1 /*
2 * Copyright 2018 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/ops/GrQuadPerEdgeAA.h"
9
10 #include "include/private/SkNx.h"
11 #include "src/gpu/GrVertexWriter.h"
12 #include "src/gpu/SkGr.h"
13 #include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
14 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
15 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
16 #include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h"
17 #include "src/gpu/glsl/GrGLSLVarying.h"
18 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
19
20 #define AI SK_ALWAYS_INLINE
21
22 namespace {
23
24 // Helper data types since there is a lot of information that needs to be passed around to
25 // avoid recalculation in the different procedures for tessellating an AA quad.
26
27 using V4f = skvx::Vec<4, float>;
28 using M4f = skvx::Vec<4, int32_t>;
29
30 struct Vertices {
31 // X, Y, and W coordinates in device space. If not perspective, w should be set to 1.f
32 V4f fX, fY, fW;
33 // U, V, and R coordinates representing local quad. Ignored depending on uvrCount (0, 1, 2).
34 V4f fU, fV, fR;
35 int fUVRCount;
36 };
37
38 struct QuadMetadata {
39 // Normalized edge vectors of the device space quad, ordered L, B, T, R (i.e. nextCCW(x) - x).
40 V4f fDX, fDY;
41 // 1 / edge length of the device space quad
42 V4f fInvLengths;
43 // Edge mask (set to all 1s if aa flags is kAll), otherwise 1.f if edge was AA, 0.f if non-AA.
44 V4f fMask;
45 };
46
47 struct Edges {
48 // a * x + b * y + c = 0; positive distance is inside the quad; ordered LBTR.
49 V4f fA, fB, fC;
50 // Whether or not the edge normals had to be flipped to preserve positive distance on the inside
51 bool fFlipped;
52 };
53
54 static constexpr float kTolerance = 1e-2f;
55 // True/false bit masks for initializing an M4f
56 static constexpr int32_t kTrue = ~0;
57 static constexpr int32_t kFalse = 0;
58
fma(const V4f & f,const V4f & m,const V4f & a)59 static AI V4f fma(const V4f& f, const V4f& m, const V4f& a) {
60 return mad(f, m, a);
61 }
62
63 // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
64 // order.
nextCW(const V4f & v)65 static AI V4f nextCW(const V4f& v) {
66 return skvx::shuffle<2, 0, 3, 1>(v);
67 }
68
nextCCW(const V4f & v)69 static AI V4f nextCCW(const V4f& v) {
70 return skvx::shuffle<1, 3, 0, 2>(v);
71 }
72
73 // Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector.
74 // e3 may be null if only 2D edges need to be corrected for.
correct_bad_edges(const M4f & bad,V4f * e1,V4f * e2,V4f * e3)75 static AI void correct_bad_edges(const M4f& bad, V4f* e1, V4f* e2, V4f* e3) {
76 if (any(bad)) {
77 // Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding
78 *e1 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e1), *e1);
79 *e2 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e2), *e2);
80 if (e3) {
81 *e3 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e3), *e3);
82 }
83 }
84 }
85
86 // Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points.
correct_bad_coords(const M4f & bad,V4f * c1,V4f * c2,V4f * c3)87 static AI void correct_bad_coords(const M4f& bad, V4f* c1, V4f* c2, V4f* c3) {
88 if (any(bad)) {
89 *c1 = if_then_else(bad, nextCCW(*c1), *c1);
90 *c2 = if_then_else(bad, nextCCW(*c2), *c2);
91 if (c3) {
92 *c3 = if_then_else(bad, nextCCW(*c3), *c3);
93 }
94 }
95 }
96
get_metadata(const Vertices & vertices,GrQuadAAFlags aaFlags)97 static AI QuadMetadata get_metadata(const Vertices& vertices, GrQuadAAFlags aaFlags) {
98 V4f dx = nextCCW(vertices.fX) - vertices.fX;
99 V4f dy = nextCCW(vertices.fY) - vertices.fY;
100 V4f invLengths = rsqrt(fma(dx, dx, dy * dy));
101
102 V4f mask = aaFlags == GrQuadAAFlags::kAll ? V4f(1.f) :
103 V4f{(GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f,
104 (GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f,
105 (GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f,
106 (GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f};
107 return { dx * invLengths, dy * invLengths, invLengths, mask };
108 }
109
get_edge_equations(const QuadMetadata & metadata,const Vertices & vertices)110 static AI Edges get_edge_equations(const QuadMetadata& metadata, const Vertices& vertices) {
111 V4f dx = metadata.fDX;
112 V4f dy = metadata.fDY;
113 // Correct for bad edges by copying adjacent edge information into the bad component
114 correct_bad_edges(metadata.fInvLengths >= 1.f / kTolerance, &dx, &dy, nullptr);
115
116 V4f c = fma(dx, vertices.fY, -dy * vertices.fX);
117 // Make sure normals point into the shape
118 V4f test = fma(dy, nextCW(vertices.fX), fma(-dx, nextCW(vertices.fY), c));
119 if (any(test < -kTolerance)) {
120 return {-dy, dx, -c, true};
121 } else {
122 return {dy, -dx, c, false};
123 }
124 }
125
126 // Sets 'outset' to the magnitude of outset/inset to adjust each corner of a quad given the
127 // edge angles and lengths. If the quad is too small, has empty edges, or too sharp of angles,
128 // false is returned and the degenerate slow-path should be used.
get_optimized_outset(const QuadMetadata & metadata,bool rectilinear,V4f * outset)129 static bool get_optimized_outset(const QuadMetadata& metadata, bool rectilinear, V4f* outset) {
130 if (rectilinear) {
131 *outset = 0.5f;
132 // Stay in the fast path as long as all edges are at least a pixel long (so 1/len <= 1)
133 return all(metadata.fInvLengths <= 1.f);
134 }
135
136 if (any(metadata.fInvLengths >= 1.f / kTolerance)) {
137 // Have an empty edge from a degenerate quad, so there's no hope
138 return false;
139 }
140
141 // The distance the point needs to move is 1/2sin(theta), where theta is the angle between the
142 // two edges at that point. cos(theta) is equal to dot(dxy, nextCW(dxy))
143 V4f cosTheta = fma(metadata.fDX, nextCW(metadata.fDX), metadata.fDY * nextCW(metadata.fDY));
144 // If the angle is too shallow between edges, go through the degenerate path, otherwise adding
145 // and subtracting very large vectors in almost opposite directions leads to float errors
146 if (any(abs(cosTheta) >= 0.9f)) {
147 return false;
148 }
149 *outset = 0.5f * rsqrt(1.f - cosTheta * cosTheta); // 1/2sin(theta)
150
151 // When outsetting or insetting, the current edge's AA adds to the length:
152 // cos(pi - theta)/2sin(theta) + cos(pi-ccw(theta))/2sin(ccw(theta))
153 // Moving an adjacent edge updates the length by 1/2sin(theta|ccw(theta))
154 V4f halfTanTheta = -cosTheta * (*outset); // cos(pi - theta) = -cos(theta)
155 V4f edgeAdjust = metadata.fMask * (halfTanTheta + nextCCW(halfTanTheta)) +
156 nextCCW(metadata.fMask) * nextCCW(*outset) +
157 nextCW(metadata.fMask) * (*outset);
158 // If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make edgeLen negative
159 // then use the slow path
160 V4f threshold = 0.1f - (1.f / metadata.fInvLengths);
161 return all(edgeAdjust > threshold) && all(edgeAdjust < -threshold);
162 }
163
164 // Ignores the quad's fW, use outset_projected_vertices if it's known to need 3D.
outset_vertices(const V4f & outset,const QuadMetadata & metadata,Vertices * quad)165 static AI void outset_vertices(const V4f& outset, const QuadMetadata& metadata, Vertices* quad) {
166 // The mask is rotated compared to the outsets and edge vectors, since if the edge is "on"
167 // both its points need to be moved along their other edge vectors.
168 auto maskedOutset = -outset * nextCW(metadata.fMask);
169 auto maskedOutsetCW = outset * metadata.fMask;
170 // x = x + outset * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff
171 quad->fX += fma(maskedOutsetCW, nextCW(metadata.fDX), maskedOutset * metadata.fDX);
172 quad->fY += fma(maskedOutsetCW, nextCW(metadata.fDY), maskedOutset * metadata.fDY);
173 if (quad->fUVRCount > 0) {
174 // We want to extend the texture coords by the same proportion as the positions.
175 maskedOutset *= metadata.fInvLengths;
176 maskedOutsetCW *= nextCW(metadata.fInvLengths);
177 V4f du = nextCCW(quad->fU) - quad->fU;
178 V4f dv = nextCCW(quad->fV) - quad->fV;
179 quad->fU += fma(maskedOutsetCW, nextCW(du), maskedOutset * du);
180 quad->fV += fma(maskedOutsetCW, nextCW(dv), maskedOutset * dv);
181 if (quad->fUVRCount == 3) {
182 V4f dr = nextCCW(quad->fR) - quad->fR;
183 quad->fR += fma(maskedOutsetCW, nextCW(dr), maskedOutset * dr);
184 }
185 }
186 }
187
188 // Updates (x,y,w) to be at (x2d,y2d) once projected. Updates (u,v,r) to match if provided.
189 // Gracefully handles 2D content if *w holds all 1s.
outset_projected_vertices(const V4f & x2d,const V4f & y2d,GrQuadAAFlags aaFlags,Vertices * quad)190 static void outset_projected_vertices(const V4f& x2d, const V4f& y2d,
191 GrQuadAAFlags aaFlags, Vertices* quad) {
192 // Left to right, in device space, for each point
193 V4f e1x = skvx::shuffle<2, 3, 2, 3>(quad->fX) - skvx::shuffle<0, 1, 0, 1>(quad->fX);
194 V4f e1y = skvx::shuffle<2, 3, 2, 3>(quad->fY) - skvx::shuffle<0, 1, 0, 1>(quad->fY);
195 V4f e1w = skvx::shuffle<2, 3, 2, 3>(quad->fW) - skvx::shuffle<0, 1, 0, 1>(quad->fW);
196 correct_bad_edges(fma(e1x, e1x, e1y * e1y) < kTolerance * kTolerance, &e1x, &e1y, &e1w);
197
198 // // Top to bottom, in device space, for each point
199 V4f e2x = skvx::shuffle<1, 1, 3, 3>(quad->fX) - skvx::shuffle<0, 0, 2, 2>(quad->fX);
200 V4f e2y = skvx::shuffle<1, 1, 3, 3>(quad->fY) - skvx::shuffle<0, 0, 2, 2>(quad->fY);
201 V4f e2w = skvx::shuffle<1, 1, 3, 3>(quad->fW) - skvx::shuffle<0, 0, 2, 2>(quad->fW);
202 correct_bad_edges(fma(e2x, e2x, e2y * e2y) < kTolerance * kTolerance, &e2x, &e2y, &e2w);
203
204 // Can only move along e1 and e2 to reach the new 2D point, so we have
205 // x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and
206 // y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b
207 // This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where
208 // the cNx and cNy coefficients are:
209 V4f c1x = e1w * x2d - e1x;
210 V4f c1y = e1w * y2d - e1y;
211 V4f c2x = e2w * x2d - e2x;
212 V4f c2y = e2w * y2d - e2y;
213 V4f c3x = quad->fW * x2d - quad->fX;
214 V4f c3y = quad->fW * y2d - quad->fY;
215
216 // Solve for a and b
217 V4f a, b, denom;
218 if (aaFlags == GrQuadAAFlags::kAll) {
219 // When every edge is outset/inset, each corner can use both edge vectors
220 denom = c1x * c2y - c2x * c1y;
221 a = (c2x * c3y - c3x * c2y) / denom;
222 b = (c3x * c1y - c1x * c3y) / denom;
223 } else {
224 // Force a or b to be 0 if that edge cannot be used due to non-AA
225 M4f aMask = M4f{(aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
226 (aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
227 (aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse,
228 (aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse};
229 M4f bMask = M4f{(aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
230 (aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse,
231 (aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
232 (aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse};
233
234 // When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case.
235 // When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom
236 // When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, ""
237 // When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0
238 M4f useC1x = abs(c1x) > abs(c1y);
239 M4f useC2x = abs(c2x) > abs(c2y);
240
241 denom = if_then_else(aMask,
242 if_then_else(bMask,
243 c1x * c2y - c2x * c1y, /* A & B */
244 if_then_else(useC1x, c1x, c1y)), /* A & !B */
245 if_then_else(bMask,
246 if_then_else(useC2x, c2x, c2y), /* !A & B */
247 V4f(1.f))); /* !A & !B */
248
249 a = if_then_else(aMask,
250 if_then_else(bMask,
251 c2x * c3y - c3x * c2y, /* A & B */
252 if_then_else(useC1x, -c3x, -c3y)), /* A & !B */
253 V4f(0.f)) / denom; /* !A */
254 b = if_then_else(bMask,
255 if_then_else(aMask,
256 c3x * c1y - c1x * c3y, /* A & B */
257 if_then_else(useC2x, -c3x, -c3y)), /* !A & B */
258 V4f(0.f)) / denom; /* !B */
259 }
260
261 V4f newW = quad->fW + a * e1w + b * e2w;
262 // If newW < 0, scale a and b such that the point reaches the infinity plane instead of crossing
263 // This breaks orthogonality of inset/outsets, but GPUs don't handle negative Ws well so this
264 // is far less visually disturbing (likely not noticeable since it's at extreme perspective).
265 // The alternative correction (multiply xyw by -1) has the disadvantage of changing how local
266 // coordinates would be interpolated.
267 static const float kMinW = 1e-6f;
268 if (any(newW < 0.f)) {
269 V4f scale = if_then_else(newW < kMinW, (kMinW - quad->fW) / (newW - quad->fW), V4f(1.f));
270 a *= scale;
271 b *= scale;
272 }
273
274 quad->fX += a * e1x + b * e2x;
275 quad->fY += a * e1y + b * e2y;
276 quad->fW += a * e1w + b * e2w;
277 correct_bad_coords(abs(denom) < kTolerance, &quad->fX, &quad->fY, &quad->fW);
278
279 if (quad->fUVRCount > 0) {
280 // Calculate R here so it can be corrected with U and V in case it's needed later
281 V4f e1u = skvx::shuffle<2, 3, 2, 3>(quad->fU) - skvx::shuffle<0, 1, 0, 1>(quad->fU);
282 V4f e1v = skvx::shuffle<2, 3, 2, 3>(quad->fV) - skvx::shuffle<0, 1, 0, 1>(quad->fV);
283 V4f e1r = skvx::shuffle<2, 3, 2, 3>(quad->fR) - skvx::shuffle<0, 1, 0, 1>(quad->fR);
284 correct_bad_edges(fma(e1u, e1u, e1v * e1v) < kTolerance * kTolerance, &e1u, &e1v, &e1r);
285
286 V4f e2u = skvx::shuffle<1, 1, 3, 3>(quad->fU) - skvx::shuffle<0, 0, 2, 2>(quad->fU);
287 V4f e2v = skvx::shuffle<1, 1, 3, 3>(quad->fV) - skvx::shuffle<0, 0, 2, 2>(quad->fV);
288 V4f e2r = skvx::shuffle<1, 1, 3, 3>(quad->fR) - skvx::shuffle<0, 0, 2, 2>(quad->fR);
289 correct_bad_edges(fma(e2u, e2u, e2v * e2v) < kTolerance * kTolerance, &e2u, &e2v, &e2r);
290
291 quad->fU += a * e1u + b * e2u;
292 quad->fV += a * e1v + b * e2v;
293 if (quad->fUVRCount == 3) {
294 quad->fR += a * e1r + b * e2r;
295 correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, &quad->fR);
296 } else {
297 correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, nullptr);
298 }
299 }
300 }
301
302 // Calculate area of intersection between quad (xs, ys) and a pixel at 'pixelCenter'.
303 // a, b, c are edge equations of the quad, flipped is true if the line equations had their normals
304 // reversed to correct for matrix transforms.
get_exact_coverage(const SkPoint & pixelCenter,const Vertices & quad,const Edges & edges)305 static float get_exact_coverage(const SkPoint& pixelCenter, const Vertices& quad,
306 const Edges& edges) {
307 // Ordering of vertices given default tri-strip that produces CCW points
308 static const int kCCW[] = {0, 1, 3, 2};
309 // Ordering of vertices given inverted tri-strip that produces CCW
310 static const int kFlippedCCW[] = {0, 2, 3, 1};
311
312 // Edge boundaries of the pixel
313 float left = pixelCenter.fX - 0.5f;
314 float right = pixelCenter.fX + 0.5f;
315 float top = pixelCenter.fY - 0.5f;
316 float bot = pixelCenter.fY + 0.5f;
317
318 // Whether or not the 4 corners of the pixel are inside the quad geometry. Variable names are
319 // intentional to work easily with the helper macros.
320 bool topleftInside = all((edges.fA * left + edges.fB * top + edges.fC) >= 0.f);
321 bool botleftInside = all((edges.fA * left + edges.fB * bot + edges.fC) >= 0.f);
322 bool botrightInside = all((edges.fA * right + edges.fB * bot + edges.fC) >= 0.f);
323 bool toprightInside = all((edges.fA * right + edges.fB * top + edges.fC) >= 0.f);
324 if (topleftInside && botleftInside && botrightInside && toprightInside) {
325 // Quad fully contains the pixel, so we know the area will be 1.f
326 return 1.f;
327 }
328
329 // Track whether or not the quad vertices in (xs, ys) are on the proper sides of l, t, r, and b
330 M4f leftValid = quad.fX >= left;
331 M4f rightValid = quad.fX <= right;
332 M4f topValid = quad.fY >= top;
333 M4f botValid = quad.fY <= bot;
334
335 // Intercepts of quad lines with the 4 pixel edges
336 V4f leftCross = -(edges.fC + edges.fA * left) / edges.fB;
337 V4f rightCross = -(edges.fC + edges.fA * right) / edges.fB;
338 V4f topCross = -(edges.fC + edges.fB * top) / edges.fA;
339 V4f botCross = -(edges.fC + edges.fB * bot) / edges.fA;
340
341 // State for implicitly tracking the intersection boundary and area
342 SkPoint firstPoint = {0.f, 0.f};
343 SkPoint lastPoint = {0.f, 0.f};
344 bool intersected = false;
345 float area = 0.f;
346
347 // Adds a point to the intersection hull, remembering first point (for closing) and the
348 // current point, and updates the running area total.
349 // See http://mathworld.wolfram.com/PolygonArea.html
350 auto accumulate = [&](const SkPoint& p) {
351 if (intersected) {
352 float da = lastPoint.fX * p.fY - p.fX * lastPoint.fY;
353 area += da;
354 } else {
355 firstPoint = p;
356 intersected = true;
357 }
358 lastPoint = p;
359 };
360
361 // Used during iteration over the quad points to check if edge intersections are valid and
362 // should be accumulated.
363 #define ADD_EDGE_CROSSING_X(SIDE) \
364 do { \
365 if (SIDE##Cross[ei] >= top && SIDE##Cross[ei] <= bot) { \
366 accumulate({SIDE, SIDE##Cross[ei]}); \
367 addedIntersection = true; \
368 } \
369 } while(false)
370 #define ADD_EDGE_CROSSING_Y(SIDE) \
371 do { \
372 if (SIDE##Cross[ei] >= left && SIDE##Cross[ei] <= right) { \
373 accumulate({SIDE##Cross[ei], SIDE}); \
374 addedIntersection = true; \
375 } \
376 } while(false)
377 #define TEST_EDGES(SIDE, AXIS, I, NI) \
378 do { \
379 if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \
380 ADD_EDGE_CROSSING_##AXIS(SIDE); \
381 crossedEdges = true; \
382 } \
383 } while(false)
384 // Used during iteration over the quad points to check if a pixel corner should be included
385 // in the intersection boundary
386 #define ADD_CORNER(CHECK, SIDE_LR, SIDE_TB) \
387 if (!CHECK##Valid[i] || !CHECK##Valid[ni]) { \
388 if (SIDE_TB##SIDE_LR##Inside) { \
389 accumulate({SIDE_LR, SIDE_TB}); \
390 } \
391 }
392 #define TEST_CORNER_X(SIDE, I, NI) \
393 do { \
394 if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \
395 ADD_CORNER(top, SIDE, top) else ADD_CORNER(bot, SIDE, bot) \
396 } \
397 } while(false)
398 #define TEST_CORNER_Y(SIDE, I, NI) \
399 do { \
400 if (!SIDE##Valid[I] && SIDE##Valid[NI]) { \
401 ADD_CORNER(left, left, SIDE) else ADD_CORNER(right, right, SIDE) \
402 } \
403 } while(false)
404
405 // Iterate over the 4 points of the quad, adding valid intersections with the pixel edges
406 // or adding interior pixel corners as it goes. This automatically keeps all accumulated points
407 // in CCW ordering so the area can be calculated on the fly and there's no need to store the
408 // list of hull points. This is somewhat inspired by the Sutherland-Hodgman algorithm but since
409 // there are only 4 points in each source polygon, there is no point list maintenance.
410 for (int j = 0; j < 4; ++j) {
411 // Current vertex
412 int i = edges.fFlipped ? kFlippedCCW[j] : kCCW[j];
413 // Moving to this vertex
414 int ni = edges.fFlipped ? kFlippedCCW[(j + 1) % 4] : kCCW[(j + 1) % 4];
415 // Index in edge vectors corresponding to move from i to ni
416 int ei = edges.fFlipped ? ni : i;
417
418 bool crossedEdges = false;
419 bool addedIntersection = false;
420
421 // First check if there are any outside -> inside edge crossings. There can be 0, 1, or 2.
422 // 2 can occur if one crossing is still outside the pixel, or if they both go through
423 // the corner (in which case a duplicate point is added, but that doesn't change area).
424
425 // Outside to inside crossing
426 TEST_EDGES(left, X, i, ni);
427 TEST_EDGES(right, X, i, ni);
428 TEST_EDGES(top, Y, i, ni);
429 TEST_EDGES(bot, Y, i, ni);
430 // Inside to outside crossing (swapping ni and i in the boolean test)
431 TEST_EDGES(left, X, ni, i);
432 TEST_EDGES(right, X, ni, i);
433 TEST_EDGES(top, Y, ni, i);
434 TEST_EDGES(bot, Y, ni, i);
435
436 // If we crossed edges but didn't add any intersections, check the corners of the pixel.
437 // If the pixel corners are inside the quad, include them in the boundary.
438 if (crossedEdges && !addedIntersection) {
439 // This can lead to repeated points, but those just accumulate zero area
440 TEST_CORNER_X(left, i, ni);
441 TEST_CORNER_X(right, i, ni);
442 TEST_CORNER_Y(top, i, ni);
443 TEST_CORNER_Y(bot, i, ni);
444
445 TEST_CORNER_X(left, ni, i);
446 TEST_CORNER_X(right, ni, i);
447 TEST_CORNER_Y(top, ni, i);
448 TEST_CORNER_Y(bot, ni, i);
449 }
450
451 // Lastly, if the next point is completely inside the pixel it gets included in the boundary
452 if (leftValid[ni] && rightValid[ni] && topValid[ni] && botValid[ni]) {
453 accumulate({quad.fX[ni], quad.fY[ni]});
454 }
455 }
456
457 #undef TEST_CORNER_Y
458 #undef TEST_CORNER_X
459 #undef ADD_CORNER
460
461 #undef TEST_EDGES
462 #undef ADD_EDGE_CROSSING_Y
463 #undef ADD_EDGE_CROSSING_X
464
465 // After all points have been considered, close the boundary to get final area. If we never
466 // added any points, it means the quad didn't intersect the pixel rectangle.
467 if (intersected) {
468 // Final equation for area of convex polygon is to multiply by -1/2 (minus since the points
469 // were in CCW order).
470 accumulate(firstPoint);
471 return -0.5f * area;
472 } else {
473 return 0.f;
474 }
475 }
476
477 // Outsets or insets xs/ys in place. To be used when the interior is very small, edges are near
478 // parallel, or edges are very short/zero-length. Returns coverage for each vertex.
479 // Requires (dx, dy) to already be fixed for empty edges.
compute_degenerate_quad(GrQuadAAFlags aaFlags,const V4f & mask,const Edges & edges,bool outset,Vertices * quad)480 static V4f compute_degenerate_quad(GrQuadAAFlags aaFlags, const V4f& mask, const Edges& edges,
481 bool outset, Vertices* quad) {
482 // Move the edge 1/2 pixel in or out depending on 'outset'.
483 V4f oc = edges.fC + mask * (outset ? 0.5f : -0.5f);
484
485 // There are 6 points that we care about to determine the final shape of the polygon, which
486 // are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the
487 // 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges).
488 V4f denom = edges.fA * nextCW(edges.fB) - edges.fB * nextCW(edges.fA);
489 V4f px = (edges.fB * nextCW(oc) - oc * nextCW(edges.fB)) / denom;
490 V4f py = (oc * nextCW(edges.fA) - edges.fA * nextCW(oc)) / denom;
491 correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr);
492
493 // Calculate the signed distances from these 4 corners to the other two edges that did not
494 // define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and
495 // p(3) to e0,e2
496 V4f dists1 = px * skvx::shuffle<3, 3, 0, 0>(edges.fA) +
497 py * skvx::shuffle<3, 3, 0, 0>(edges.fB) +
498 skvx::shuffle<3, 3, 0, 0>(oc);
499 V4f dists2 = px * skvx::shuffle<1, 2, 1, 2>(edges.fA) +
500 py * skvx::shuffle<1, 2, 1, 2>(edges.fB) +
501 skvx::shuffle<1, 2, 1, 2>(oc);
502
503 // If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as
504 // the 4 points. If any point is on the wrong side of both edges, the interior has collapsed
505 // and we need to use a central point to represent it. If all four points are only on the
506 // wrong side of 1 edge, one edge has crossed over another and we use a line to represent it.
507 // Otherwise, use a triangle that replaces the bad points with the intersections of
508 // (e1, e2) or (e0, e3) as needed.
509 M4f d1v0 = dists1 < kTolerance;
510 M4f d2v0 = dists2 < kTolerance;
511 M4f d1And2 = d1v0 & d2v0;
512 M4f d1Or2 = d1v0 | d2v0;
513
514 V4f coverage;
515 if (!any(d1Or2)) {
516 // Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is
517 // and use full coverage
518 coverage = 1.f;
519 } else if (any(d1And2)) {
520 // A point failed against two edges, so reduce the shape to a single point, which we take as
521 // the center of the original quad to ensure it is contained in the intended geometry. Since
522 // it has collapsed, we know the shape cannot cover a pixel so update the coverage.
523 SkPoint center = {0.25f * (quad->fX[0] + quad->fX[1] + quad->fX[2] + quad->fX[3]),
524 0.25f * (quad->fY[0] + quad->fY[1] + quad->fY[2] + quad->fY[3])};
525 coverage = get_exact_coverage(center, *quad, edges);
526 px = center.fX;
527 py = center.fY;
528 } else if (all(d1Or2)) {
529 // Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
530 // that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed.
531 if (dists1[2] < kTolerance && dists1[3] < kTolerance) {
532 // Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
533 px = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
534 py = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
535 float mc02 = get_exact_coverage({px[0], py[0]}, *quad, edges);
536 float mc13 = get_exact_coverage({px[1], py[1]}, *quad, edges);
537 coverage = V4f{mc02, mc13, mc02, mc13};
538 } else {
539 // Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
540 px = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
541 py = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
542 float mc01 = get_exact_coverage({px[0], py[0]}, *quad, edges);
543 float mc23 = get_exact_coverage({px[2], py[2]}, *quad, edges);
544 coverage = V4f{mc01, mc01, mc23, mc23};
545 }
546 } else {
547 // This turns into a triangle. Replace corners as needed with the intersections between
548 // (e0,e3) and (e1,e2), which must now be calculated
549 using V2f = skvx::Vec<2, float>;
550 V2f eDenom = skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(edges.fB) -
551 skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(edges.fA);
552 V2f ex = (skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(oc) -
553 skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fB)) / eDenom;
554 V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fA) -
555 skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(oc)) / eDenom;
556
557 if (SkScalarAbs(eDenom[0]) > kTolerance) {
558 px = if_then_else(d1v0, V4f(ex[0]), px);
559 py = if_then_else(d1v0, V4f(ey[0]), py);
560 }
561 if (SkScalarAbs(eDenom[1]) > kTolerance) {
562 px = if_then_else(d2v0, V4f(ex[1]), px);
563 py = if_then_else(d2v0, V4f(ey[1]), py);
564 }
565
566 coverage = 1.f;
567 }
568
569 outset_projected_vertices(px, py, aaFlags, quad);
570 return coverage;
571 }
572
573 // Computes the vertices for the two nested quads used to create AA edges. The original single quad
574 // should be duplicated as input in 'inner' and 'outer', and the resulting quad frame will be
575 // stored in-place on return. Returns per-vertex coverage for the inner vertices.
compute_nested_quad_vertices(GrQuadAAFlags aaFlags,bool rectilinear,Vertices * inner,Vertices * outer,SkRect * domain)576 static V4f compute_nested_quad_vertices(GrQuadAAFlags aaFlags, bool rectilinear,
577 Vertices* inner, Vertices* outer, SkRect* domain) {
578 SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
579 SkASSERT(outer->fUVRCount == inner->fUVRCount);
580
581 QuadMetadata metadata = get_metadata(*inner, aaFlags);
582
583 // Calculate domain first before updating vertices. It's only used when not rectilinear.
584 if (!rectilinear) {
585 SkASSERT(domain);
586 // The domain is the bounding box of the quad, outset by 0.5. Don't worry about edge masks
587 // since the FP only applies the domain on the exterior triangles, which are degenerate for
588 // non-AA edges.
589 domain->fLeft = min(outer->fX) - 0.5f;
590 domain->fRight = max(outer->fX) + 0.5f;
591 domain->fTop = min(outer->fY) - 0.5f;
592 domain->fBottom = max(outer->fY) + 0.5f;
593 }
594
595 // When outsetting, we want the new edge to be .5px away from the old line, which means the
596 // corners may need to be adjusted by more than .5px if the matrix had sheer. This adjustment
597 // is only computed if there are no empty edges, and it may signal going through the slow path.
598 V4f outset = 0.5f;
599 if (get_optimized_outset(metadata, rectilinear, &outset)) {
600 // Since it's not subpixel, outsetting and insetting are trivial vector additions.
601 outset_vertices(outset, metadata, outer);
602 outset_vertices(-outset, metadata, inner);
603 return 1.f;
604 }
605
606 // Only compute edge equations once since they are the same for inner and outer quads
607 Edges edges = get_edge_equations(metadata, *inner);
608
609 // Calculate both outset and inset, returning the coverage reported for the inset, since the
610 // outset will always have 0.0f.
611 compute_degenerate_quad(aaFlags, metadata.fMask, edges, true, outer);
612 return compute_degenerate_quad(aaFlags, metadata.fMask, edges, false, inner);
613 }
614
615 // Generalizes compute_nested_quad_vertices to extrapolate local coords such that after perspective
616 // division of the device coordinates, the original local coordinate value is at the original
617 // un-outset device position.
compute_nested_persp_quad_vertices(const GrQuadAAFlags aaFlags,Vertices * inner,Vertices * outer,SkRect * domain)618 static V4f compute_nested_persp_quad_vertices(const GrQuadAAFlags aaFlags, Vertices* inner,
619 Vertices* outer, SkRect* domain) {
620 SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
621 SkASSERT(outer->fUVRCount == inner->fUVRCount);
622
623 // Calculate the projected 2D quad and use it to form projeccted inner/outer quads
624 V4f iw = 1.0f / inner->fW;
625 V4f x2d = inner->fX * iw;
626 V4f y2d = inner->fY * iw;
627
628 Vertices inner2D = { x2d, y2d, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; // No uvr outsetting in 2D
629 Vertices outer2D = inner2D;
630
631 V4f coverage = compute_nested_quad_vertices(
632 aaFlags, /* rect */ false, &inner2D, &outer2D, domain);
633
634 // Now map from the 2D inset/outset back to 3D and update the local coordinates as well
635 outset_projected_vertices(inner2D.fX, inner2D.fY, aaFlags, inner);
636 outset_projected_vertices(outer2D.fX, outer2D.fY, aaFlags, outer);
637
638 return coverage;
639 }
640
641 enum class CoverageMode {
642 kNone,
643 kWithPosition,
644 kWithColor
645 };
646
get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec & spec)647 static CoverageMode get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec& spec) {
648 if (spec.usesCoverageAA()) {
649 if (spec.compatibleWithCoverageAsAlpha() && spec.hasVertexColors() &&
650 !spec.requiresGeometryDomain()) {
651 // Using a geometric domain acts as a second source of coverage and folding the original
652 // coverage into color makes it impossible to apply the color's alpha to the geometric
653 // domain's coverage when the original shape is clipped.
654 return CoverageMode::kWithColor;
655 } else {
656 return CoverageMode::kWithPosition;
657 }
658 } else {
659 return CoverageMode::kNone;
660 }
661 }
662
663 // Writes four vertices in triangle strip order, including the additional data for local
664 // coordinates, geometry + texture domains, color, and coverage as needed to satisfy the vertex spec
write_quad(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,CoverageMode mode,const V4f & coverage,SkPMColor4f color4f,const SkRect & geomDomain,const SkRect & texDomain,const Vertices & quad)665 static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
666 CoverageMode mode, const V4f& coverage, SkPMColor4f color4f,
667 const SkRect& geomDomain, const SkRect& texDomain, const Vertices& quad) {
668 static constexpr auto If = GrVertexWriter::If<float>;
669
670 for (int i = 0; i < 4; ++i) {
671 // save position, this is a float2 or float3 or float4 depending on the combination of
672 // perspective and coverage mode.
673 vb->write(quad.fX[i], quad.fY[i],
674 If(spec.deviceQuadType() == GrQuad::Type::kPerspective, quad.fW[i]),
675 If(mode == CoverageMode::kWithPosition, coverage[i]));
676
677 // save color
678 if (spec.hasVertexColors()) {
679 bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kHalf;
680 vb->write(GrVertexColor(
681 color4f * (mode == CoverageMode::kWithColor ? coverage[i] : 1.f), wide));
682 }
683
684 // save local position
685 if (spec.hasLocalCoords()) {
686 vb->write(quad.fU[i], quad.fV[i],
687 If(spec.localQuadType() == GrQuad::Type::kPerspective, quad.fR[i]));
688 }
689
690 // save the geometry domain
691 if (spec.requiresGeometryDomain()) {
692 vb->write(geomDomain);
693 }
694
695 // save the texture domain
696 if (spec.hasDomain()) {
697 vb->write(texDomain);
698 }
699 }
700 }
701
702 GR_DECLARE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey);
703
704 static const int kVertsPerAAFillRect = 8;
705 static const int kIndicesPerAAFillRect = 30;
706
get_index_buffer(GrResourceProvider * resourceProvider)707 static sk_sp<const GrGpuBuffer> get_index_buffer(GrResourceProvider* resourceProvider) {
708 GR_DEFINE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey);
709
710 // clang-format off
711 static const uint16_t gFillAARectIdx[] = {
712 0, 1, 2, 1, 3, 2,
713 0, 4, 1, 4, 5, 1,
714 0, 6, 4, 0, 2, 6,
715 2, 3, 6, 3, 7, 6,
716 1, 5, 3, 3, 5, 7,
717 };
718 // clang-format on
719
720 GR_STATIC_ASSERT(SK_ARRAY_COUNT(gFillAARectIdx) == kIndicesPerAAFillRect);
721 return resourceProvider->findOrCreatePatternedIndexBuffer(
722 gFillAARectIdx, kIndicesPerAAFillRect, GrQuadPerEdgeAA::kNumAAQuadsInIndexBuffer,
723 kVertsPerAAFillRect, gAAFillRectIndexBufferKey);
724 }
725
726 } // anonymous namespace
727
728 namespace GrQuadPerEdgeAA {
729
730 // This is a more elaborate version of SkPMColor4fNeedsWideColor that allows "no color" for white
MinColorType(SkPMColor4f color,GrClampType clampType,const GrCaps & caps)731 ColorType MinColorType(SkPMColor4f color, GrClampType clampType, const GrCaps& caps) {
732 if (color == SK_PMColor4fWHITE) {
733 return ColorType::kNone;
734 } else {
735 return SkPMColor4fNeedsWideColor(color, clampType, caps) ? ColorType::kHalf
736 : ColorType::kByte;
737 }
738 }
739
740 ////////////////// Tessellate Implementation
741
Tessellate(void * vertices,const VertexSpec & spec,const GrQuad & deviceQuad,const SkPMColor4f & color4f,const GrQuad & localQuad,const SkRect & domain,GrQuadAAFlags aaFlags)742 void* Tessellate(void* vertices, const VertexSpec& spec, const GrQuad& deviceQuad,
743 const SkPMColor4f& color4f, const GrQuad& localQuad, const SkRect& domain,
744 GrQuadAAFlags aaFlags) {
745 SkASSERT(deviceQuad.quadType() <= spec.deviceQuadType());
746 SkASSERT(!spec.hasLocalCoords() || localQuad.quadType() <= spec.localQuadType());
747
748 CoverageMode mode = get_mode_for_spec(spec);
749
750 // Load position data into V4fs (always x, y, and load w to avoid branching down the road)
751 Vertices outer;
752 outer.fX = deviceQuad.x4f();
753 outer.fY = deviceQuad.y4f();
754 outer.fW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective
755
756 // Load local position data into V4fs (either none, just u,v or all three)
757 outer.fUVRCount = spec.localDimensionality();
758 if (spec.hasLocalCoords()) {
759 outer.fU = localQuad.x4f();
760 outer.fV = localQuad.y4f();
761 outer.fR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective
762 }
763
764 GrVertexWriter vb{vertices};
765 if (spec.usesCoverageAA()) {
766 SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor);
767 // Must calculate two new quads, an outset and inset by .5 in projected device space, so
768 // duplicate the original quad for the inner space
769 Vertices inner = outer;
770
771 SkRect geomDomain;
772 V4f maxCoverage = 1.f;
773 if (spec.deviceQuadType() == GrQuad::Type::kPerspective) {
774 // For perspective, send quads with all edges non-AA through the tessellation to ensure
775 // their corners are processed the same as adjacent quads. This approach relies on
776 // solving edge equations to reconstruct corners, which can create seams if an inner
777 // fully non-AA quad is not similarly processed.
778 maxCoverage = compute_nested_persp_quad_vertices(aaFlags, &inner, &outer, &geomDomain);
779 } else if (aaFlags != GrQuadAAFlags::kNone) {
780 // In 2D, the simpler corner math does not cause issues with seaming against non-AA
781 // inner quads.
782 maxCoverage = compute_nested_quad_vertices(
783 aaFlags, spec.deviceQuadType() <= GrQuad::Type::kRectilinear, &inner, &outer,
784 &geomDomain);
785 } else if (spec.requiresGeometryDomain()) {
786 // The quad itself wouldn't need a geometric domain, but the batch does, so set the
787 // domain to the bounds of the X/Y coords. Since it's non-AA, this won't actually be
788 // evaluated by the shader, but make sure not to upload uninitialized data.
789 geomDomain.fLeft = min(outer.fX);
790 geomDomain.fRight = max(outer.fX);
791 geomDomain.fTop = min(outer.fY);
792 geomDomain.fBottom = max(outer.fY);
793 }
794
795 // Write two quads for inner and outer, inner will use the
796 write_quad(&vb, spec, mode, maxCoverage, color4f, geomDomain, domain, inner);
797 write_quad(&vb, spec, mode, 0.f, color4f, geomDomain, domain, outer);
798 } else {
799 // No outsetting needed, just write a single quad with full coverage
800 SkASSERT(mode == CoverageMode::kNone && !spec.requiresGeometryDomain());
801 write_quad(&vb, spec, mode, 1.f, color4f, SkRect::MakeEmpty(), domain, outer);
802 }
803
804 return vb.fPtr;
805 }
806
ConfigureMeshIndices(GrMeshDrawOp::Target * target,GrMesh * mesh,const VertexSpec & spec,int quadCount)807 bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec,
808 int quadCount) {
809 if (spec.usesCoverageAA()) {
810 // AA quads use 8 vertices, basically nested rectangles
811 sk_sp<const GrGpuBuffer> ibuffer = get_index_buffer(target->resourceProvider());
812 if (!ibuffer) {
813 return false;
814 }
815
816 mesh->setPrimitiveType(GrPrimitiveType::kTriangles);
817 mesh->setIndexedPatterned(std::move(ibuffer), kIndicesPerAAFillRect, kVertsPerAAFillRect,
818 quadCount, kNumAAQuadsInIndexBuffer);
819 } else {
820 // Non-AA quads use 4 vertices, and regular triangle strip layout
821 if (quadCount > 1) {
822 sk_sp<const GrGpuBuffer> ibuffer = target->resourceProvider()->refQuadIndexBuffer();
823 if (!ibuffer) {
824 return false;
825 }
826
827 mesh->setPrimitiveType(GrPrimitiveType::kTriangles);
828 mesh->setIndexedPatterned(std::move(ibuffer), 6, 4, quadCount,
829 GrResourceProvider::QuadCountOfQuadBuffer());
830 } else {
831 mesh->setPrimitiveType(GrPrimitiveType::kTriangleStrip);
832 mesh->setNonIndexedNonInstanced(4);
833 }
834 }
835
836 return true;
837 }
838
839 ////////////////// VertexSpec Implementation
840
deviceDimensionality() const841 int VertexSpec::deviceDimensionality() const {
842 return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
843 }
844
localDimensionality() const845 int VertexSpec::localDimensionality() const {
846 return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
847 }
848
849 ////////////////// Geometry Processor Implementation
850
851 class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
852 public:
853
Make(const VertexSpec & spec)854 static sk_sp<GrGeometryProcessor> Make(const VertexSpec& spec) {
855 return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(spec));
856 }
857
Make(const VertexSpec & vertexSpec,const GrShaderCaps & caps,GrTextureType textureType,const GrSamplerState & samplerState,const GrSwizzle & swizzle,uint32_t extraSamplerKey,sk_sp<GrColorSpaceXform> textureColorSpaceXform)858 static sk_sp<GrGeometryProcessor> Make(const VertexSpec& vertexSpec, const GrShaderCaps& caps,
859 GrTextureType textureType,
860 const GrSamplerState& samplerState,
861 const GrSwizzle& swizzle, uint32_t extraSamplerKey,
862 sk_sp<GrColorSpaceXform> textureColorSpaceXform) {
863 return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(
864 vertexSpec, caps, textureType, samplerState, swizzle, extraSamplerKey,
865 std::move(textureColorSpaceXform)));
866 }
867
name() const868 const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
869
getGLSLProcessorKey(const GrShaderCaps &,GrProcessorKeyBuilder * b) const870 void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
871 // texturing, device-dimensions are single bit flags
872 uint32_t x = fTexDomain.isInitialized() ? 0 : 1;
873 x |= fSampler.isInitialized() ? 0 : 2;
874 x |= fNeedsPerspective ? 0 : 4;
875 // local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d
876 if (fLocalCoord.isInitialized()) {
877 x |= kFloat3_GrVertexAttribType == fLocalCoord.cpuType() ? 8 : 16;
878 }
879 // similar for colors, 00 for none, 01 for bytes, 10 for half-floats
880 if (fColor.isInitialized()) {
881 x |= kUByte4_norm_GrVertexAttribType == fColor.cpuType() ? 32 : 64;
882 }
883 // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
884 // position+geomdomain
885 SkASSERT(!fGeomDomain.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
886 if (fCoverageMode != CoverageMode::kNone) {
887 x |= fGeomDomain.isInitialized() ?
888 384 : (CoverageMode::kWithPosition == fCoverageMode ? 128 : 256);
889 }
890
891 b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()));
892 b->add32(x);
893 }
894
createGLSLInstance(const GrShaderCaps & caps) const895 GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps& caps) const override {
896 class GLSLProcessor : public GrGLSLGeometryProcessor {
897 public:
898 void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc,
899 FPCoordTransformIter&& transformIter) override {
900 const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>();
901 if (gp.fLocalCoord.isInitialized()) {
902 this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
903 }
904 fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
905 }
906
907 private:
908 void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
909 using Interpolation = GrGLSLVaryingHandler::Interpolation;
910
911 const auto& gp = args.fGP.cast<QuadPerEdgeAAGeometryProcessor>();
912 fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
913 gp.fTextureColorSpaceXform.get());
914
915 args.fVaryingHandler->emitAttributes(gp);
916
917 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
918 // Strip last channel from the vertex attribute to remove coverage and get the
919 // actual position
920 if (gp.fNeedsPerspective) {
921 args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
922 gp.fPosition.name());
923 } else {
924 args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
925 gp.fPosition.name());
926 }
927 gpArgs->fPositionVar = {"position",
928 gp.fNeedsPerspective ? kFloat3_GrSLType
929 : kFloat2_GrSLType,
930 GrShaderVar::kNone_TypeModifier};
931 } else {
932 // No coverage to eliminate
933 gpArgs->fPositionVar = gp.fPosition.asShaderVar();
934 }
935
936 // Handle local coordinates if they exist
937 if (gp.fLocalCoord.isInitialized()) {
938 // NOTE: If the only usage of local coordinates is for the inline texture fetch
939 // before FPs, then there are no registered FPCoordTransforms and this ends up
940 // emitting nothing, so there isn't a duplication of local coordinates
941 this->emitTransforms(args.fVertBuilder,
942 args.fVaryingHandler,
943 args.fUniformHandler,
944 gp.fLocalCoord.asShaderVar(),
945 args.fFPCoordTransformHandler);
946 }
947
948 // Solid color before any texturing gets modulated in
949 if (gp.fColor.isInitialized()) {
950 SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
951 // The color cannot be flat if the varying coverage has been modulated into it
952 args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor,
953 gp.fCoverageMode == CoverageMode::kWithColor ?
954 Interpolation::kInterpolated : Interpolation::kCanBeFlat);
955 } else {
956 // Output color must be initialized to something
957 args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor);
958 }
959
960 // If there is a texture, must also handle texture coordinates and reading from
961 // the texture in the fragment shader before continuing to fragment processors.
962 if (gp.fSampler.isInitialized()) {
963 // Texture coordinates clamped by the domain on the fragment shader; if the GP
964 // has a texture, it's guaranteed to have local coordinates
965 args.fFragBuilder->codeAppend("float2 texCoord;");
966 if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
967 // Can't do a pass through since we need to perform perspective division
968 GrGLSLVarying v(gp.fLocalCoord.gpuType());
969 args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
970 args.fVertBuilder->codeAppendf("%s = %s;",
971 v.vsOut(), gp.fLocalCoord.name());
972 args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
973 v.fsIn(), v.fsIn());
974 } else {
975 args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord");
976 }
977
978 // Clamp the now 2D localCoordName variable by the domain if it is provided
979 if (gp.fTexDomain.isInitialized()) {
980 args.fFragBuilder->codeAppend("float4 domain;");
981 args.fVaryingHandler->addPassThroughAttribute(gp.fTexDomain, "domain",
982 Interpolation::kCanBeFlat);
983 args.fFragBuilder->codeAppend(
984 "texCoord = clamp(texCoord, domain.xy, domain.zw);");
985 }
986
987 // Now modulate the starting output color by the texture lookup
988 args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor);
989 args.fFragBuilder->appendTextureLookupAndModulate(
990 args.fOutputColor, args.fTexSamplers[0], "texCoord", kFloat2_GrSLType,
991 &fTextureColorSpaceXformHelper);
992 args.fFragBuilder->codeAppend(";");
993 }
994
995 // And lastly, output the coverage calculation code
996 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
997 GrGLSLVarying coverage(kFloat_GrSLType);
998 args.fVaryingHandler->addVarying("coverage", &coverage);
999 if (gp.fNeedsPerspective) {
1000 // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
1001 // the fragment shader to get screen-space linear coverage.
1002 args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
1003 coverage.vsOut(), gp.fPosition.name(),
1004 gp.fPosition.name());
1005 args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
1006 coverage.fsIn());
1007 } else {
1008 args.fVertBuilder->codeAppendf("%s = %s;",
1009 coverage.vsOut(), gp.fCoverage.name());
1010 args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
1011 }
1012
1013 if (gp.fGeomDomain.isInitialized()) {
1014 // Calculate distance from sk_FragCoord to the 4 edges of the domain
1015 // and clamp them to (0, 1). Use the minimum of these and the original
1016 // coverage. This only has to be done in the exterior triangles, the
1017 // interior of the quad geometry can never be clipped by the domain box.
1018 args.fFragBuilder->codeAppend("float4 geoDomain;");
1019 args.fVaryingHandler->addPassThroughAttribute(gp.fGeomDomain, "geoDomain",
1020 Interpolation::kCanBeFlat);
1021 args.fFragBuilder->codeAppend(
1022 "if (coverage < 0.5) {"
1023 " float4 dists4 = clamp(float4(1, 1, -1, -1) * "
1024 "(sk_FragCoord.xyxy - geoDomain), 0, 1);"
1025 " float2 dists2 = dists4.xy * dists4.zw;"
1026 " coverage = min(coverage, dists2.x * dists2.y);"
1027 "}");
1028 }
1029
1030 args.fFragBuilder->codeAppendf("%s = half4(half(coverage));",
1031 args.fOutputCoverage);
1032 } else {
1033 // Set coverage to 1, since it's either non-AA or the coverage was already
1034 // folded into the output color
1035 SkASSERT(!gp.fGeomDomain.isInitialized());
1036 args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
1037 }
1038 }
1039 GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
1040 };
1041 return new GLSLProcessor;
1042 }
1043
1044 private:
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec)1045 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
1046 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
1047 , fTextureColorSpaceXform(nullptr) {
1048 SkASSERT(!spec.hasDomain());
1049 this->initializeAttrs(spec);
1050 this->setTextureSamplerCnt(0);
1051 }
1052
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec,const GrShaderCaps & caps,GrTextureType textureType,const GrSamplerState & samplerState,const GrSwizzle & swizzle,uint32_t extraSamplerKey,sk_sp<GrColorSpaceXform> textureColorSpaceXform)1053 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
1054 const GrShaderCaps& caps,
1055 GrTextureType textureType,
1056 const GrSamplerState& samplerState,
1057 const GrSwizzle& swizzle,
1058 uint32_t extraSamplerKey,
1059 sk_sp<GrColorSpaceXform> textureColorSpaceXform)
1060 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
1061 , fTextureColorSpaceXform(std::move(textureColorSpaceXform))
1062 , fSampler(textureType, samplerState, swizzle, extraSamplerKey) {
1063 SkASSERT(spec.hasLocalCoords());
1064 this->initializeAttrs(spec);
1065 this->setTextureSamplerCnt(1);
1066 }
1067
initializeAttrs(const VertexSpec & spec)1068 void initializeAttrs(const VertexSpec& spec) {
1069 fNeedsPerspective = spec.deviceDimensionality() == 3;
1070 fCoverageMode = get_mode_for_spec(spec);
1071
1072 if (fCoverageMode == CoverageMode::kWithPosition) {
1073 if (fNeedsPerspective) {
1074 fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
1075 } else {
1076 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
1077 fCoverage = {"coverage", kFloat_GrVertexAttribType, kFloat_GrSLType};
1078 }
1079 } else {
1080 if (fNeedsPerspective) {
1081 fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
1082 } else {
1083 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
1084 }
1085 }
1086
1087 // Need a geometry domain when the quads are AA and not rectilinear, since their AA
1088 // outsetting can go beyond a half pixel.
1089 if (spec.requiresGeometryDomain()) {
1090 fGeomDomain = {"geomDomain", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
1091 }
1092
1093 int localDim = spec.localDimensionality();
1094 if (localDim == 3) {
1095 fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
1096 } else if (localDim == 2) {
1097 fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
1098 } // else localDim == 0 and attribute remains uninitialized
1099
1100 if (ColorType::kByte == spec.colorType()) {
1101 fColor = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType};
1102 } else if (ColorType::kHalf == spec.colorType()) {
1103 fColor = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType};
1104 }
1105
1106 if (spec.hasDomain()) {
1107 fTexDomain = {"texDomain", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
1108 }
1109
1110 this->setVertexAttributes(&fPosition, 6);
1111 }
1112
onTextureSampler(int) const1113 const TextureSampler& onTextureSampler(int) const override { return fSampler; }
1114
1115 Attribute fPosition; // May contain coverage as last channel
1116 Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
1117 Attribute fColor; // May have coverage modulated in if the FPs support it
1118 Attribute fLocalCoord;
1119 Attribute fGeomDomain; // Screen-space bounding box on geometry+aa outset
1120 Attribute fTexDomain; // Texture-space bounding box on local coords
1121
1122 // The positions attribute may have coverage built into it, so float3 is an ambiguous type
1123 // and may mean 2d with coverage, or 3d with no coverage
1124 bool fNeedsPerspective;
1125 CoverageMode fCoverageMode;
1126
1127 // Color space will be null and fSampler.isInitialized() returns false when the GP is configured
1128 // to skip texturing.
1129 sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
1130 TextureSampler fSampler;
1131
1132 typedef GrGeometryProcessor INHERITED;
1133 };
1134
MakeProcessor(const VertexSpec & spec)1135 sk_sp<GrGeometryProcessor> MakeProcessor(const VertexSpec& spec) {
1136 return QuadPerEdgeAAGeometryProcessor::Make(spec);
1137 }
1138
MakeTexturedProcessor(const VertexSpec & spec,const GrShaderCaps & caps,GrTextureType textureType,const GrSamplerState & samplerState,const GrSwizzle & swizzle,uint32_t extraSamplerKey,sk_sp<GrColorSpaceXform> textureColorSpaceXform)1139 sk_sp<GrGeometryProcessor> MakeTexturedProcessor(const VertexSpec& spec, const GrShaderCaps& caps,
1140 GrTextureType textureType,
1141 const GrSamplerState& samplerState,
1142 const GrSwizzle& swizzle, uint32_t extraSamplerKey,
1143 sk_sp<GrColorSpaceXform> textureColorSpaceXform) {
1144 return QuadPerEdgeAAGeometryProcessor::Make(spec, caps, textureType, samplerState, swizzle,
1145 extraSamplerKey, std::move(textureColorSpaceXform));
1146 }
1147
1148 } // namespace GrQuadPerEdgeAA
1149