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 #ifndef GrCCCoverageProcessor_DEFINED 9 #define GrCCCoverageProcessor_DEFINED 10 11 #include "GrCaps.h" 12 #include "GrGeometryProcessor.h" 13 #include "GrShaderCaps.h" 14 #include "SkNx.h" 15 #include "glsl/GrGLSLGeometryProcessor.h" 16 #include "glsl/GrGLSLVarying.h" 17 18 class GrGLSLPPFragmentBuilder; 19 class GrGLSLVertexGeoBuilder; 20 class GrMesh; 21 22 /** 23 * This is the geometry processor for the simple convex primitive shapes (triangles and closed, 24 * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha 25 * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage. 26 * 27 * The caller is responsible to execute all render passes for all applicable primitives into a 28 * cleared, floating point, alpha-only render target using SkBlendMode::kPlus (see RenderPass 29 * below). Once all of a path's primitives have been drawn, the render target contains a composite 30 * coverage count that can then be used to draw the path (see GrCCPathProcessor). 31 * 32 * To draw a renderer pass, see appendMesh below. 33 */ 34 class GrCCCoverageProcessor : public GrGeometryProcessor { 35 public: 36 // Defines a single triangle or closed quadratic bezier, with transposed x,y point values. 37 struct TriangleInstance { 38 float fX[3]; 39 float fY[3]; 40 41 void set(const SkPoint[3], const Sk2f& trans); 42 void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans); 43 }; 44 45 // Defines a single closed cubic bezier, with transposed x,y point values. 46 struct CubicInstance { 47 float fX[4]; 48 float fY[4]; 49 50 void set(const SkPoint[4], float dx, float dy); 51 }; 52 53 // All primitive shapes (triangles and closed, convex bezier curves) require more than one 54 // render pass. Here we enumerate every render pass needed in order to produce a complete 55 // coverage count mask. This is an exhaustive list of all ccpr coverage shaders. 56 // 57 // During a render pass, the "Impl" (GSImpl or VSimpl) generates conservative geometry for 58 // rasterization, and the Shader decides the coverage value at each pixel. 59 enum class RenderPass { 60 // For a Hull, the Impl generates a "conservative raster hull" around the input points. This 61 // is the geometry that causes a pixel to be rasterized if it is touched anywhere by the 62 // input polygon. The input coverage values sent to the Shader at each vertex are either 63 // null, or +1 all around if the Impl combines this pass with kTriangleEdges. Logically, 64 // the conservative raster hull is equivalent to the convex hull of pixel size boxes 65 // centered on each input point. 66 kTriangleHulls, 67 kQuadraticHulls, 68 kCubicHulls, 69 70 // For Edges, the Impl generates conservative rasters around every input edge (i.e. convex 71 // hulls of two pixel-size boxes centered on both of the edge's endpoints). The input 72 // coverage values sent to the Shader at each vertex are -1 on the outside border of the 73 // edge geometry and 0 on the inside. This is the only geometry type that associates 74 // coverage values with the output vertices. Interpolated, these coverage values convert 75 // jagged conservative raster edges into a smooth antialiased edge. 76 // 77 // NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass() 78 // will be false for kTriangleEdges and it must not be used. 79 kTriangleEdges, 80 81 // For Corners, the Impl Generates the conservative rasters of corner points (i.e. 82 // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader 83 // specifies which corners. Input coverage values sent to the Shader will be null. 84 kTriangleCorners, 85 kQuadraticCorners, 86 kCubicCorners 87 }; 88 static bool RenderPassIsCubic(RenderPass); 89 static const char* RenderPassName(RenderPass); 90 91 constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) { 92 return RenderPass::kTriangleEdges != renderPass || 93 caps.shaderCaps()->geometryShaderSupport(); 94 } 95 96 GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, const GrCaps& caps) 97 : INHERITED(kGrCCCoverageProcessor_ClassID) 98 , fRenderPass(pass) 99 , fImpl(caps.shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader 100 : Impl::kVertexShader) { 101 SkASSERT(DoesRenderPass(pass, caps)); 102 if (Impl::kGeometryShader == fImpl) { 103 this->initGS(); 104 } else { 105 this->initVS(rp, caps); 106 } 107 } 108 109 // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array 110 // of either TriangleInstance or CubicInstance, depending on this processor's RendererPass, with 111 // coordinates in the desired shape's final atlas-space position. 112 // 113 // NOTE: Quadratics use TriangleInstance since both have 3 points. 114 void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, 115 SkTArray<GrMesh>* out) { 116 if (Impl::kGeometryShader == fImpl) { 117 this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out); 118 } else { 119 this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out); 120 } 121 } 122 123 // GrPrimitiveProcessor overrides. 124 const char* name() const override { return RenderPassName(fRenderPass); } 125 SkString dumpInfo() const override { 126 return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str()); 127 } 128 void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; 129 GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override; 130 131 #ifdef SK_DEBUG 132 // Increases the 1/2 pixel AA bloat by a factor of debugBloat and outputs color instead of 133 // coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red). 134 void enableDebugVisualizations(float debugBloat) { fDebugBloat = debugBloat; } 135 bool debugVisualizationsEnabled() const { return fDebugBloat > 0; } 136 float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; } 137 #endif 138 139 // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also 140 // provides details about shape-specific geometry. 141 class Shader { 142 public: 143 union GeometryVars { 144 struct { 145 const char* fAlternatePoints; // floatNx2 (if left null, will use input points). 146 } fHullVars; 147 148 struct { 149 const char* fPoint; // float2 150 } fCornerVars; 151 152 GeometryVars() { memset(this, 0, sizeof(*this)); } 153 }; 154 155 // Called before generating geometry. Subclasses must fill out the applicable fields in 156 // GeometryVars (if any), and may also use this opportunity to setup internal member 157 // variables that will be needed during onEmitVaryings (e.g. transformation matrices). 158 // 159 // repetitionID is a 0-based index and indicates which edge or corner is being generated. 160 // It will be null when generating a hull. 161 virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, 162 const char* repetitionID, const char* wind, 163 GeometryVars*) const {} 164 165 void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, 166 SkString* code, const char* position, const char* inputCoverage, 167 const char* wind) { 168 SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope); 169 this->onEmitVaryings(varyingHandler, scope, code, position, inputCoverage, wind); 170 } 171 172 void emitFragmentCode(const GrCCCoverageProcessor& proc, GrGLSLPPFragmentBuilder*, 173 const char* skOutputColor, const char* skOutputCoverage) const; 174 175 // Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside 176 // border of a conservative raster edge and 0 on the inside. 'leftPt' and 'rightPt' must be 177 // ordered clockwise. 178 static void EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder*, const char* leftPt, 179 const char* rightPt, 180 const char* outputDistanceEquation); 181 182 virtual ~Shader() {} 183 184 protected: 185 // Here the subclass adds its internal varyings to the handler and produces code to 186 // initialize those varyings from a given position, input coverage value, and wind. 187 // 188 // NOTE: the coverage input is only relevant for edges (see comments in RenderPass). 189 // Otherwise it is +1 all around. 190 virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, 191 const char* position, const char* inputCoverage, 192 const char* wind) = 0; 193 194 // Emits the fragment code that calculates a pixel's signed coverage value. 195 virtual void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, 196 const char* outputCoverage) const = 0; 197 198 // Returns the name of a Shader's internal varying at the point where where its value is 199 // assigned. This is intended to work whether called for a vertex or a geometry shader. 200 const char* OutName(const GrGLSLVarying& varying) const { 201 using Scope = GrGLSLVarying::Scope; 202 SkASSERT(Scope::kVertToGeo != varying.scope()); 203 return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut(); 204 } 205 206 // Defines a global float2 array that contains MSAA sample locations as offsets from pixel 207 // center. Subclasses can use this for software multisampling. 208 // 209 // Returns the number of samples. 210 static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName); 211 }; 212 213 class GSImpl; 214 class VSImpl; 215 216 private: 217 // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't 218 // accidentally bleed into neighbor pixels. 219 static constexpr float kAABloatRadius = 0.491111f; 220 221 // Number of bezier points for curves, or 3 for triangles. 222 int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; } 223 224 enum class Impl : bool { 225 kGeometryShader, 226 kVertexShader 227 }; 228 229 void initGS(); 230 void initVS(GrResourceProvider*, const GrCaps&); 231 232 void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, 233 SkTArray<GrMesh>* out) const; 234 void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance, 235 SkTArray<GrMesh>* out) const; 236 237 GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const; 238 GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const; 239 240 const RenderPass fRenderPass; 241 const Impl fImpl; 242 SkDEBUGCODE(float fDebugBloat = 0); 243 244 // Used by VSImpl. 245 sk_sp<const GrBuffer> fVertexBuffer; 246 sk_sp<const GrBuffer> fIndexBuffer; 247 int fNumIndicesPerInstance; 248 GrPrimitiveType fPrimitiveType; 249 250 typedef GrGeometryProcessor INHERITED; 251 }; 252 253 inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint p[3], const Sk2f& trans) { 254 this->set(p[0], p[1], p[2], trans); 255 } 256 257 inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint& p0, const SkPoint& p1, 258 const SkPoint& p2, const Sk2f& trans) { 259 Sk2f P0 = Sk2f::Load(&p0) + trans; 260 Sk2f P1 = Sk2f::Load(&p1) + trans; 261 Sk2f P2 = Sk2f::Load(&p2) + trans; 262 Sk2f::Store3(this, P0, P1, P2); 263 } 264 265 inline void GrCCCoverageProcessor::CubicInstance::set(const SkPoint p[4], float dx, float dy) { 266 Sk4f X,Y; 267 Sk4f::Load2(p, &X, &Y); 268 (X + dx).store(&fX); 269 (Y + dy).store(&fY); 270 } 271 272 inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) { 273 switch (pass) { 274 case RenderPass::kTriangleHulls: 275 case RenderPass::kTriangleEdges: 276 case RenderPass::kTriangleCorners: 277 case RenderPass::kQuadraticHulls: 278 case RenderPass::kQuadraticCorners: 279 return false; 280 case RenderPass::kCubicHulls: 281 case RenderPass::kCubicCorners: 282 return true; 283 } 284 SK_ABORT("Invalid RenderPass"); 285 return false; 286 } 287 288 inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) { 289 switch (pass) { 290 case RenderPass::kTriangleHulls: return "kTriangleHulls"; 291 case RenderPass::kTriangleEdges: return "kTriangleEdges"; 292 case RenderPass::kTriangleCorners: return "kTriangleCorners"; 293 case RenderPass::kQuadraticHulls: return "kQuadraticHulls"; 294 case RenderPass::kQuadraticCorners: return "kQuadraticCorners"; 295 case RenderPass::kCubicHulls: return "kCubicHulls"; 296 case RenderPass::kCubicCorners: return "kCubicCorners"; 297 } 298 SK_ABORT("Invalid RenderPass"); 299 return ""; 300 } 301 302 #endif 303