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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 "src/gpu/ccpr/GrGSCoverageProcessor.h"
9 
10 #include "src/gpu/GrMesh.h"
11 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
12 
13 using InputType = GrGLSLGeometryBuilder::InputType;
14 using OutputType = GrGLSLGeometryBuilder::OutputType;
15 
16 /**
17  * This class and its subclasses implement the coverage processor with geometry shaders.
18  */
19 class GrGSCoverageProcessor::Impl : public GrGLSLGeometryProcessor {
20 protected:
Impl(std::unique_ptr<Shader> shader)21     Impl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
22 
hasCoverage(const GrGSCoverageProcessor & proc) const23     virtual bool hasCoverage(const GrGSCoverageProcessor& proc) const { return false; }
24 
setData(const GrGLSLProgramDataManager & pdman,const GrPrimitiveProcessor &,FPCoordTransformIter && transformIter)25     void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
26                  FPCoordTransformIter&& transformIter) final {
27         this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
28     }
29 
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)30     void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
31         const GrGSCoverageProcessor& proc = args.fGP.cast<GrGSCoverageProcessor>();
32 
33         // The vertex shader simply forwards transposed x or y values to the geometry shader.
34         SkASSERT(1 == proc.numVertexAttributes());
35         gpArgs->fPositionVar = proc.fInputXOrYValues.asShaderVar();
36 
37         // Geometry shader.
38         GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
39         this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
40         varyingHandler->emitAttributes(proc);
41         varyingHandler->setNoPerspective();
42         SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
43 
44         // Fragment shader.
45         GrGLSLFPFragmentBuilder* f = args.fFragBuilder;
46         f->codeAppendf("half coverage;");
47         fShader->emitFragmentCoverageCode(f, "coverage");
48         f->codeAppendf("%s = half4(coverage);", args.fOutputColor);
49         f->codeAppendf("%s = half4(1);", args.fOutputCoverage);
50     }
51 
emitGeometryShader(const GrGSCoverageProcessor & proc,GrGLSLVaryingHandler * varyingHandler,GrGLSLGeometryBuilder * g,const char * rtAdjust) const52     void emitGeometryShader(
53             const GrGSCoverageProcessor& proc, GrGLSLVaryingHandler* varyingHandler,
54             GrGLSLGeometryBuilder* g, const char* rtAdjust) const {
55         int numInputPoints = proc.numInputPoints();
56         SkASSERT(3 == numInputPoints || 4 == numInputPoints);
57 
58         int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3;
59         const char* posValues = (4 == inputWidth) ? "sk_Position" : "sk_Position.xyz";
60         g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
61                        inputWidth, inputWidth, posValues, posValues);
62 
63         GrShaderVar wind("wind", kHalf_GrSLType);
64         g->declareGlobal(wind);
65         Shader::CalcWind(proc, g, "pts", wind.c_str());
66         if (PrimitiveType::kWeightedTriangles == proc.primitiveType()) {
67             SkASSERT(3 == numInputPoints);
68             SkASSERT(kFloat4_GrVertexAttribType == proc.fInputXOrYValues.cpuType());
69             g->codeAppendf("%s *= half(sk_in[0].sk_Position.w);", wind.c_str());
70         }
71 
72         SkString emitVertexFn;
73         SkSTArray<3, GrShaderVar> emitArgs;
74         const char* corner = emitArgs.emplace_back("corner", kFloat2_GrSLType).c_str();
75         const char* bloatdir = emitArgs.emplace_back("bloatdir", kFloat2_GrSLType).c_str();
76         const char* inputCoverage = nullptr;
77         if (this->hasCoverage(proc)) {
78             inputCoverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
79         }
80         const char* cornerCoverage = nullptr;
81         if (Subpass::kCorners == proc.fSubpass) {
82             cornerCoverage = emitArgs.emplace_back("corner_coverage", kHalf2_GrSLType).c_str();
83         }
84         g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
85             SkString fnBody;
86             fnBody.appendf("float2 vertexpos = fma(%s, float2(bloat), %s);", bloatdir, corner);
87             const char* coverage = inputCoverage;
88             if (!coverage) {
89                 if (!fShader->calculatesOwnEdgeCoverage()) {
90                     // Flat edge opposite the curve. Coverages need full precision since distance
91                     // to the opposite edge can be large.
92                     fnBody.appendf("float coverage = dot(float3(vertexpos, 1), %s);",
93                                    fEdgeDistanceEquation.c_str());
94                 } else {
95                     // The "coverage" param should hold only the signed winding value.
96                     fnBody.appendf("float coverage = 1;");
97                 }
98                 coverage = "coverage";
99             }
100             fnBody.appendf("%s *= %s;", coverage, wind.c_str());
101             if (cornerCoverage) {
102                 fnBody.appendf("%s.x *= %s;", cornerCoverage, wind.c_str());
103             }
104             fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
105                                   "vertexpos", coverage, cornerCoverage, wind.c_str());
106             g->emitVertex(&fnBody, "vertexpos", rtAdjust);
107             return fnBody;
108         }().c_str(), &emitVertexFn);
109 
110         float bloat = kAABloatRadius;
111 #ifdef SK_DEBUG
112         if (proc.debugBloatEnabled()) {
113             bloat *= proc.debugBloat();
114         }
115 #endif
116         g->defineConstant("bloat", bloat);
117 
118         if (!this->hasCoverage(proc) && !fShader->calculatesOwnEdgeCoverage()) {
119             // Determine the amount of coverage to subtract out for the flat edge of the curve.
120             g->declareGlobal(fEdgeDistanceEquation);
121             g->codeAppendf("float2 p0 = pts[0], p1 = pts[%i];", numInputPoints - 1);
122             g->codeAppendf("float2 n = float2(p0.y - p1.y, p1.x - p0.x);");
123             g->codeAppend ("float nwidth = bloat*2 * (abs(n.x) + abs(n.y));");
124             // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter
125             // what we come up with here as long as it isn't NaN or Inf.
126             g->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;");
127             g->codeAppendf("%s = float3(-n, dot(n, p0) - .5*sign(%s));",
128                            fEdgeDistanceEquation.c_str(), wind.c_str());
129         }
130 
131         this->onEmitGeometryShader(proc, g, wind, emitVertexFn.c_str());
132     }
133 
134     virtual void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder*,
135                                       const GrShaderVar& wind, const char* emitVertexFn) const = 0;
136 
137     const std::unique_ptr<Shader> fShader;
138     const GrShaderVar fEdgeDistanceEquation{"edge_distance_equation", kFloat3_GrSLType};
139 
140     typedef GrGLSLGeometryProcessor INHERITED;
141 };
142 
143 /**
144  * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
145  *
146  * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
147  * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
148  * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
149  * into smooth, antialiased ones.
150  *
151  * The final corners get touched up in a later step by TriangleCornerImpl.
152  */
153 class GrGSCoverageProcessor::TriangleHullImpl : public GrGSCoverageProcessor::Impl {
154 public:
TriangleHullImpl(std::unique_ptr<Shader> shader)155     TriangleHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
156 
hasCoverage(const GrGSCoverageProcessor & proc) const157     bool hasCoverage(const GrGSCoverageProcessor& proc) const override { return true; }
158 
onEmitGeometryShader(const GrGSCoverageProcessor &,GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const159     void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g,
160                               const GrShaderVar& wind, const char* emitVertexFn) const override {
161         fShader->emitSetupCode(g, "pts");
162 
163         // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
164         // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
165         //
166         // NOTE: We generate the rasters in 5 independent invocations, so each invocation designates
167         // the corner it will begin with as the top.
168         g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
169                        wind.c_str());
170         g->codeAppend ("float2 top = pts[i];");
171         g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
172         g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
173 
174         // Determine which direction to outset the conservative raster from each of the three edges.
175         g->codeAppend ("float2 leftbloat = sign(top - left);");
176         g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
177                                           "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
178 
179         g->codeAppend ("float2 rightbloat = sign(right - top);");
180         g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
181                                            "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
182 
183         g->codeAppend ("float2 downbloat = sign(left - right);");
184         g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
185                                            "0 != downbloat.x ? -downbloat.x : -downbloat.y);");
186 
187         // The triangle's conservative raster has a coverage of +1 all around.
188         g->codeAppend ("half4 coverages = half4(+1);");
189 
190         // Edges have coverage ramps.
191         g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
192         Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
193                                               "float2(+rightbloat.y, -rightbloat.x)",
194                                               "coverages[0]");
195         g->codeAppend (    "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
196         // Reassign bloats to characterize a conservative raster around a single edge, rather than
197         // the entire triangle.
198         g->codeAppend (    "leftbloat = downbloat = -rightbloat;");
199         g->codeAppend ("}");
200 
201         // Here we generate the conservative raster geometry. The triangle's conservative raster is
202         // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
203         // convex polygon with either one, two, or three vertices at each input point (depending on
204         // how sharp the corner is) that we split between two invocations. Edge conservative rasters
205         // are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on
206         // conservative raster, see:
207         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
208         g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
209         g->codeAppend ("if (all(left_right_notequal)) {");
210                            // The top corner will have three conservative raster vertices. Emit the
211                            // middle one first to the triangle strip.
212         g->codeAppendf(    "%s(top, float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
213                            emitVertexFn);
214         g->codeAppend ("}");
215         g->codeAppend ("if (any(left_right_notequal)) {");
216                            // Second conservative raster vertex for the top corner.
217         g->codeAppendf(    "%s(top, rightbloat, coverages[1]);", emitVertexFn);
218         g->codeAppend ("}");
219 
220         // Main interior body.
221         g->codeAppendf("%s(top, leftbloat, coverages[2]);", emitVertexFn);
222         g->codeAppendf("%s(right, rightbloat, coverages[1]);", emitVertexFn);
223 
224         // Here the invocations diverge slightly. We can't symmetrically divide three triangle
225         // points between two invocations, so each does the following:
226         //
227         // sk_InvocationID=0: Finishes the main interior body of the triangle hull.
228         // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
229         // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
230         g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
231         g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
232         g->codeAppendf(    "%s((0 == sk_InvocationID) ? left : right, "
233                               "(0 == sk_InvocationID) ? leftbloat : downbloat, "
234                               "coverages[2]);", emitVertexFn);
235         g->codeAppend ("}");
236         g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
237         g->codeAppendf(    "%s(right, float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
238                            emitVertexFn);
239         g->codeAppend ("}");
240 
241         // 5 invocations: 2 triangle hull invocations and 3 edges.
242         g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
243     }
244 };
245 
246 /**
247  * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
248  */
249 class GrGSCoverageProcessor::CurveHullImpl : public GrGSCoverageProcessor::Impl {
250 public:
CurveHullImpl(std::unique_ptr<Shader> shader)251     CurveHullImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
252 
onEmitGeometryShader(const GrGSCoverageProcessor &,GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const253     void onEmitGeometryShader(const GrGSCoverageProcessor&, GrGLSLGeometryBuilder* g,
254                               const GrShaderVar& wind, const char* emitVertexFn) const override {
255         const char* hullPts = "pts";
256         fShader->emitSetupCode(g, "pts", &hullPts);
257 
258         // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
259         // we can identify the points by their corresponding corner.
260         //
261         // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
262         // the hull in two independent invocations. Each invocation designates the corner it will
263         // begin with as top-left.
264         g->codeAppend ("int i = sk_InvocationID * 2;");
265         g->codeAppendf("float2 topleft = %s[i];", hullPts);
266         g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
267         g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
268         g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
269 
270         // Determine how much to outset the conservative raster hull from the relevant edges.
271         g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +1 : -1, "
272                                                  "topleft.x > bottomleft.x ? -1 : +1);");
273         g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +1 : -1, "
274                                                "topright.x > topleft.x ? -1 : +1);");
275         g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +1 : -1, "
276                                                   "bottomright.x > topright.x ? -1 : +1);");
277 
278         // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
279         // boxes centered on the input points, split evenly between two invocations. This translates
280         // to a polygon with either one, two, or three vertices at each input point, depending on
281         // how sharp the corner is. For more details on conservative raster, see:
282         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
283         g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
284         g->codeAppend ("if (all(left_up_notequal)) {");
285                            // The top-left corner will have three conservative raster vertices.
286                            // Emit the middle one first to the triangle strip.
287         g->codeAppendf(    "%s(topleft, float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
288         g->codeAppend ("}");
289         g->codeAppend ("if (any(left_up_notequal)) {");
290                            // Second conservative raster vertex for the top-left corner.
291         g->codeAppendf(    "%s(topleft, leftbloat);", emitVertexFn);
292         g->codeAppend ("}");
293 
294         // Main interior body of this invocation's half of the hull.
295         g->codeAppendf("%s(topleft, upbloat);", emitVertexFn);
296         g->codeAppendf("%s(bottomleft, leftbloat);", emitVertexFn);
297         g->codeAppendf("%s(topright, upbloat);", emitVertexFn);
298 
299         // Remaining two conservative raster vertices for the top-right corner.
300         g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
301         g->codeAppend ("if (any(up_right_notequal)) {");
302         g->codeAppendf(    "%s(topright, rightbloat);", emitVertexFn);
303         g->codeAppend ("}");
304         g->codeAppend ("if (all(up_right_notequal)) {");
305         g->codeAppendf(    "%s(topright, float2(-upbloat.y, upbloat.x));", emitVertexFn);
306         g->codeAppend ("}");
307 
308         g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
309     }
310 };
311 
312 /**
313  * Generates conservative rasters around corners (aka pixel-size boxes) and calculates
314  * coverage and attenuation ramps to fix up the coverage values written by the hulls.
315  */
316 class GrGSCoverageProcessor::CornerImpl : public GrGSCoverageProcessor::Impl {
317 public:
CornerImpl(std::unique_ptr<Shader> shader)318     CornerImpl(std::unique_ptr<Shader> shader) : Impl(std::move(shader)) {}
319 
hasCoverage(const GrGSCoverageProcessor & proc) const320     bool hasCoverage(const GrGSCoverageProcessor& proc) const override {
321         return proc.isTriangles();
322     }
323 
onEmitGeometryShader(const GrGSCoverageProcessor & proc,GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const324     void onEmitGeometryShader(const GrGSCoverageProcessor& proc, GrGLSLGeometryBuilder* g,
325                               const GrShaderVar& wind, const char* emitVertexFn) const override {
326         fShader->emitSetupCode(g, "pts");
327 
328         g->codeAppendf("int corneridx = sk_InvocationID;");
329         if (!proc.isTriangles()) {
330             g->codeAppendf("corneridx *= %i;", proc.numInputPoints() - 1);
331         }
332 
333         g->codeAppendf("float2 corner = pts[corneridx];");
334         g->codeAppendf("float2 left = pts[(corneridx + (%s > 0 ? %i : 1)) %% %i];",
335                        wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
336         g->codeAppendf("float2 right = pts[(corneridx + (%s > 0 ? 1 : %i)) %% %i];",
337                        wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
338 
339         g->codeAppend ("float2 leftdir = corner - left;");
340         g->codeAppend ("leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);");
341 
342         g->codeAppend ("float2 rightdir = right - corner;");
343         g->codeAppend ("rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);");
344 
345         // Find "outbloat" and "crossbloat" at our corner. The outbloat points diagonally out of the
346         // triangle, in the direction that should ramp to zero coverage with attenuation. The
347         // crossbloat runs perpindicular to outbloat.
348         g->codeAppend ("float2 outbloat = float2(leftdir.x > rightdir.x ? +1 : -1, "
349                                                 "leftdir.y > rightdir.y ? +1 : -1);");
350         g->codeAppend ("float2 crossbloat = float2(-outbloat.y, +outbloat.x);");
351 
352         g->codeAppend ("half attenuation; {");
353         Shader::CalcCornerAttenuation(g, "leftdir", "rightdir", "attenuation");
354         g->codeAppend ("}");
355 
356         if (proc.isTriangles()) {
357             g->codeAppend ("half2 left_coverages; {");
358             Shader::CalcEdgeCoveragesAtBloatVertices(g, "left", "corner", "-outbloat",
359                                                      "-crossbloat", "left_coverages");
360             g->codeAppend ("}");
361 
362             g->codeAppend ("half2 right_coverages; {");
363             Shader::CalcEdgeCoveragesAtBloatVertices(g, "corner", "right", "-outbloat",
364                                                      "crossbloat", "right_coverages");
365             g->codeAppend ("}");
366 
367             // Emit a corner box. The first coverage argument erases the values that were written
368             // previously by the hull and edge geometry. The second pair are multiplied together by
369             // the fragment shader. They ramp to 0 with attenuation in the direction of outbloat,
370             // and linearly from left-edge coverage to right-edge coverage in the direction of
371             // crossbloat.
372             //
373             // NOTE: Since this is not a linear mapping, it is important that the box's diagonal
374             // shared edge points in the direction of outbloat.
375             g->codeAppendf("%s(corner, -crossbloat, right_coverages[1] - left_coverages[1],"
376                               "half2(1 + left_coverages[1], 1));",
377                            emitVertexFn);
378 
379             g->codeAppendf("%s(corner, outbloat, 1 + left_coverages[0] + right_coverages[0], "
380                               "half2(0, attenuation));",
381                            emitVertexFn);
382 
383             g->codeAppendf("%s(corner, -outbloat, -1 - left_coverages[0] - right_coverages[0], "
384                               "half2(1 + left_coverages[0] + right_coverages[0], 1));",
385                            emitVertexFn);
386 
387             g->codeAppendf("%s(corner, crossbloat, left_coverages[1] - right_coverages[1],"
388                               "half2(1 + right_coverages[1], 1));",
389                            emitVertexFn);
390         } else {
391             // Curves are simpler. Setting "wind = -wind" causes the Shader to erase what it had
392             // written in the previous pass hull. Then, at each vertex of the corner box, the Shader
393             // will calculate the curve's local coverage value, interpolate it alongside our
394             // attenuation parameter, and multiply the two together for a final coverage value.
395             g->codeAppendf("%s = -%s;", wind.c_str(), wind.c_str());
396             if (!fShader->calculatesOwnEdgeCoverage()) {
397                 g->codeAppendf("%s = -%s;",
398                                fEdgeDistanceEquation.c_str(), fEdgeDistanceEquation.c_str());
399             }
400             g->codeAppendf("%s(corner, -crossbloat, half2(-1, 1));", emitVertexFn);
401             g->codeAppendf("%s(corner, outbloat, half2(0, attenuation));",
402                            emitVertexFn);
403             g->codeAppendf("%s(corner, -outbloat, half2(-1, 1));", emitVertexFn);
404             g->codeAppendf("%s(corner, crossbloat, half2(-1, 1));", emitVertexFn);
405         }
406 
407         g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, proc.isTriangles() ? 3 : 2);
408     }
409 };
410 
reset(PrimitiveType primitiveType,GrResourceProvider *)411 void GrGSCoverageProcessor::reset(PrimitiveType primitiveType, GrResourceProvider*) {
412     fPrimitiveType = primitiveType;  // This will affect the return values for numInputPoints, etc.
413 
414     if (4 == this->numInputPoints() || this->hasInputWeight()) {
415         fInputXOrYValues =
416                 {"x_or_y_values", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
417         GR_STATIC_ASSERT(sizeof(QuadPointInstance) ==
418                          2 * GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
419         GR_STATIC_ASSERT(offsetof(QuadPointInstance, fY) ==
420                          GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
421     } else {
422         fInputXOrYValues =
423                 {"x_or_y_values", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
424         GR_STATIC_ASSERT(sizeof(TriPointInstance) ==
425                          2 * GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
426     }
427 
428     this->setVertexAttributes(&fInputXOrYValues, 1);
429 }
430 
appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer,int instanceCount,int baseInstance,SkTArray<GrMesh> * out) const431 void GrGSCoverageProcessor::appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer, int instanceCount,
432                                        int baseInstance, SkTArray<GrMesh>* out) const {
433     // We don't actually make instanced draw calls. Instead, we feed transposed x,y point values to
434     // the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex invocation
435     // receives either the shape's x or y values as inputs, which it forwards to the geometry
436     // shader.
437     GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
438     mesh.setNonIndexedNonInstanced(instanceCount * 2);
439     mesh.setVertexData(std::move(instanceBuffer), baseInstance * 2);
440 }
441 
draw(GrOpFlushState * flushState,const GrPipeline & pipeline,const SkIRect scissorRects[],const GrMesh meshes[],int meshCount,const SkRect & drawBounds) const442 void GrGSCoverageProcessor::draw(
443         GrOpFlushState* flushState, const GrPipeline& pipeline, const SkIRect scissorRects[],
444         const GrMesh meshes[], int meshCount, const SkRect& drawBounds) const {
445     // The geometry shader impl draws primitives in two subpasses: The first pass fills the interior
446     // and does edge AA. The second pass does touch up on corner pixels.
447     for (int i = 0; i < 2; ++i) {
448         fSubpass = (Subpass) i;
449         this->GrCCCoverageProcessor::draw(
450                 flushState, pipeline, scissorRects, meshes, meshCount, drawBounds);
451     }
452 }
453 
onCreateGLSLInstance(std::unique_ptr<Shader> shader) const454 GrGLSLPrimitiveProcessor* GrGSCoverageProcessor::onCreateGLSLInstance(
455         std::unique_ptr<Shader> shader) const {
456     if (Subpass::kHulls == fSubpass) {
457         return this->isTriangles()
458                    ? (Impl*) new TriangleHullImpl(std::move(shader))
459                    : (Impl*) new CurveHullImpl(std::move(shader));
460     }
461     SkASSERT(Subpass::kCorners == fSubpass);
462     return new CornerImpl(std::move(shader));
463 }
464