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1 /*
2  * Copyright 2019 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/GrPathTessellationShader.h"
9 
10 #include "src/gpu/effects/GrDisableColorXP.h"
11 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
12 #include "src/gpu/glsl/GrGLSLVarying.h"
13 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
14 
15 using skgpu::PatchAttribs;
16 
17 namespace {
18 
19 // Draws a simple array of triangles.
20 class SimpleTriangleShader : public GrPathTessellationShader {
21 public:
SimpleTriangleShader(const SkMatrix & viewMatrix,SkPMColor4f color)22     SimpleTriangleShader(const SkMatrix& viewMatrix, SkPMColor4f color)
23             : GrPathTessellationShader(kTessellate_SimpleTriangleShader_ClassID,
24                                        GrPrimitiveType::kTriangles, 0, viewMatrix, color,
25                                        PatchAttribs::kNone) {
26         constexpr static Attribute kInputPointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
27                                                      kFloat2_GrSLType};
28         this->setVertexAttributes(&kInputPointAttrib, 1);
29     }
30 
maxTessellationSegments(const GrShaderCaps &) const31     int maxTessellationSegments(const GrShaderCaps&) const override { SkUNREACHABLE; }
32 
33 private:
name() const34     const char* name() const final { return "tessellate_SimpleTriangleShader"; }
addToKey(const GrShaderCaps &,GrProcessorKeyBuilder *) const35     void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const final {}
36     std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
37 };
38 
makeProgramImpl(const GrShaderCaps &) const39 std::unique_ptr<GrGeometryProcessor::ProgramImpl> SimpleTriangleShader::makeProgramImpl(
40         const GrShaderCaps&) const {
41     class Impl : public GrPathTessellationShader::Impl {
42         void emitVertexCode(const GrShaderCaps&,
43                             const GrPathTessellationShader&,
44                             GrGLSLVertexBuilder* v,
45                             GrGLSLVaryingHandler*,
46                             GrGPArgs* gpArgs) override {
47             v->codeAppend(R"(
48             float2 localcoord = inputPoint;
49             float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;)");
50             gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "localcoord");
51             gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertexpos");
52         }
53     };
54     return std::make_unique<Impl>();
55 }
56 
57 }  // namespace
58 
Make(SkArenaAlloc * arena,const SkMatrix & viewMatrix,const SkPMColor4f & color,int totalCombinedPathVerbCnt,const GrPipeline & pipeline,skgpu::PatchAttribs attribs,const GrCaps & caps)59 GrPathTessellationShader* GrPathTessellationShader::Make(SkArenaAlloc* arena,
60                                                          const SkMatrix& viewMatrix,
61                                                          const SkPMColor4f& color,
62                                                          int totalCombinedPathVerbCnt,
63                                                          const GrPipeline& pipeline,
64                                                          skgpu::PatchAttribs attribs,
65                                                          const GrCaps& caps) {
66     if (caps.shaderCaps()->tessellationSupport() &&
67         totalCombinedPathVerbCnt >= caps.minPathVerbsForHwTessellation() &&
68         !pipeline.usesLocalCoords() &&  // Our tessellation back door doesn't handle varyings.
69         // Input color and explicit curve type workarounds aren't implemented yet for tessellation.
70         !(attribs & (PatchAttribs::kColor | PatchAttribs::kExplicitCurveType))) {
71         return GrPathTessellationShader::MakeHardwareTessellationShader(arena, viewMatrix, color,
72                                                                         attribs);
73     } else {
74         return GrPathTessellationShader::MakeMiddleOutFixedCountShader(*caps.shaderCaps(), arena,
75                                                                        viewMatrix, color,
76                                                                        attribs);
77     }
78 }
79 
MakeSimpleTriangleShader(SkArenaAlloc * arena,const SkMatrix & viewMatrix,const SkPMColor4f & color)80 GrPathTessellationShader* GrPathTessellationShader::MakeSimpleTriangleShader(
81         SkArenaAlloc* arena, const SkMatrix& viewMatrix, const SkPMColor4f& color) {
82     return arena->make<SimpleTriangleShader>(viewMatrix, color);
83 }
84 
MakeStencilOnlyPipeline(const ProgramArgs & args,GrAAType aaType,const GrAppliedHardClip & hardClip,GrPipeline::InputFlags pipelineFlags)85 const GrPipeline* GrPathTessellationShader::MakeStencilOnlyPipeline(
86         const ProgramArgs& args,
87         GrAAType aaType,
88         const GrAppliedHardClip& hardClip,
89         GrPipeline::InputFlags pipelineFlags) {
90     GrPipeline::InitArgs pipelineArgs;
91     pipelineArgs.fInputFlags = pipelineFlags;
92     pipelineArgs.fCaps = args.fCaps;
93     return args.fArena->make<GrPipeline>(pipelineArgs,
94                                          GrDisableColorXPFactory::MakeXferProcessor(),
95                                          hardClip);
96 }
97 
98 // Evaluate our point of interest using numerically stable linear interpolations. We add our own
99 // "safe_mix" method to guarantee we get exactly "b" when T=1. The builtin mix() function seems
100 // spec'd to behave this way, but empirical results results have shown it does not always.
101 const char* GrPathTessellationShader::Impl::kEvalRationalCubicFn = R"(
102 float3 safe_mix(float3 a, float3 b, float T, float one_minus_T) {
103     return a*one_minus_T + b*T;
104 }
105 float2 eval_rational_cubic(float4x3 P, float T) {
106     float one_minus_T = 1.0 - T;
107     float3 ab = safe_mix(P[0], P[1], T, one_minus_T);
108     float3 bc = safe_mix(P[1], P[2], T, one_minus_T);
109     float3 cd = safe_mix(P[2], P[3], T, one_minus_T);
110     float3 abc = safe_mix(ab, bc, T, one_minus_T);
111     float3 bcd = safe_mix(bc, cd, T, one_minus_T);
112     float3 abcd = safe_mix(abc, bcd, T, one_minus_T);
113     return abcd.xy / abcd.z;
114 })";
115 
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)116 void GrPathTessellationShader::Impl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
117     const auto& shader = args.fGeomProc.cast<GrPathTessellationShader>();
118     args.fVaryingHandler->emitAttributes(shader);
119 
120     // Vertex shader.
121     const char* affineMatrix, *translate;
122     fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
123                                                             kFloat4_GrSLType, "affineMatrix",
124                                                             &affineMatrix);
125     fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
126                                                          kFloat2_GrSLType, "translate", &translate);
127     args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);", affineMatrix);
128     args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;", translate);
129     this->emitVertexCode(*args.fShaderCaps,
130                          shader,
131                          args.fVertBuilder,
132                          args.fVaryingHandler,
133                          gpArgs);
134 
135     // Fragment shader.
136     if (!(shader.fAttribs & PatchAttribs::kColor)) {
137         const char* color;
138         fColorUniform = args.fUniformHandler->addUniform(nullptr, kFragment_GrShaderFlag,
139                                                          kHalf4_GrSLType, "color", &color);
140         args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor, color);
141     } else {
142         args.fFragBuilder->codeAppendf("half4 %s = %s;",
143                                        args.fOutputColor, fVaryingColorName.c_str());
144     }
145     args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
146 }
147 
setData(const GrGLSLProgramDataManager & pdman,const GrShaderCaps &,const GrGeometryProcessor & geomProc)148 void GrPathTessellationShader::Impl::setData(const GrGLSLProgramDataManager& pdman, const
149                                              GrShaderCaps&, const GrGeometryProcessor& geomProc) {
150     const auto& shader = geomProc.cast<GrPathTessellationShader>();
151     const SkMatrix& m = shader.viewMatrix();
152     pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY());
153     pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
154 
155     if (!(shader.fAttribs & PatchAttribs::kColor)) {
156         const SkPMColor4f& color = shader.color();
157         pdman.set4f(fColorUniform, color.fR, color.fG, color.fB, color.fA);
158     }
159 }
160