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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 #include "GrCCCoverageProcessor.h"
      9 
     10 #include "SkMakeUnique.h"
     11 #include "ccpr/GrCCCubicShader.h"
     12 #include "ccpr/GrCCQuadraticShader.h"
     13 #include "ccpr/GrCCTriangleShader.h"
     14 #include "glsl/GrGLSLVertexGeoBuilder.h"
     15 #include "glsl/GrGLSLFragmentShaderBuilder.h"
     16 #include "glsl/GrGLSLVertexGeoBuilder.h"
     17 
     18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
     19                                                      GrGLSLFPFragmentBuilder* f,
     20                                                      const char* skOutputColor,
     21                                                      const char* skOutputCoverage) const {
     22     f->codeAppendf("half coverage = 0;");
     23     this->onEmitFragmentCode(f, "coverage");
     24     f->codeAppendf("%s.a = coverage;", skOutputColor);
     25     f->codeAppendf("%s = half4(1);", skOutputCoverage);
     26 #ifdef SK_DEBUG
     27     if (proc.debugVisualizationsEnabled()) {
     28         f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);",
     29                        skOutputColor, skOutputColor, skOutputColor);
     30     }
     31 #endif
     32 }
     33 
     34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
     35                                                              const char* leftPt,
     36                                                              const char* rightPt,
     37                                                              const char* outputDistanceEquation) {
     38     s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
     39                    rightPt, leftPt, leftPt, rightPt);
     40     s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
     41     // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we
     42     // come up with here as long as it isn't NaN or Inf.
     43     s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;");
     44     s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt);
     45 }
     46 
     47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f,
     48                                                              const char* samplesName) {
     49     // Standard DX11 sample locations.
     50 #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
     51     f->defineConstant("float2[8]", samplesName, "float2[8]("
     52         "float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, "
     53         "float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16."
     54     ")");
     55     return 8;
     56 #else
     57     f->defineConstant("float2[16]", samplesName, "float2[16]("
     58         "float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, "
     59         "float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, "
     60         "float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, "
     61         "float2(-8,  0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16."
     62     ")");
     63     return 16;
     64 #endif
     65 }
     66 
     67 void GrCCCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
     68                                                 GrProcessorKeyBuilder* b) const {
     69     int key = (int)fRenderPass << 2;
     70     if (WindMethod::kInstanceData == fWindMethod) {
     71         key |= 2;
     72     }
     73     if (Impl::kVertexShader == fImpl) {
     74         key |= 1;
     75     }
     76 #ifdef SK_DEBUG
     77     uint32_t bloatBits;
     78     memcpy(&bloatBits, &fDebugBloat, 4);
     79     b->add32(bloatBits);
     80 #endif
     81     b->add32(key);
     82 }
     83 
     84 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
     85     std::unique_ptr<Shader> shader;
     86     switch (fRenderPass) {
     87         case RenderPass::kTriangleHulls:
     88         case RenderPass::kTriangleEdges:
     89             shader = skstd::make_unique<GrCCTriangleShader>();
     90             break;
     91         case RenderPass::kTriangleCorners:
     92             shader = skstd::make_unique<GrCCTriangleCornerShader>();
     93             break;
     94         case RenderPass::kQuadraticHulls:
     95             shader = skstd::make_unique<GrCCQuadraticHullShader>();
     96             break;
     97         case RenderPass::kQuadraticCorners:
     98             shader = skstd::make_unique<GrCCQuadraticCornerShader>();
     99             break;
    100         case RenderPass::kCubicHulls:
    101             shader = skstd::make_unique<GrCCCubicHullShader>();
    102             break;
    103         case RenderPass::kCubicCorners:
    104             shader = skstd::make_unique<GrCCCubicCornerShader>();
    105             break;
    106     }
    107     return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader))
    108                                           : this->createVSImpl(std::move(shader));
    109 }
    110