• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2021 Google LLC.
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 "src/gpu/tessellate/PatchWriter.h"
9 
10 #include "src/gpu/tessellate/PathTessellator.h"
11 
12 namespace skgpu {
13 
to_skpoint(float2 p)14 SK_ALWAYS_INLINE SkPoint to_skpoint(float2 p) { return skvx::bit_pun<SkPoint>(p); }
15 
16 #if SK_GPU_V1
PatchWriter(GrMeshDrawTarget * target,PathTessellator * tessellator,int initialPatchAllocCount)17 PatchWriter::PatchWriter(GrMeshDrawTarget* target,
18                          PathTessellator* tessellator,
19                          int initialPatchAllocCount)
20         : PatchWriter(target,
21                       &tessellator->fVertexChunkArray,
22                       tessellator->fAttribs,
23                       sizeof(SkPoint) * 4 + PatchAttribsStride(tessellator->fAttribs),
24                       initialPatchAllocCount) {
25 }
26 #endif
27 
chopAndWriteQuads(float2 p0,float2 p1,float2 p2,int numPatches)28 void PatchWriter::chopAndWriteQuads(float2 p0, float2 p1, float2 p2, int numPatches) {
29     // If we aren't fanning, we need to fill the space between chops with triangles.
30     bool needsInnerTriangles = !(fPatchAttribs & PatchAttribs::kFanPoint);
31     MiddleOutPolygonTriangulator innerTriangulator(numPatches, to_skpoint(p0));
32     for (; numPatches >= 3; numPatches -= 2) {
33         // Chop into 3 quads.
34         float4 T = float4(1,1,2,2) / numPatches;
35         float4 ab = mix(p0.xyxy(), p1.xyxy(), T);
36         float4 bc = mix(p1.xyxy(), p2.xyxy(), T);
37         float4 abc = mix(ab, bc, T);
38         // p1 & p2 of the cubic representation of the middle quad.
39         float4 middle = mix(ab, bc, mix(T, T.zwxy(), 2/3.f));
40 
41         CubicPatch(*this) << QuadToCubic{p0, ab.lo, abc.lo};  // Write the 1st quad.
42         if (needsInnerTriangles) {
43             TrianglePatch(*this) << p0 << abc.lo << abc.hi;
44         }
45         CubicPatch(*this) << abc.lo << middle << abc.hi;  // Write the 2nd quad.
46         if (needsInnerTriangles) {
47             *this << innerTriangulator.pushVertex(to_skpoint(abc.hi));
48         }
49         std::tie(p0, p1) = {abc.hi, bc.hi};  // Save the 3rd quad.
50     }
51     if (numPatches == 2) {
52         // Chop into 2 quads.
53         float2 ab = (p0 + p1) * .5f;
54         float2 bc = (p1 + p2) * .5f;
55         float2 abc = (ab + bc) * .5f;
56 
57         CubicPatch(*this) << QuadToCubic{p0, ab, abc};  // Write the 1st quad.
58         if (needsInnerTriangles) {
59             TrianglePatch(*this) << p0 << abc << p2;
60         }
61         CubicPatch(*this) << QuadToCubic{abc, bc, p2};  // Write the 2nd quad.
62     } else {
63         SkASSERT(numPatches == 1);
64         CubicPatch(*this) << QuadToCubic{p0, p1, p2};  // Write the single quad.
65     }
66     if (needsInnerTriangles) {
67         *this << innerTriangulator.pushVertex(to_skpoint(p2));
68         *this << innerTriangulator.close();
69     }
70 }
71 
chopAndWriteConics(float2 p0,float2 p1,float2 p2,float w,int numPatches)72 void PatchWriter::chopAndWriteConics(float2 p0, float2 p1, float2 p2, float w, int numPatches) {
73     // If we aren't fanning, we need to fill the space between chops with triangles.
74     bool needsInnerTriangles = !(fPatchAttribs & PatchAttribs::kFanPoint);
75     MiddleOutPolygonTriangulator innerTriangulator(numPatches, to_skpoint(p0));
76     // Load the conic in 3d homogeneous (unprojected) space.
77     float4 h0 = float4(p0,1,1);
78     float4 h1 = float4(p1,1,1) * w;
79     float4 h2 = float4(p2,1,1);
80     for (; numPatches >= 2; --numPatches) {
81         // Chop in homogeneous space.
82         float T = 1.f/numPatches;
83         float4 ab = mix(h0, h1, T);
84         float4 bc = mix(h1, h2, T);
85         float4 abc = mix(ab, bc, T);
86 
87         // Project and write the 1st conic.
88         float2 midpoint = abc.xy() / abc.w();
89         ConicPatch(*this) << (h0.xy() / h0.w())
90                           << (ab.xy() / ab.w())
91                           << midpoint
92                           << (ab.w() / sqrtf(h0.w() * abc.w()));
93         if (needsInnerTriangles) {
94             *this << innerTriangulator.pushVertex(to_skpoint(midpoint));
95         }
96         std::tie(h0, h1) = {abc, bc};  // Save the 2nd conic (in homogeneous space).
97     }
98     // Project and write the remaining conic.
99     SkASSERT(numPatches == 1);
100     ConicPatch(*this) << (h0.xy() / h0.w())
101                       << (h1.xy() / h1.w())
102                       << h2.xy()  // h2.w == 1
103                       << (h1.w() / sqrtf(h0.w()));
104     if (needsInnerTriangles) {
105         *this << innerTriangulator.pushVertex(to_skpoint(h2.xy()));
106         *this << innerTriangulator.close();
107     }
108 }
109 
chopAndWriteCubics(float2 p0,float2 p1,float2 p2,float2 p3,int numPatches)110 void PatchWriter::chopAndWriteCubics(float2 p0, float2 p1, float2 p2, float2 p3, int numPatches) {
111     // If we aren't fanning, we need to fill the space between chops with triangles.
112     bool needsInnerTriangles = !(fPatchAttribs & PatchAttribs::kFanPoint);
113     MiddleOutPolygonTriangulator innerTriangulator(numPatches, to_skpoint(p0));
114     for (; numPatches >= 3; numPatches -= 2) {
115         // Chop into 3 cubics.
116         float4 T = float4(1,1,2,2) / numPatches;
117         float4 ab = mix(p0.xyxy(), p1.xyxy(), T);
118         float4 bc = mix(p1.xyxy(), p2.xyxy(), T);
119         float4 cd = mix(p2.xyxy(), p3.xyxy(), T);
120         float4 abc = mix(ab, bc, T);
121         float4 bcd = mix(bc, cd, T);
122         float4 abcd = mix(abc, bcd, T);
123         float4 middle = mix(abc, bcd, T.zwxy());  // p1 & p2 of the middle cubic.
124 
125         CubicPatch(*this) << p0 << ab.lo << abc.lo << abcd.lo;  // Write the 1st cubic.
126         if (needsInnerTriangles) {
127             TrianglePatch(*this) << p0 << abcd.lo << abcd.hi;
128         }
129         CubicPatch(*this) << abcd.lo << middle << abcd.hi;  // Write the 2nd cubic.
130         if (needsInnerTriangles) {
131             *this << innerTriangulator.pushVertex(to_skpoint(abcd.hi));
132         }
133         std::tie(p0, p1, p2) = {abcd.hi, bcd.hi, cd.hi};  // Save the 3rd cubic.
134     }
135     if (numPatches == 2) {
136         // Chop into 2 cubics.
137         float2 ab = (p0 + p1) * .5f;
138         float2 bc = (p1 + p2) * .5f;
139         float2 cd = (p2 + p3) * .5f;
140         float2 abc = (ab + bc) * .5f;
141         float2 bcd = (bc + cd) * .5f;
142         float2 abcd = (abc + bcd) * .5f;
143 
144         CubicPatch(*this) << p0 << ab << abc << abcd;  // Write the 1st cubic.
145         if (needsInnerTriangles) {
146             TrianglePatch(*this) << p0 << abcd << p3;
147         }
148         CubicPatch(*this) << abcd << bcd << cd << p3;  // Write the 2nd cubic.
149     } else {
150         SkASSERT(numPatches == 1);
151         CubicPatch(*this) << p0 << p1 << p2 << p3;  // Write the single cubic.
152     }
153     if (needsInnerTriangles) {
154         *this << innerTriangulator.pushVertex(to_skpoint(p3));
155         *this << innerTriangulator.close();
156     }
157 }
158 
159 }  // namespace skgpu
160