mix(bc, cd, T);
- point = mix(abc, bcd, T);
- })");
-
- GrShaderVar vertexPos("point", kFloat2_GrSLType);
- if (!shader.viewMatrix().isIdentity()) {
- const char* viewMatrix;
- fViewMatrixUniform = args.fUniformHandler->addUniform(
- nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
- args.fVertBuilder->codeAppendf(R"(
- float2 transformedPoint = (%s * float3(point, 1)).xy;)", viewMatrix);
- vertexPos.set(kFloat2_GrSLType, "transformedPoint");
- }
- gpArgs->fPositionVar = vertexPos;
- // No fragment shader.
- }
-};
-
-GrGLSLPrimitiveProcessor* GrMiddleOutCubicShader::createGLSLInstance(const GrShaderCaps&) const {
- return new Impl;
-}
diff --git a/src/gpu/tessellate/GrStencilPathShader.h b/src/gpu/tessellate/GrStencilPathShader.h
index c331726..0aa0b59 100644
--- a/src/gpu/tessellate/GrStencilPathShader.h
+++ b/src/gpu/tessellate/GrStencilPathShader.h
@@ -17,15 +17,16 @@
GrStencilPathShader(ClassID classID, const SkMatrix& viewMatrix, GrPrimitiveType primitiveType,
int tessellationPatchVertexCount = 0)
: GrPathShader(classID, viewMatrix, primitiveType, tessellationPatchVertexCount) {
+ constexpr static Attribute kPointAttrib = {
+ "point", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
+ this->setVertexAttributes(&kPointAttrib, 1);
}
-protected:
- constexpr static Attribute kSinglePointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
- kFloat2_GrSLType};
- void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
+private:
+ void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {
b->add32(this->viewMatrix().isIdentity());
}
- GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
+ GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final;
class Impl;
};
@@ -34,21 +35,18 @@
class GrStencilTriangleShader : public GrStencilPathShader {
public:
GrStencilTriangleShader(const SkMatrix& viewMatrix) : GrStencilPathShader(
- kTessellate_GrStencilTriangleShader_ClassID, viewMatrix, GrPrimitiveType::kTriangles) {
- this->setVertexAttributes(&kSinglePointAttrib, 1);
- }
+ kTessellate_GrStencilTriangleShader_ClassID, viewMatrix, GrPrimitiveType::kTriangles) {}
const char* name() const override { return "tessellate_GrStencilTriangleShader"; }
};
-// Uses GPU tessellation shaders to linearize, triangulate, and render standalone closed cubics.
+// Uses GPU tessellation shaders to linearize, triangulate, and render standalone cubics. Here, a
+// "cubic" is a standalone closed contour consisting of a single cubic bezier.
// TODO: Eventually we want to use rational cubic wedges in order to support perspective and conics.
-class GrTessellateCubicShader : public GrStencilPathShader {
+class GrStencilCubicShader : public GrStencilPathShader {
public:
- GrTessellateCubicShader(const SkMatrix& viewMatrix) : GrStencilPathShader(
- kTessellate_GrTessellateCubicShader_ClassID, viewMatrix, GrPrimitiveType::kPatches, 4) {
- this->setVertexAttributes(&kSinglePointAttrib, 1);
- }
- const char* name() const override { return "tessellate_GrTessellateCubicShader"; }
+ GrStencilCubicShader(const SkMatrix& viewMatrix) : GrStencilPathShader(
+ kTessellate_GrStencilCubicShader_ClassID, viewMatrix, GrPrimitiveType::kPatches, 4) {}
+ const char* name() const override { return "tessellate_GrStencilCubicShader"; }
private:
SkString getTessControlShaderGLSL(const char* versionAndExtensionDecls,
@@ -61,13 +59,11 @@
// wedge is a 5-point patch consisting of 4 cubic control points, plus an anchor point fanning from
// the center of the curve's resident contour.
// TODO: Eventually we want to use rational cubic wedges in order to support perspective and conics.
-class GrTessellateWedgeShader : public GrStencilPathShader {
+class GrStencilWedgeShader : public GrStencilPathShader {
public:
- GrTessellateWedgeShader(const SkMatrix& viewMatrix) : GrStencilPathShader(
- kTessellate_GrTessellateWedgeShader_ClassID, viewMatrix, GrPrimitiveType::kPatches, 5) {
- this->setVertexAttributes(&kSinglePointAttrib, 1);
- }
- const char* name() const override { return "tessellate_GrTessellateWedgeShader"; }
+ GrStencilWedgeShader(const SkMatrix& viewMatrix) : GrStencilPathShader(
+ kTessellate_GrStencilWedgeShader_ClassID, viewMatrix, GrPrimitiveType::kPatches, 5) {}
+ const char* name() const override { return "tessellate_GrStencilWedgeShader"; }
private:
SkString getTessControlShaderGLSL(const char* versionAndExtensionDecls,
@@ -76,69 +72,4 @@
const GrShaderCaps&) const override;
};
-// Uses indirect (instanced) draws to triangulate standalone closed cubics with a "middle-out"
-// topology. The caller must compute each cubic's resolveLevel on the CPU (i.e., the log2 number of
-// line segments it will be divided into; see GrWangsFormula::cubic_log2/quadratic_log2), and then
-// sort the instance buffer by resolveLevel for efficient batching of indirect draws.
-class GrMiddleOutCubicShader : public GrStencilPathShader {
-public:
- // Each resolveLevel linearizes the curve into 2^resolveLevel line segments. The finest
- // supported resolveLevel is therefore 2^12=4096 line segments.
- constexpr static int kMaxResolveLevel = 12;
-
- // How many vertices do we need to draw in order to triangulate a cubic with 2^resolveLevel
- // line segments?
- constexpr static int NumVerticesAtResolveLevel(int resolveLevel) {
- // resolveLevel=0 -> 0 line segments -> 0 triangles -> 0 vertices
- // resolveLevel=1 -> 2 line segments -> 1 triangle -> 3 vertices
- // resolveLevel=2 -> 4 line segments -> 3 triangles -> 9 vertices
- // resolveLevel=3 -> 8 line segments -> 7 triangles -> 21 vertices
- // ...
- return ((1 << resolveLevel) - 1) * 3;
- }
-
- // Configures an indirect draw to render cubic instances with 2^resolveLevel evenly-spaced (in
- // the parametric sense) line segments.
- static GrDrawIndexedIndirectCommand MakeDrawCubicsIndirectCmd(int resolveLevel,
- uint32_t instanceCount,
- uint32_t baseInstance) {
- SkASSERT(resolveLevel > 0 && resolveLevel <= kMaxResolveLevel);
- // Starting at baseIndex=3, the index buffer triangulates a cubic with 2^kMaxResolveLevel
- // line segments. Each index value corresponds to a parametric T value on the curve. Since
- // the triangles are arranged in "middle-out" order, we can conveniently control the
- // resolveLevel by changing only the indexCount.
- uint32_t indexCount = NumVerticesAtResolveLevel(resolveLevel);
- return {indexCount, instanceCount, 3, 0, baseInstance};
- }
-
- // For performance reasons we can often express triangles as an indirect cubic draw and sneak
- // them in alongside the other indirect draws. This method configures an indirect draw to emit
- // the triangle [P0, P1, P2] from a 4-point instance.
- static GrDrawIndexedIndirectCommand MakeDrawTrianglesIndirectCmd(uint32_t instanceCount,
- uint32_t baseInstance) {
- // Indices 0,1,2 have special index values that emit points P0, P1, and P2 respectively.
- return {3, instanceCount, 0, 0, baseInstance};
- }
-
- // Returns the index buffer that should be bound when drawing with this shader.
- // (Our vertex shader uses raw index values directly, so there is no vertex buffer.)
- static sk_sp<const GrGpuBuffer> FindOrMakeMiddleOutIndexBuffer(GrResourceProvider*);
-
- GrMiddleOutCubicShader(const SkMatrix& viewMatrix)
- : GrStencilPathShader(kTessellate_GrMiddleOutCubicShader_ClassID, viewMatrix,
- GrPrimitiveType::kTriangles) {
- constexpr static Attribute kInputPtsAttribs[] = {
- {"inputPoints_0_1", kFloat4_GrVertexAttribType, kFloat4_GrSLType},
- {"inputPoints_2_3", kFloat4_GrVertexAttribType, kFloat4_GrSLType}};
- this->setInstanceAttributes(kInputPtsAttribs, 2);
- }
-
- const char* name() const override { return "tessellate_GrMiddleOutCubicShader"; }
-
-private:
- GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
-
- class Impl;
-};
-
#endif
diff --git a/src/gpu/tessellate/GrTessellatePathOp.cpp b/src/gpu/tessellate/GrTessellatePathOp.cpp
index 6c57881..cf79daa 100644
--- a/src/gpu/tessellate/GrTessellatePathOp.cpp
+++ b/src/gpu/tessellate/GrTessellatePathOp.cpp
@@ -14,12 +14,8 @@
#include "src/gpu/tessellate/GrFillPathShader.h"
#include "src/gpu/tessellate/GrMiddleOutPolygonTriangulator.h"
#include "src/gpu/tessellate/GrMidpointContourParser.h"
-#include "src/gpu/tessellate/GrResolveLevelCounter.h"
#include "src/gpu/tessellate/GrStencilPathShader.h"
-constexpr static int kMaxResolveLevel = GrMiddleOutCubicShader::kMaxResolveLevel;
-constexpr static float kTessellationIntolerance = 4; // 1/4 of a pixel.
-
GrTessellatePathOp::FixedFunctionFlags GrTessellatePathOp::fixedFunctionFlags() const {
auto flags = FixedFunctionFlags::kUsesStencil;
if (GrAAType::kNone != fAAType) {
@@ -34,69 +30,50 @@
const GrXferProcessor::DstProxyView&) {
}
-void GrTessellatePathOp::onPrepare(GrOpFlushState* flushState) {
+void GrTessellatePathOp::onPrepare(GrOpFlushState* state) {
+ // First check if the path is large and/or simple enough that we can actually triangulate the
+ // inner polygon(s) on the CPU. This is our fastest approach. It allows us to stencil only the
+ // curves, and then fill the internal polygons directly to the final render target, thus filling
+ // in the majority of pixels in a single render pass.
+ SkScalar scales[2];
+ SkAssertResult(fViewMatrix.getMinMaxScales(scales)); // Will fail if perspective.
+ const SkRect& bounds = fPath.getBounds();
int numVerbs = fPath.countVerbs();
if (numVerbs <= 0) {
return;
}
-
- // First check if the path is large and/or simple enough that we can actually triangulate the
- // inner polygon(s) on the CPU. This is our fastest approach. It allows us to stencil only the
- // curves, and then fill the internal polygons directly to the final render target, thus drawing
- // the majority of pixels in a single render pass.
- SkScalar scales[2];
- SkAssertResult(fViewMatrix.getMinMaxScales(scales)); // Will fail if perspective.
- const SkRect& bounds = fPath.getBounds();
float gpuFragmentWork = bounds.height() * scales[0] * bounds.width() * scales[1];
float cpuTessellationWork = (float)numVerbs * SkNextLog2(numVerbs); // N log N.
if (cpuTessellationWork * 500 + (256 * 256) < gpuFragmentWork) { // Don't try below 256x256.
- int numCountedCubics;
+ int numCountedCurves;
// This will fail if the inner triangles do not form a simple polygon (e.g., self
// intersection, double winding).
- if (this->prepareNonOverlappingInnerTriangles(flushState, &numCountedCubics)) {
- if (!numCountedCubics) {
- return;
- }
- // Always use indirect draws for cubics instead of tessellation here. Our goal in this
- // mode is to maximize GPU performance, and the middle-out topology used by our indirect
- // draws is easier on the rasterizer than a tessellated fan. There also seems to be a
- // small amount of fixed tessellation overhead that this avoids.
- //
- // NOTE: This will count fewer cubics than above if it discards any for resolveLevel=0.
- GrResolveLevelCounter resolveLevelCounter;
- numCountedCubics = resolveLevelCounter.reset(fPath, fViewMatrix,
- kTessellationIntolerance);
- this->prepareIndirectOuterCubics(flushState, resolveLevelCounter);
+ if (this->prepareNonOverlappingInnerTriangles(state, &numCountedCurves)) {
+ // Prepare cubics on an instance boundary so we can use the buffer to fill local convex
+ // hulls as well.
+ this->prepareOuterCubics(state, numCountedCurves,
+ CubicDataAlignment::kInstanceBoundary);
return;
}
}
- // When there are only a few verbs, it seems to always be fastest to make a single indirect draw
- // that contains both the inner triangles and the outer cubics, instead of using hardware
- // tessellation. Also take this path if tessellation is not supported.
- bool drawTrianglesAsIndirectCubicDraw = (numVerbs < 50);
- if (drawTrianglesAsIndirectCubicDraw ||
- !flushState->caps().shaderCaps()->tessellationSupport()) {
- // Prepare outer cubics with indirect draws.
- GrResolveLevelCounter resolveLevelCounter;
- this->prepareMiddleOutTrianglesAndCubics(flushState, &resolveLevelCounter,
- drawTrianglesAsIndirectCubicDraw);
- return;
- }
-
- // Next see if we can split up the inner triangles and outer cubics into two draw calls. This
- // allows for a more efficient inner triangle topology that can reduce the rasterizer load by a
- // large margin on complex paths, but also causes greater CPU overhead due to the extra shader
- // switches and draw calls.
+ // Next see if we can split up inner polygon triangles and curves, and triangulate the inner
+ // polygon(s) more efficiently. This causes greater CPU overhead due to the extra shaders and
+ // draw calls, but the better triangulation can reduce the rasterizer load by a great deal on
+ // complex paths.
// NOTE: Raster-edge work is 1-dimensional, so we sum height and width instead of multiplying.
float rasterEdgeWork = (bounds.height() + bounds.width()) * scales[1] * fPath.countVerbs();
- if (rasterEdgeWork > 300 * 300) {
- this->prepareMiddleOutTrianglesAndCubics(flushState);
+ if (rasterEdgeWork > 1000 * 1000) {
+ int numCountedCurves;
+ this->prepareMiddleOutInnerTriangles(state, &numCountedCurves);
+ // We will fill the path with a bounding box instead local cubic convex hulls, so there is
+ // no need to prepare the cubics on an instance boundary.
+ this->prepareOuterCubics(state, numCountedCurves, CubicDataAlignment::kVertexBoundary);
return;
}
// Fastest CPU approach: emit one cubic wedge per verb, fanning out from the center.
- this->prepareTessellatedCubicWedges(flushState);
+ this->prepareCubicWedges(state);
}
bool GrTessellatePathOp::prepareNonOverlappingInnerTriangles(GrMeshDrawOp::Target* target,
@@ -129,74 +106,40 @@
return true;
}
-void GrTessellatePathOp::prepareMiddleOutTrianglesAndCubics(
- GrMeshDrawOp::Target* target, GrResolveLevelCounter* resolveLevelCounter,
- bool drawTrianglesAsIndirectCubicDraw) {
+void GrTessellatePathOp::prepareMiddleOutInnerTriangles(GrMeshDrawOp::Target* target,
+ int* numCountedCurves) {
SkASSERT(!fTriangleBuffer);
SkASSERT(!fDoStencilTriangleBuffer);
SkASSERT(!fDoFillTriangleBuffer);
- SkASSERT(!fCubicBuffer);
- SkASSERT(!fStencilCubicsShader);
- SkASSERT(!fIndirectDrawBuffer);
// No initial moveTo, plus an implicit close at the end; n-2 triangles fill an n-gon.
- int maxInnerTriangles = fPath.countVerbs() - 1;
- int maxCubics = fPath.countVerbs();
+ // Each triangle has 3 vertices.
+ int maxVertices = (fPath.countVerbs() - 1) * 3;
- SkPoint* vertexData;
- int vertexAdvancePerTriangle;
- if (drawTrianglesAsIndirectCubicDraw) {
- // Allocate the triangles as 4-point instances at the beginning of the cubic buffer.
- SkASSERT(resolveLevelCounter);
- vertexAdvancePerTriangle = 4;
- int baseTriangleInstance;
- vertexData = static_cast<SkPoint*>(target->makeVertexSpace(
- sizeof(SkPoint) * 4, maxInnerTriangles + maxCubics, &fCubicBuffer,
- &baseTriangleInstance));
- fBaseCubicVertex = baseTriangleInstance * 4;
- } else {
- // Allocate the triangles as normal 3-point instances in the triangle buffer.
- vertexAdvancePerTriangle = 3;
- vertexData = static_cast<SkPoint*>(target->makeVertexSpace(
- sizeof(SkPoint), maxInnerTriangles * 3, &fTriangleBuffer, &fBaseTriangleVertex));
- }
+ GrEagerDynamicVertexAllocator vertexAlloc(target, &fTriangleBuffer, &fBaseTriangleVertex);
+ auto* vertexData = vertexAlloc.lock<SkPoint>(maxVertices);
if (!vertexData) {
return;
}
- GrVectorXform xform(fViewMatrix);
- GrMiddleOutPolygonTriangulator middleOut(vertexData, vertexAdvancePerTriangle,
- fPath.countVerbs());
- if (resolveLevelCounter) {
- resolveLevelCounter->reset();
- }
- int numCountedCurves = 0;
+ constexpr static int kNumVerticesPerTriangle = 3;
+ GrMiddleOutPolygonTriangulator middleOut(vertexData, kNumVerticesPerTriangle, maxVertices);
+ int localCurveCount = 0;
for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) {
switch (verb) {
case SkPathVerb::kMove:
- middleOut.closeAndMove(pts[0]);
+ middleOut.closeAndMove(*pts++);
break;
case SkPathVerb::kLine:
middleOut.pushVertex(pts[1]);
break;
case SkPathVerb::kQuad:
middleOut.pushVertex(pts[2]);
- if (resolveLevelCounter) {
- // Quadratics get converted to cubics before rendering.
- resolveLevelCounter->countCubic(GrWangsFormula::quadratic_log2(
- kTessellationIntolerance, pts, xform));
- break;
- }
- ++numCountedCurves;
+ ++localCurveCount;
break;
case SkPathVerb::kCubic:
middleOut.pushVertex(pts[3]);
- if (resolveLevelCounter) {
- resolveLevelCounter->countCubic(GrWangsFormula::cubic_log2(
- kTessellationIntolerance, pts, xform));
- break;
- }
- ++numCountedCurves;
+ ++localCurveCount;
break;
case SkPathVerb::kClose:
middleOut.close();
@@ -205,31 +148,13 @@
SkUNREACHABLE;
}
}
- int triangleCount = middleOut.close();
- SkASSERT(triangleCount <= maxInnerTriangles);
+ fTriangleVertexCount = middleOut.close() * kNumVerticesPerTriangle;
+ *numCountedCurves = localCurveCount;
- if (drawTrianglesAsIndirectCubicDraw) {
- SkASSERT(resolveLevelCounter);
- int totalInstanceCount = triangleCount + resolveLevelCounter->totalCubicInstanceCount();
- SkASSERT(vertexAdvancePerTriangle == 4);
- target->putBackVertices(maxInnerTriangles + maxCubics - totalInstanceCount,
- sizeof(SkPoint) * 4);
- if (totalInstanceCount) {
- this->prepareIndirectOuterCubicsAndTriangles(target, *resolveLevelCounter, vertexData,
- triangleCount);
- }
- } else {
- SkASSERT(vertexAdvancePerTriangle == 3);
- target->putBackVertices(maxInnerTriangles - triangleCount, sizeof(SkPoint) * 3);
- fTriangleVertexCount = triangleCount * 3;
- if (fTriangleVertexCount) {
- fDoStencilTriangleBuffer = true;
- }
- if (resolveLevelCounter) {
- this->prepareIndirectOuterCubics(target, *resolveLevelCounter);
- } else {
- this->prepareTessellatedOuterCubics(target, numCountedCurves);
- }
+ vertexAlloc.unlock(fTriangleVertexCount);
+
+ if (fTriangleVertexCount) {
+ fDoStencilTriangleBuffer = true;
}
}
@@ -252,133 +177,8 @@
out[3] = pts[2];
}
-void GrTessellatePathOp::prepareIndirectOuterCubics(
- GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter) {
- SkASSERT(resolveLevelCounter.totalCubicInstanceCount() >= 0);
- if (resolveLevelCounter.totalCubicInstanceCount() == 0) {
- return;
- }
- // Allocate a buffer to store the cubic data.
- SkPoint* cubicData;
- int baseInstance;
- cubicData = static_cast<SkPoint*>(target->makeVertexSpace(
- sizeof(SkPoint) * 4, resolveLevelCounter.totalCubicInstanceCount(), &fCubicBuffer,
- &baseInstance));
- if (!cubicData) {
- return;
- }
- fBaseCubicVertex = baseInstance * 4;
- this->prepareIndirectOuterCubicsAndTriangles(target, resolveLevelCounter, cubicData,
- /*numTrianglesAtBeginningOfData=*/0);
-}
-
-void GrTessellatePathOp::prepareIndirectOuterCubicsAndTriangles(
- GrMeshDrawOp::Target* target, const GrResolveLevelCounter& resolveLevelCounter,
- SkPoint* cubicData, int numTrianglesAtBeginningOfData) {
- SkASSERT(numTrianglesAtBeginningOfData + resolveLevelCounter.totalCubicInstanceCount() > 0);
- SkASSERT(!fStencilCubicsShader);
- SkASSERT(cubicData);
-
- // Here we treat fCubicBuffer as an instance buffer. It should have been prepared with the base
- // vertex on an instance boundary in order to accommodate this.
- SkASSERT(fBaseCubicVertex % 4 == 0);
- int baseInstance = fBaseCubicVertex >> 2;
-
- // Start preparing the indirect draw buffer.
- fIndirectDrawCount = resolveLevelCounter.totalCubicIndirectDrawCount();
- if (numTrianglesAtBeginningOfData) {
- ++fIndirectDrawCount; // Add an indirect draw for the triangles at the beginning.
- }
-
- // Allocate space for the GrDrawIndexedIndirectCommand structs.
- GrDrawIndexedIndirectCommand* indirectData = target->makeDrawIndexedIndirectSpace(
- fIndirectDrawCount, &fIndirectDrawBuffer, &fIndirectDrawOffset);
- if (!indirectData) {
- SkASSERT(!fIndirectDrawBuffer);
- return;
- }
-
- // Fill out the GrDrawIndexedIndirectCommand structs and determine the starting instance data
- // location at each resolve level.
- SkPoint* instanceLocations[kMaxResolveLevel + 1];
- int indirectIdx = 0;
- int runningInstanceCount = 0;
- if (numTrianglesAtBeginningOfData) {
- // The caller has already packed "triangleInstanceCount" triangles into 4-point instances
- // at the beginning of the instance buffer. Add a special-case indirect draw here that will
- // emit the triangles [P0, P1, P2] from these 4-point instances.
- indirectData[0] = GrMiddleOutCubicShader::MakeDrawTrianglesIndirectCmd(
- numTrianglesAtBeginningOfData, baseInstance);
- indirectIdx = 1;
- runningInstanceCount = numTrianglesAtBeginningOfData;
- }
- for (int resolveLevel = 1; resolveLevel <= kMaxResolveLevel; ++resolveLevel) {
- instanceLocations[resolveLevel] = cubicData + runningInstanceCount * 4;
- if (int instanceCountAtCurrLevel = resolveLevelCounter[resolveLevel]) {
- indirectData[indirectIdx++] = GrMiddleOutCubicShader::MakeDrawCubicsIndirectCmd(
- resolveLevel, instanceCountAtCurrLevel, baseInstance + runningInstanceCount);
- runningInstanceCount += instanceCountAtCurrLevel;
- }
- }
-
-#ifdef SK_DEBUG
- SkASSERT(indirectIdx == fIndirectDrawCount);
- SkASSERT(runningInstanceCount == numTrianglesAtBeginningOfData +
- resolveLevelCounter.totalCubicInstanceCount());
- SkASSERT(fIndirectDrawCount > 0);
-
- SkPoint* endLocations[kMaxResolveLevel + 1];
- memcpy(endLocations, instanceLocations + 1, kMaxResolveLevel * sizeof(SkPoint*));
- int totalInstanceCount = numTrianglesAtBeginningOfData +
- resolveLevelCounter.totalCubicInstanceCount();
- endLocations[kMaxResolveLevel] = cubicData + totalInstanceCount * 4;
-#endif
-
- fCubicVertexCount = numTrianglesAtBeginningOfData * 4;
-
- if (resolveLevelCounter.totalCubicInstanceCount()) {
- GrVectorXform xform(fViewMatrix);
- for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) {
- int level;
- switch (verb) {
- default:
- continue;
- case SkPathVerb::kQuad:
- level = GrWangsFormula::quadratic_log2(kTessellationIntolerance, pts, xform);
- if (level == 0) {
- continue;
- }
- level = std::min(level, kMaxResolveLevel);
- quad2cubic(pts, instanceLocations[level]);
- break;
- case SkPathVerb::kCubic:
- level = GrWangsFormula::cubic_log2(kTessellationIntolerance, pts, xform);
- if (level == 0) {
- continue;
- }
- level = std::min(level, kMaxResolveLevel);
- memcpy(instanceLocations[level], pts, sizeof(SkPoint) * 4);
- break;
- }
- instanceLocations[level] += 4;
- fCubicVertexCount += 4;
- }
- }
-
-#ifdef SK_DEBUG
- for (int i = 1; i <= kMaxResolveLevel; ++i) {
- SkASSERT(instanceLocations[i] == endLocations[i]);
- }
- SkASSERT(fCubicVertexCount == (numTrianglesAtBeginningOfData +
- resolveLevelCounter.totalCubicInstanceCount()) * 4);
-#endif
-
- fStencilCubicsShader = target->allocator()->make<GrMiddleOutCubicShader>(fViewMatrix);
-}
-
-void GrTessellatePathOp::prepareTessellatedOuterCubics(GrMeshDrawOp::Target* target,
- int numCountedCurves) {
- SkASSERT(numCountedCurves >= 0);
+void GrTessellatePathOp::prepareOuterCubics(GrMeshDrawOp::Target* target, int numCountedCurves,
+ CubicDataAlignment alignment) {
SkASSERT(!fCubicBuffer);
SkASSERT(!fStencilCubicsShader);
@@ -386,37 +186,43 @@
return;
}
+ bool instanceAligned = (alignment == CubicDataAlignment::kInstanceBoundary);
+ int instanceOrVertexStride = (instanceAligned) ? sizeof(SkPoint) * 4 : sizeof(SkPoint);
+ int instanceOrVertexCount = (instanceAligned) ? numCountedCurves : numCountedCurves * 4;
+ int baseInstanceOrVertex;
+
auto* vertexData = static_cast<SkPoint*>(target->makeVertexSpace(
- sizeof(SkPoint), numCountedCurves * 4, &fCubicBuffer, &fBaseCubicVertex));
+ instanceOrVertexStride, instanceOrVertexCount, &fCubicBuffer, &baseInstanceOrVertex));
if (!vertexData) {
return;
}
+ fBaseCubicVertex = (instanceAligned) ? baseInstanceOrVertex * 4 : baseInstanceOrVertex;
fCubicVertexCount = 0;
for (auto [verb, pts, w] : SkPathPriv::Iterate(fPath)) {
switch (verb) {
- default:
- continue;
case SkPathVerb::kQuad:
SkASSERT(fCubicVertexCount < numCountedCurves * 4);
quad2cubic(pts, vertexData + fCubicVertexCount);
+ fCubicVertexCount += 4;
break;
case SkPathVerb::kCubic:
SkASSERT(fCubicVertexCount < numCountedCurves * 4);
memcpy(vertexData + fCubicVertexCount, pts, sizeof(SkPoint) * 4);
+ fCubicVertexCount += 4;
+ break;
+ default:
break;
}
- fCubicVertexCount += 4;
}
SkASSERT(fCubicVertexCount == numCountedCurves * 4);
- fStencilCubicsShader = target->allocator()->make<GrTessellateCubicShader>(fViewMatrix);
+ fStencilCubicsShader = target->allocator()->make<GrStencilCubicShader>(fViewMatrix);
}
-void GrTessellatePathOp::prepareTessellatedCubicWedges(GrMeshDrawOp::Target* target) {
+void GrTessellatePathOp::prepareCubicWedges(GrMeshDrawOp::Target* target) {
SkASSERT(!fCubicBuffer);
SkASSERT(!fStencilCubicsShader);
- SkASSERT(target->caps().shaderCaps()->tessellationSupport());
// No initial moveTo, one wedge per verb, plus an implicit close at the end.
// Each wedge has 5 vertices.
@@ -469,18 +275,18 @@
vertexAlloc.unlock(fCubicVertexCount);
if (fCubicVertexCount) {
- fStencilCubicsShader = target->allocator()->make<GrTessellateWedgeShader>(fViewMatrix);
+ fStencilCubicsShader = target->allocator()->make<GrStencilWedgeShader>(fViewMatrix);
}
}
-void GrTessellatePathOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) {
- this->drawStencilPass(flushState);
+void GrTessellatePathOp::onExecute(GrOpFlushState* state, const SkRect& chainBounds) {
+ this->drawStencilPass(state);
if (!(Flags::kStencilOnly & fFlags)) {
- this->drawCoverPass(flushState);
+ this->drawCoverPass(state);
}
}
-void GrTessellatePathOp::drawStencilPass(GrOpFlushState* flushState) {
+void GrTessellatePathOp::drawStencilPass(GrOpFlushState* state) {
// Increments clockwise triangles and decrements counterclockwise. Used for "winding" fill.
constexpr static GrUserStencilSettings kIncrDecrStencil(
GrUserStencilSettings::StaticInitSeparate<
@@ -505,49 +311,41 @@
if (GrAAType::kNone != fAAType) {
initArgs.fInputFlags |= GrPipeline::InputFlags::kHWAntialias;
}
- if (flushState->caps().wireframeSupport() && (Flags::kWireframe & fFlags)) {
+ if (state->caps().wireframeSupport() && (Flags::kWireframe & fFlags)) {
initArgs.fInputFlags |= GrPipeline::InputFlags::kWireframe;
}
SkASSERT(SkPathFillType::kWinding == fPath.getFillType() ||
SkPathFillType::kEvenOdd == fPath.getFillType());
initArgs.fUserStencil = (SkPathFillType::kWinding == fPath.getFillType()) ?
&kIncrDecrStencil : &kInvertStencil;
- initArgs.fCaps = &flushState->caps();
+ initArgs.fCaps = &state->caps();
GrPipeline pipeline(initArgs, GrDisableColorXPFactory::MakeXferProcessor(),
- flushState->appliedHardClip());
+ state->appliedHardClip());
if (fDoStencilTriangleBuffer) {
SkASSERT(fTriangleBuffer);
GrStencilTriangleShader stencilTriangleShader(fViewMatrix);
- GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline,
+ GrPathShader::ProgramInfo programInfo(state->writeView(), &pipeline,
&stencilTriangleShader);
- flushState->bindPipelineAndScissorClip(programInfo, this->bounds());
- flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer.get());
- flushState->draw(fTriangleVertexCount, fBaseTriangleVertex);
+ state->bindPipelineAndScissorClip(programInfo, this->bounds());
+ state->bindBuffers(nullptr, nullptr, fTriangleBuffer.get());
+ state->draw(fTriangleVertexCount, fBaseTriangleVertex);
}
if (fStencilCubicsShader) {
- SkASSERT(fCubicBuffer);
- GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline,
- fStencilCubicsShader);
- flushState->bindPipelineAndScissorClip(programInfo, this->bounds());
- if (fIndirectDrawBuffer) {
- auto indexBuffer = GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer(
- flushState->resourceProvider());
- flushState->bindBuffers(indexBuffer.get(), fCubicBuffer.get(), nullptr);
- flushState->drawIndexedIndirect(fIndirectDrawBuffer.get(), fIndirectDrawOffset,
- fIndirectDrawCount);
- } else {
- flushState->bindBuffers(nullptr, nullptr, fCubicBuffer.get());
- flushState->draw(fCubicVertexCount, fBaseCubicVertex);
- if (flushState->caps().requiresManualFBBarrierAfterTessellatedStencilDraw()) {
- flushState->gpu()->insertManualFramebufferBarrier(); // http://skbug.com/9739
- }
- }
+ GrPathShader::ProgramInfo programInfo(state->writeView(), &pipeline, fStencilCubicsShader);
+ state->bindPipelineAndScissorClip(programInfo, this->bounds());
+ state->bindBuffers(nullptr, nullptr, fCubicBuffer.get());
+ state->draw(fCubicVertexCount, fBaseCubicVertex);
+ }
+
+ // http://skbug.com/9739
+ if (state->caps().requiresManualFBBarrierAfterTessellatedStencilDraw()) {
+ state->gpu()->insertManualFramebufferBarrier();
}
}
-void GrTessellatePathOp::drawCoverPass(GrOpFlushState* flushState) {
+void GrTessellatePathOp::drawCoverPass(GrOpFlushState* state) {
// Allows non-zero stencil values to pass and write a color, and resets the stencil value back
// to zero; discards immediately on stencil values of zero.
// NOTE: It's ok to not check the clip here because the previous stencil pass only wrote to
@@ -564,7 +362,7 @@
GrPipeline::InitArgs initArgs;
if (GrAAType::kNone != fAAType) {
initArgs.fInputFlags |= GrPipeline::InputFlags::kHWAntialias;
- if (1 == flushState->proxy()->numSamples()) {
+ if (1 == state->proxy()->numSamples()) {
SkASSERT(GrAAType::kCoverage == fAAType);
// We are mixed sampled. Use conservative raster to make the sample coverage mask 100%
// at every fragment. This way we will still get a double hit on shared edges, but
@@ -573,10 +371,10 @@
initArgs.fInputFlags |= GrPipeline::InputFlags::kConservativeRaster;
}
}
- initArgs.fCaps = &flushState->caps();
- initArgs.fDstProxyView = flushState->drawOpArgs().dstProxyView();
- initArgs.fWriteSwizzle = flushState->drawOpArgs().writeSwizzle();
- GrPipeline pipeline(initArgs, std::move(fProcessors), flushState->detachAppliedClip());
+ initArgs.fCaps = &state->caps();
+ initArgs.fDstProxyView = state->drawOpArgs().dstProxyView();
+ initArgs.fWriteSwizzle = state->drawOpArgs().writeSwizzle();
+ GrPipeline pipeline(initArgs, std::move(fProcessors), state->detachAppliedClip());
if (fDoFillTriangleBuffer) {
SkASSERT(fTriangleBuffer);
@@ -623,32 +421,29 @@
}
GrFillTriangleShader fillTriangleShader(fViewMatrix, fColor);
- GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline,
- &fillTriangleShader);
- flushState->bindPipelineAndScissorClip(programInfo, this->bounds());
- flushState->bindTextures(fillTriangleShader, nullptr, pipeline);
- flushState->bindBuffers(nullptr, nullptr, fTriangleBuffer.get());
- flushState->draw(fTriangleVertexCount, fBaseTriangleVertex);
+ GrPathShader::ProgramInfo programInfo(state->writeView(), &pipeline, &fillTriangleShader);
+ state->bindPipelineAndScissorClip(programInfo, this->bounds());
+ state->bindTextures(fillTriangleShader, nullptr, pipeline);
+ state->bindBuffers(nullptr, nullptr, fTriangleBuffer.get());
+ state->draw(fTriangleVertexCount, fBaseTriangleVertex);
if (fStencilCubicsShader) {
- SkASSERT(fCubicBuffer);
-
// At this point, every pixel is filled in except the ones touched by curves. Issue a
// final cover pass over the curves by drawing their convex hulls. This will fill in any
// remaining samples and reset the stencil buffer.
pipeline.setUserStencil(&kTestAndResetStencil);
GrFillCubicHullShader fillCubicHullShader(fViewMatrix, fColor);
- GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline,
+ GrPathShader::ProgramInfo programInfo(state->writeView(), &pipeline,
&fillCubicHullShader);
- flushState->bindPipelineAndScissorClip(programInfo, this->bounds());
- flushState->bindTextures(fillCubicHullShader, nullptr, pipeline);
+ state->bindPipelineAndScissorClip(programInfo, this->bounds());
+ state->bindTextures(fillCubicHullShader, nullptr, pipeline);
// Here we treat fCubicBuffer as an instance buffer. It should have been prepared with
// the base vertex on an instance boundary in order to accommodate this.
SkASSERT((fCubicVertexCount % 4) == 0);
SkASSERT((fBaseCubicVertex % 4) == 0);
- flushState->bindBuffers(nullptr, fCubicBuffer.get(), nullptr);
- flushState->drawInstanced(fCubicVertexCount >> 2, fBaseCubicVertex >> 2, 4, 0);
+ state->bindBuffers(nullptr, fCubicBuffer.get(), nullptr);
+ state->drawInstanced(fCubicVertexCount >> 2, fBaseCubicVertex >> 2, 4, 0);
}
return;
}
@@ -656,10 +451,9 @@
// There are no triangles to fill. Just draw a bounding box.
pipeline.setUserStencil(&kTestAndResetStencil);
GrFillBoundingBoxShader fillBoundingBoxShader(fViewMatrix, fColor, fPath.getBounds());
- GrPathShader::ProgramInfo programInfo(flushState->writeView(), &pipeline,
- &fillBoundingBoxShader);
- flushState->bindPipelineAndScissorClip(programInfo, this->bounds());
- flushState->bindTextures(fillBoundingBoxShader, nullptr, pipeline);
- flushState->bindBuffers(nullptr, nullptr, nullptr);
- flushState->draw(4, 0);
+ GrPathShader::ProgramInfo programInfo(state->writeView(), &pipeline, &fillBoundingBoxShader);
+ state->bindPipelineAndScissorClip(programInfo, this->bounds());
+ state->bindTextures(fillBoundingBoxShader, nullptr, pipeline);
+ state->bindBuffers(nullptr, nullptr, nullptr);
+ state->draw(4, 0);
}
diff --git a/src/gpu/tessellate/GrTessellatePathOp.h b/src/gpu/tessellate/GrTessellatePathOp.h
index 89c9f7f..8ee6d21 100644
--- a/src/gpu/tessellate/GrTessellatePathOp.h
+++ b/src/gpu/tessellate/GrTessellatePathOp.h
@@ -12,11 +12,10 @@
class GrAppliedHardClip;
class GrStencilPathShader;
-class GrResolveLevelCounter;
-// Renders paths using a hybrid "Red Book" (stencil, then cover) method. Curves get linearized by
-// either GPU tessellation shaders or indirect draws. This Op doesn't apply analytic AA, so it
-// requires a render target that supports either MSAA or mixed samples if AA is desired.
+// Renders paths using a hybrid Red Book "stencil, then cover" method. Curves get linearized by
+// GPU tessellation shaders. This Op doesn't apply analytic AA, so it requires a render target that
+// supports either MSAA or mixed samples if AA is desired.
class GrTessellatePathOp : public GrDrawOp {
public:
enum class Flags {
@@ -67,41 +66,25 @@
// and this is not an option as it would introduce T-junctions with the outer cubics.
bool prepareNonOverlappingInnerTriangles(GrMeshDrawOp::Target*, int* numCountedCurves);
- // Produces a "Red Book" style triangulation of the SkPath's inner polygon(s) using a
- // "middle-out" topology (See GrMiddleOutPolygonTriangulator), and then prepares outer cubics in
- // the cubic buffer. The inner triangles and outer cubics stencilled together define the
- // complete path.
- //
- // If a resolveLevel counter is provided, this method resets it and uses it to count and
- // prepares the outer cubics as indirect draws. Otherwise they are prepared as hardware
- // tessellation patches.
- //
- // If drawTrianglesAsIndirectCubicDraw is true, then the resolveLevel counter must be non-null,
- // and we express the inner triangles as an indirect cubic draw and sneak them in alongside the
- // other cubic draws.
- void prepareMiddleOutTrianglesAndCubics(GrMeshDrawOp::Target*, GrResolveLevelCounter* = nullptr,
- bool drawTrianglesAsIndirectCubicDraw = false);
-
- // Prepares a list of indirect draw commands and instance data for the path's "outer cubics",
- // converting any quadratics to cubics. An outer cubic is an independent, 4-point closed contour
- // consisting of a single cubic curve. Stencilled together with the inner triangles, these
+ // Produces a "Red Book" style triangulation of the SkPath's inner polygon(s). The inner
+ // polygons connect the endpoints of each verb. (i.e., they are the path that would result from
+ // collapsing all curves to single lines.) Stencilled together with the outer cubics, these
// define the complete path.
- void prepareIndirectOuterCubics(GrMeshDrawOp::Target*, const GrResolveLevelCounter&);
+ //
+ // This method emits the inner triangles with a "middle-out" topology. Middle-out can reduce
+ // the load on the rasterizer by a great deal as compared to a linear triangle strip or fan.
+ // See GrMiddleOutPolygonTriangulator.
+ void prepareMiddleOutInnerTriangles(GrMeshDrawOp::Target*, int* numCountedCurves);
- // For performance reasons we can often express triangles as an indirect cubic draw and sneak
- // them in alongside the other indirect draws. This prepareIndirectOuterCubics variant allows
- // the caller to provide a mapped cubic buffer with triangles already written into 4-point
- // instances at the beginning. If numTrianglesAtBeginningOfData is nonzero, we add an extra
- // indirect draw that renders these triangles.
- void prepareIndirectOuterCubicsAndTriangles(GrMeshDrawOp::Target*, const GrResolveLevelCounter&,
- SkPoint* cubicData,
- int numTrianglesAtBeginningOfData);
+ enum class CubicDataAlignment : bool {
+ kVertexBoundary,
+ kInstanceBoundary
+ };
- // Writes an array of "outer cubic" tessellation patches from each bezier in the SkPath,
- // converting any quadratics to cubics. An outer cubic is an independent, 4-point closed contour
- // consisting of a single cubic curve. Stencilled together with the inner triangles, these
- // define the complete path.
- void prepareTessellatedOuterCubics(GrMeshDrawOp::Target*, int numCountedCurves);
+ // Writes an array of "outer" cubics from each bezier in the SkPath, converting any quadratics
+ // to cubics. An outer cubic is an independent, 4-point closed contour consisting of a single
+ // cubic curve. Stencilled together with the inner triangles, these define the complete path.
+ void prepareOuterCubics(GrMeshDrawOp::Target*, int numCountedCurves, CubicDataAlignment);
// Writes an array of cubic "wedges" from the SkPath, converting any lines or quadratics to
// cubics. A wedge is an independent, 5-point closed contour consisting of 4 cubic control
@@ -109,7 +92,7 @@
// stencilled, these wedges alone define the complete path.
//
// TODO: Eventually we want to use rational cubic wedges in order to support conics.
- void prepareTessellatedCubicWedges(GrMeshDrawOp::Target*);
+ void prepareCubicWedges(GrMeshDrawOp::Target*);
void onExecute(GrOpFlushState*, const SkRect& chainBounds) override;
void drawStencilPass(GrOpFlushState*);
@@ -154,13 +137,6 @@
int fCubicVertexCount;
GrStencilPathShader* fStencilCubicsShader = nullptr;
- // If fIndirectDrawBuffer is non-null, then we issue an indexed-indirect draw instead of using
- // hardware tessellation. This is oftentimes faster than tessellation, and other times it serves
- // as a polyfill when tessellation just isn't supported.
- sk_sp<const GrBuffer> fIndirectDrawBuffer;
- size_t fIndirectDrawOffset;
- int fIndirectDrawCount;
-
friend class GrOpMemoryPool; // For ctor.
public:
diff --git a/src/gpu/tessellate/GrTessellationPathRenderer.cpp b/src/gpu/tessellate/GrTessellationPathRenderer.cpp
index ab21f28..85fa43e 100644
--- a/src/gpu/tessellate/GrTessellationPathRenderer.cpp
+++ b/src/gpu/tessellate/GrTessellationPathRenderer.cpp
@@ -37,6 +37,8 @@
GrPathRenderer::CanDrawPath GrTessellationPathRenderer::onCanDrawPath(
const CanDrawPathArgs& args) const {
+ // This class should not have been added to the chain without tessellation support.
+ SkASSERT(args.fCaps->shaderCaps()->tessellationSupport());
if (!args.fShape->style().isSimpleFill() || args.fShape->inverseFilled() ||
args.fViewMatrix->hasPerspective()) {
return CanDrawPath::kNo;