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      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