1 /* 2 * Copyright 2017 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #include "GrCCCoverageProcessor.h" 9 10 #include "GrGpuCommandBuffer.h" 11 #include "GrOpFlushState.h" 12 #include "SkMakeUnique.h" 13 #include "ccpr/GrCCConicShader.h" 14 #include "ccpr/GrCCCubicShader.h" 15 #include "ccpr/GrCCQuadraticShader.h" 16 #include "glsl/GrGLSLVertexGeoBuilder.h" 17 #include "glsl/GrGLSLFragmentShaderBuilder.h" 18 #include "glsl/GrGLSLVertexGeoBuilder.h" 19 20 class GrCCCoverageProcessor::TriangleShader : public GrCCCoverageProcessor::Shader { 21 void onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, 22 SkString* code, const char* position, const char* coverage, 23 const char* cornerCoverage) override { 24 if (!cornerCoverage) { 25 fCoverages.reset(kHalf_GrSLType, scope); 26 varyingHandler->addVarying("coverage", &fCoverages); 27 code->appendf("%s = %s;", OutName(fCoverages), coverage); 28 } else { 29 fCoverages.reset(kHalf3_GrSLType, scope); 30 varyingHandler->addVarying("coverages", &fCoverages); 31 code->appendf("%s = half3(%s, %s);", OutName(fCoverages), coverage, cornerCoverage); 32 } 33 } 34 35 void onEmitFragmentCode(GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const override { 36 if (kHalf_GrSLType == fCoverages.type()) { 37 f->codeAppendf("%s = %s;", outputCoverage, fCoverages.fsIn()); 38 } else { 39 f->codeAppendf("%s = %s.z * %s.y + %s.x;", 40 outputCoverage, fCoverages.fsIn(), fCoverages.fsIn(), fCoverages.fsIn()); 41 } 42 } 43 44 GrGLSLVarying fCoverages; 45 }; 46 47 void GrCCCoverageProcessor::Shader::CalcWind(const GrCCCoverageProcessor& proc, 48 GrGLSLVertexGeoBuilder* s, const char* pts, 49 const char* outputWind) { 50 if (3 == proc.numInputPoints()) { 51 s->codeAppendf("float2 a = %s[0] - %s[1], " 52 "b = %s[0] - %s[2];", pts, pts, pts, pts); 53 } else { 54 // All inputs are convex, so it's sufficient to just average the middle two input points. 55 SkASSERT(4 == proc.numInputPoints()); 56 s->codeAppendf("float2 p12 = (%s[1] + %s[2]) * .5;", pts, pts); 57 s->codeAppendf("float2 a = %s[0] - p12, " 58 "b = %s[0] - %s[3];", pts, pts, pts); 59 } 60 61 s->codeAppend ("float area_x2 = determinant(float2x2(a, b));"); 62 if (proc.isTriangles()) { 63 // We cull extremely thin triangles by zeroing wind. When a triangle gets too thin it's 64 // possible for FP round-off error to actually give us the wrong winding direction, causing 65 // rendering artifacts. The criteria we choose is "height <~ 1/1024". So we drop a triangle 66 // if the max effect it can have on any single pixel is <~ 1/1024, or 1/4 of a bit in 8888. 67 s->codeAppend ("float2 bbox_size = max(abs(a), abs(b));"); 68 s->codeAppend ("float basewidth = max(bbox_size.x + bbox_size.y, 1);"); 69 s->codeAppendf("%s = (abs(area_x2 * 1024) > basewidth) ? sign(half(area_x2)) : 0;", 70 outputWind); 71 } else { 72 // We already converted nearly-flat curves to lines on the CPU, so no need to worry about 73 // thin curve hulls at this point. 74 s->codeAppendf("%s = sign(half(area_x2));", outputWind); 75 } 76 } 77 78 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s, 79 const char* leftPt, 80 const char* rightPt, 81 const char* outputDistanceEquation) { 82 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);", 83 rightPt, leftPt, leftPt, rightPt); 84 s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);"); 85 // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we 86 // come up with here as long as it isn't NaN or Inf. 87 s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;"); 88 s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt); 89 } 90 91 void GrCCCoverageProcessor::Shader::CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder* s, 92 const char* leftPt, 93 const char* rightPt, 94 const char* rasterVertexDir, 95 const char* outputCoverage) { 96 // Here we find an edge's coverage at one corner of a conservative raster bloat box whose center 97 // falls on the edge in question. (A bloat box is axis-aligned and the size of one pixel.) We 98 // always set up coverage so it is -1 at the outermost corner, 0 at the innermost, and -.5 at 99 // the center. Interpolated, these coverage values convert jagged conservative raster edges into 100 // smooth antialiased edges. 101 // 102 // d1 == (P + sign(n) * bloat) dot n (Distance at the bloat box vertex whose 103 // == P dot n + (abs(n.x) + abs(n.y)) * bloatSize coverage=-1, where the bloat box is 104 // centered on P.) 105 // 106 // d0 == (P - sign(n) * bloat) dot n (Distance at the bloat box vertex whose 107 // == P dot n - (abs(n.x) + abs(n.y)) * bloatSize coverage=0, where the bloat box is 108 // centered on P.) 109 // 110 // d == (P + rasterVertexDir * bloatSize) dot n (Distance at the bloat box vertex whose 111 // == P dot n + (rasterVertexDir dot n) * bloatSize coverage we wish to calculate.) 112 // 113 // coverage == -(d - d0) / (d1 - d0) (coverage=-1 at d=d1; coverage=0 at d=d0) 114 // 115 // == (rasterVertexDir dot n) / (abs(n.x) + abs(n.y)) * -.5 - .5 116 // 117 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);", 118 rightPt, leftPt, leftPt, rightPt); 119 s->codeAppend ("float nwidth = abs(n.x) + abs(n.y);"); 120 s->codeAppendf("float t = dot(%s, n);", rasterVertexDir); 121 // The below conditional guarantees we get exactly 1 on the divide when nwidth=t (in case the 122 // GPU divides by multiplying by the reciprocal?) It also guards against NaN when nwidth=0. 123 s->codeAppendf("%s = half(abs(t) != nwidth ? t / nwidth : sign(t)) * -.5 - .5;", 124 outputCoverage); 125 } 126 127 void GrCCCoverageProcessor::Shader::CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder* s, 128 const char* leftPt, 129 const char* rightPt, 130 const char* bloatDir1, 131 const char* bloatDir2, 132 const char* outputCoverages) { 133 // See comments in CalcEdgeCoverageAtBloatVertex. 134 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);", 135 rightPt, leftPt, leftPt, rightPt); 136 s->codeAppend ("float nwidth = abs(n.x) + abs(n.y);"); 137 s->codeAppendf("float2 t = n * float2x2(%s, %s);", bloatDir1, bloatDir2); 138 s->codeAppendf("for (int i = 0; i < 2; ++i) {"); 139 s->codeAppendf( "%s[i] = half(abs(t[i]) != nwidth ? t[i] / nwidth : sign(t[i])) * -.5 - .5;", 140 outputCoverages); 141 s->codeAppendf("}"); 142 } 143 144 void GrCCCoverageProcessor::Shader::CalcCornerAttenuation(GrGLSLVertexGeoBuilder* s, 145 const char* leftDir, const char* rightDir, 146 const char* outputAttenuation) { 147 // obtuseness = cos(corner_angle) if corner_angle > 90 degrees 148 // 0 if corner_angle <= 90 degrees 149 // 150 // NOTE: leftDir and rightDir are normalized and point in the same direction the path was 151 // defined with, i.e., leftDir points into the corner and rightDir points away from the corner. 152 s->codeAppendf("half obtuseness = max(half(dot(%s, %s)), 0);", leftDir, rightDir); 153 154 // axis_alignedness = 1 - tan(angle_to_nearest_axis_from_corner_bisector) 155 // (i.e., 1 when the corner bisector is aligned with the x- or y-axis 156 // 0 when the corner bisector falls on a 45 degree angle 157 // 0..1 when the corner bisector falls somewhere in between 158 s->codeAppendf("half2 abs_bisect_maybe_transpose = abs((0 == obtuseness) ? half2(%s - %s) : " 159 "half2(%s + %s));", 160 leftDir, rightDir, leftDir, rightDir); 161 s->codeAppend ("half axis_alignedness = " 162 "1 - min(abs_bisect_maybe_transpose.y, abs_bisect_maybe_transpose.x) / " 163 "max(abs_bisect_maybe_transpose.x, abs_bisect_maybe_transpose.y);"); 164 165 // ninety_degreesness = sin^2(corner_angle) 166 // sin^2 just because... it's always positive and the results looked better than plain sine... ? 167 s->codeAppendf("half ninety_degreesness = determinant(half2x2(%s, %s));", leftDir, rightDir); 168 s->codeAppend ("ninety_degreesness = ninety_degreesness * ninety_degreesness;"); 169 170 // The below formula is not smart. It was just arrived at by considering the following 171 // observations: 172 // 173 // 1. 90-degree, axis-aligned corners have full attenuation along the bisector. 174 // (i.e. coverage = 1 - distance_to_corner^2) 175 // (i.e. outputAttenuation = 0) 176 // 177 // 2. 180-degree corners always have zero attenuation. 178 // (i.e. coverage = 1 - distance_to_corner) 179 // (i.e. outputAttenuation = 1) 180 // 181 // 3. 90-degree corners whose bisector falls on a 45 degree angle also do not attenuate. 182 // (i.e. outputAttenuation = 1) 183 s->codeAppendf("%s = max(obtuseness, axis_alignedness * ninety_degreesness);", 184 outputAttenuation); 185 } 186 187 void GrCCCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&, 188 GrProcessorKeyBuilder* b) const { 189 int key = (int)fPrimitiveType << 2; 190 if (GSSubpass::kCorners == fGSSubpass) { 191 key |= 2; 192 } 193 if (Impl::kVertexShader == fImpl) { 194 key |= 1; 195 } 196 #ifdef SK_DEBUG 197 uint32_t bloatBits; 198 memcpy(&bloatBits, &fDebugBloat, 4); 199 b->add32(bloatBits); 200 #endif 201 b->add32(key); 202 } 203 204 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const { 205 std::unique_ptr<Shader> shader; 206 switch (fPrimitiveType) { 207 case PrimitiveType::kTriangles: 208 case PrimitiveType::kWeightedTriangles: 209 shader = skstd::make_unique<TriangleShader>(); 210 break; 211 case PrimitiveType::kQuadratics: 212 shader = skstd::make_unique<GrCCQuadraticShader>(); 213 break; 214 case PrimitiveType::kCubics: 215 shader = skstd::make_unique<GrCCCubicShader>(); 216 break; 217 case PrimitiveType::kConics: 218 shader = skstd::make_unique<GrCCConicShader>(); 219 break; 220 } 221 return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader)) 222 : this->createVSImpl(std::move(shader)); 223 } 224 225 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc, 226 GrGLSLFPFragmentBuilder* f, 227 const char* skOutputColor, 228 const char* skOutputCoverage) const { 229 f->codeAppendf("half coverage = 0;"); 230 this->onEmitFragmentCode(f, "coverage"); 231 f->codeAppendf("%s.a = coverage;", skOutputColor); 232 f->codeAppendf("%s = half4(1);", skOutputCoverage); 233 } 234 235 void GrCCCoverageProcessor::draw(GrOpFlushState* flushState, const GrPipeline& pipeline, 236 const SkIRect scissorRects[], const GrMesh meshes[], int meshCount, 237 const SkRect& drawBounds) const { 238 GrPipeline::DynamicStateArrays dynamicStateArrays; 239 dynamicStateArrays.fScissorRects = scissorRects; 240 GrGpuRTCommandBuffer* cmdBuff = flushState->rtCommandBuffer(); 241 cmdBuff->draw(*this, pipeline, nullptr, &dynamicStateArrays, meshes, meshCount, drawBounds); 242 243 // Geometry shader backend draws primitives in two subpasses. 244 if (Impl::kGeometryShader == fImpl) { 245 SkASSERT(GSSubpass::kHulls == fGSSubpass); 246 GrCCCoverageProcessor cornerProc(*this, GSSubpass::kCorners); 247 cmdBuff->draw(cornerProc, pipeline, nullptr, &dynamicStateArrays, meshes, meshCount, 248 drawBounds); 249 } 250 } 251