1 /*
2 * Copyright 2020 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/shaders/GrStrokeTessellationShader.h"
9
10 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
11 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
12 #include "src/gpu/tessellate/StrokeFixedCountTessellator.h"
13 #include "src/gpu/tessellate/WangsFormula.h"
14
15 using skgpu::VertexWriter;
16
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)17 void GrStrokeTessellationShader::InstancedImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
18 const auto& shader = args.fGeomProc.cast<GrStrokeTessellationShader>();
19 SkPaint::Join joinType = shader.stroke().getJoin();
20 args.fVaryingHandler->emitAttributes(shader);
21
22 args.fVertBuilder->defineConstant("float", "PI", "3.141592653589793238");
23
24 // Helper functions.
25 if (shader.hasDynamicStroke()) {
26 args.fVertBuilder->insertFunction(kNumRadialSegmentsPerRadianFn);
27 }
28 args.fVertBuilder->insertFunction(kCosineBetweenVectorsFn);
29 args.fVertBuilder->insertFunction(kMiterExtentFn);
30 args.fVertBuilder->insertFunction(kUncheckedMixFn);
31 args.fVertBuilder->insertFunction(skgpu::wangs_formula::as_sksl().c_str());
32
33 // Tessellation control uniforms and/or dynamic attributes.
34 if (!shader.hasDynamicStroke()) {
35 // [PARAMETRIC_PRECISION, NUM_RADIAL_SEGMENTS_PER_RADIAN, JOIN_TYPE, STROKE_RADIUS]
36 const char* tessArgsName;
37 fTessControlArgsUniform = args.fUniformHandler->addUniform(
38 nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "tessControlArgs",
39 &tessArgsName);
40 args.fVertBuilder->codeAppendf(R"(
41 float PARAMETRIC_PRECISION = %s.x;
42 float NUM_RADIAL_SEGMENTS_PER_RADIAN = %s.y;
43 float JOIN_TYPE = %s.z;
44 float STROKE_RADIUS = %s.w;)", tessArgsName, tessArgsName, tessArgsName, tessArgsName);
45 } else {
46 const char* parametricPrecisionName;
47 fTessControlArgsUniform = args.fUniformHandler->addUniform(
48 nullptr, kVertex_GrShaderFlag, kFloat_GrSLType, "parametricPrecision",
49 ¶metricPrecisionName);
50 args.fVertBuilder->codeAppendf(R"(
51 float PARAMETRIC_PRECISION = %s;
52 float STROKE_RADIUS = dynamicStrokeAttr.x;
53 float NUM_RADIAL_SEGMENTS_PER_RADIAN = num_radial_segments_per_radian(
54 PARAMETRIC_PRECISION, STROKE_RADIUS);
55 float JOIN_TYPE = dynamicStrokeAttr.y;)", parametricPrecisionName);
56 }
57
58 if (shader.hasDynamicColor()) {
59 // Create a varying for color to get passed in through.
60 GrGLSLVarying dynamicColor{kHalf4_GrSLType};
61 args.fVaryingHandler->addVarying("dynamicColor", &dynamicColor);
62 args.fVertBuilder->codeAppendf("%s = dynamicColorAttr;", dynamicColor.vsOut());
63 fDynamicColorName = dynamicColor.fsIn();
64 }
65
66 if (shader.mode() == GrStrokeTessellationShader::Mode::kLog2Indirect) {
67 args.fVertBuilder->codeAppend(R"(
68 float NUM_TOTAL_EDGES = abs(argsAttr.z);)");
69 } else {
70 SkASSERT(shader.mode() == GrStrokeTessellationShader::Mode::kFixedCount);
71 const char* edgeCountName;
72 fEdgeCountUniform = args.fUniformHandler->addUniform(
73 nullptr, kVertex_GrShaderFlag, kFloat_GrSLType, "edgeCount", &edgeCountName);
74 args.fVertBuilder->codeAppendf(R"(
75 float NUM_TOTAL_EDGES = %s;)", edgeCountName);
76 }
77
78 // View matrix uniforms.
79 const char* translateName, *affineMatrixName;
80 fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
81 kFloat4_GrSLType, "affineMatrix",
82 &affineMatrixName);
83 fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
84 kFloat2_GrSLType, "translate",
85 &translateName);
86 args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n", affineMatrixName);
87 args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;\n", translateName);
88
89 if (shader.hasExplicitCurveType()) {
90 args.fVertBuilder->insertFunction(SkStringPrintf(R"(
91 bool is_conic_curve() { return curveTypeAttr != %g; })", kCubicCurveType).c_str());
92 } else {
93 args.fVertBuilder->insertFunction(R"(
94 bool is_conic_curve() { return isinf(pts23Attr.w); })");
95 }
96
97 // Tessellation code.
98 args.fVertBuilder->codeAppend(R"(
99 float2 p0=pts01Attr.xy, p1=pts01Attr.zw, p2=pts23Attr.xy, p3=pts23Attr.zw;
100 float2 lastControlPoint = argsAttr.xy;
101 float w = -1; // w<0 means the curve is an integral cubic.
102 if (is_conic_curve()) {
103 // Conics are 3 points, with the weight in p3.
104 w = p3.x;
105 p3 = p2; // Setting p3 equal to p2 works for the remaining rotational logic.
106 })");
107 if (shader.stroke().isHairlineStyle()) {
108 // Hairline case. Transform the points before tessellation. We can still hold off on the
109 // translate until the end; we just need to perform the scale and skew right now.
110 args.fVertBuilder->codeAppend(R"(
111 p0 = AFFINE_MATRIX * p0;
112 p1 = AFFINE_MATRIX * p1;
113 p2 = AFFINE_MATRIX * p2;
114 p3 = AFFINE_MATRIX * p3;
115 lastControlPoint = AFFINE_MATRIX * lastControlPoint;)");
116 }
117
118 args.fVertBuilder->codeAppend(R"(
119 // Find how many parametric segments this stroke requires.
120 float numParametricSegments;
121 if (w < 0) {
122 numParametricSegments = wangs_formula_cubic(PARAMETRIC_PRECISION, p0, p1, p2, p3,
123 float2x2(1));
124 } else {
125 numParametricSegments = wangs_formula_conic(PARAMETRIC_PRECISION, p0, p1, p2, w);
126 }
127 if (p0 == p1 && p2 == p3) {
128 // This is how we describe lines, but Wang's formula does not return 1 in this case.
129 numParametricSegments = 1;
130 }
131
132 // Find the starting and ending tangents.
133 float2 tan0 = ((p0 == p1) ? (p1 == p2) ? p3 : p2 : p1) - p0;
134 float2 tan1 = p3 - ((p3 == p2) ? (p2 == p1) ? p0 : p1 : p2);
135 if (tan0 == float2(0)) {
136 // The stroke is a point. This special case tells us to draw a stroke-width circle as a
137 // 180 degree point stroke instead.
138 tan0 = float2(1,0);
139 tan1 = float2(-1,0);
140 })");
141
142 if (args.fShaderCaps->vertexIDSupport()) {
143 // If we don't have sk_VertexID support then "edgeID" already came in as a vertex attrib.
144 args.fVertBuilder->codeAppend(R"(
145 float edgeID = float(sk_VertexID >> 1);
146 if ((sk_VertexID & 1) != 0) {
147 edgeID = -edgeID;
148 })");
149 }
150
151 // Potential optimization: (shader.hasDynamicStroke() && shader.hasRoundJoins())?
152 if (shader.stroke().getJoin() == SkPaint::kRound_Join || shader.hasDynamicStroke()) {
153 args.fVertBuilder->codeAppend(R"(
154 // Determine how many edges to give to the round join. We emit the first and final edges
155 // of the join twice: once full width and once restricted to half width. This guarantees
156 // perfect seaming by matching the vertices from the join as well as from the strokes on
157 // either side.
158 float joinRads = acos(cosine_between_vectors(p0 - lastControlPoint, tan0));
159 float numRadialSegmentsInJoin = max(ceil(joinRads * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);
160 // +2 because we emit the beginning and ending edges twice (see above comment).
161 float numEdgesInJoin = numRadialSegmentsInJoin + 2;
162 // The stroke section needs at least two edges. Don't assign more to the join than
163 // "NUM_TOTAL_EDGES - 2".
164 numEdgesInJoin = min(numEdgesInJoin, NUM_TOTAL_EDGES - 2);)");
165 if (shader.mode() == GrStrokeTessellationShader::Mode::kLog2Indirect) {
166 args.fVertBuilder->codeAppend(R"(
167 // Negative argsAttr.z means the join is an internal chop or circle, and both of
168 // those have empty joins. All we need is a bevel join.
169 if (argsAttr.z < 0) {
170 // +2 because we emit the beginning and ending edges twice (see above comment).
171 numEdgesInJoin = 1 + 2;
172 })");
173 }
174 if (shader.hasDynamicStroke()) {
175 args.fVertBuilder->codeAppend(R"(
176 if (JOIN_TYPE >= 0 /*Is the join not a round type?*/) {
177 // Bevel and miter joins get 1 and 2 segments respectively.
178 // +2 because we emit the beginning and ending edges twice (see above comments).
179 numEdgesInJoin = sign(JOIN_TYPE) + 1 + 2;
180 })");
181 }
182 } else {
183 args.fVertBuilder->codeAppendf(R"(
184 float numEdgesInJoin = %i;)",
185 skgpu::StrokeFixedCountTessellator::NumFixedEdgesInJoin(joinType));
186 }
187
188 args.fVertBuilder->codeAppend(R"(
189 // Find which direction the curve turns.
190 // NOTE: Since the curve is not allowed to inflect, we can just check F'(.5) x F''(.5).
191 // NOTE: F'(.5) x F''(.5) has the same sign as (P2 - P0) x (P3 - P1)
192 float turn = cross(p2 - p0, p3 - p1);
193 float combinedEdgeID = abs(edgeID) - numEdgesInJoin;
194 if (combinedEdgeID < 0) {
195 tan1 = tan0;
196 // Don't let tan0 become zero. The code as-is isn't built to handle that case. tan0=0
197 // means the join is disabled, and to disable it with the existing code we can leave
198 // tan0 equal to tan1.
199 if (lastControlPoint != p0) {
200 tan0 = p0 - lastControlPoint;
201 }
202 turn = cross(tan0, tan1);
203 }
204
205 // Calculate the curve's starting angle and rotation.
206 float cosTheta = cosine_between_vectors(tan0, tan1);
207 float rotation = acos(cosTheta);
208 if (turn < 0) {
209 // Adjust sign of rotation to match the direction the curve turns.
210 rotation = -rotation;
211 }
212
213 float numRadialSegments;
214 float strokeOutset = sign(edgeID);
215 if (combinedEdgeID < 0) {
216 // We belong to the preceding join. The first and final edges get duplicated, so we only
217 // have "numEdgesInJoin - 2" segments.
218 numRadialSegments = numEdgesInJoin - 2;
219 numParametricSegments = 1; // Joins don't have parametric segments.
220 p3 = p2 = p1 = p0; // Colocate all points on the junction point.
221 // Shift combinedEdgeID to the range [-1, numRadialSegments]. This duplicates the first
222 // edge and lands one edge at the very end of the join. (The duplicated final edge will
223 // actually come from the section of our strip that belongs to the stroke.)
224 combinedEdgeID += numRadialSegments + 1;
225 // We normally restrict the join on one side of the junction, but if the tangents are
226 // nearly equivalent this could theoretically result in bad seaming and/or cracks on the
227 // side we don't put it on. If the tangents are nearly equivalent then we leave the join
228 // double-sided.
229 float sinEpsilon = 1e-2; // ~= sin(180deg / 3000)
230 bool tangentsNearlyParallel =
231 (abs(turn) * inversesqrt(dot(tan0, tan0) * dot(tan1, tan1))) < sinEpsilon;
232 if (!tangentsNearlyParallel || dot(tan0, tan1) < 0) {
233 // There are two edges colocated at the beginning. Leave the first one double sided
234 // for seaming with the previous stroke. (The double sided edge at the end will
235 // actually come from the section of our strip that belongs to the stroke.)
236 if (combinedEdgeID >= 0) {
237 strokeOutset = (turn < 0) ? min(strokeOutset, 0) : max(strokeOutset, 0);
238 }
239 }
240 combinedEdgeID = max(combinedEdgeID, 0);
241 } else {
242 // We belong to the stroke.
243 float maxCombinedSegments = NUM_TOTAL_EDGES - numEdgesInJoin - 1;
244 numRadialSegments = max(ceil(abs(rotation) * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);
245 numRadialSegments = min(numRadialSegments, maxCombinedSegments);
246 numParametricSegments = min(numParametricSegments,
247 maxCombinedSegments - numRadialSegments + 1);
248 }
249
250 // Additional parameters for emitTessellationCode().
251 float radsPerSegment = rotation / numRadialSegments;
252 float numCombinedSegments = numParametricSegments + numRadialSegments - 1;
253 bool isFinalEdge = (combinedEdgeID >= numCombinedSegments);
254 if (combinedEdgeID > numCombinedSegments) {
255 strokeOutset = 0; // The strip has more edges than we need. Drop this one.
256 })");
257
258 if (joinType == SkPaint::kMiter_Join || shader.hasDynamicStroke()) {
259 args.fVertBuilder->codeAppendf(R"(
260 // Edge #2 extends to the miter point.
261 if (abs(edgeID) == 2 && %s) {
262 strokeOutset *= miter_extent(cosTheta, JOIN_TYPE/*miterLimit*/);
263 })", shader.hasDynamicStroke() ? "JOIN_TYPE > 0/*Is the join a miter type?*/" : "true");
264 }
265
266 this->emitTessellationCode(shader, &args.fVertBuilder->code(), gpArgs, *args.fShaderCaps);
267
268 this->emitFragmentCode(shader, args);
269 }
270