/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrCCCoverageProcessor_DEFINED #define GrCCCoverageProcessor_DEFINED #include "include/private/SkNx.h" #include "src/gpu/GrCaps.h" #include "src/gpu/GrGeometryProcessor.h" #include "src/gpu/GrPipeline.h" #include "src/gpu/GrShaderCaps.h" #include "src/gpu/glsl/GrGLSLGeometryProcessor.h" #include "src/gpu/glsl/GrGLSLShaderBuilder.h" #include "src/gpu/glsl/GrGLSLVarying.h" class GrGLSLFPFragmentBuilder; class GrGLSLVertexGeoBuilder; class GrMesh; class GrOpFlushState; /** * This is the geometry processor for the simple convex primitive shapes (triangles and closed, * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage. * * The caller is responsible to draw all primitives as produced by GrCCGeometry into a cleared, * floating point, alpha-only render target using SkBlendMode::kPlus. Once all of a path's * primitives have been drawn, the render target contains a composite coverage count that can then * be used to draw the path (see GrCCPathProcessor). * * To draw primitives, use appendMesh() and draw() (defined below). */ class GrCCCoverageProcessor : public GrGeometryProcessor { public: enum class PrimitiveType { kTriangles, kWeightedTriangles, // Triangles (from the tessellator) whose winding magnitude > 1. kQuadratics, kCubics, kConics }; static const char* PrimitiveTypeName(PrimitiveType); // Defines a single primitive shape with 3 input points (i.e. Triangles and Quadratics). // X,Y point values are transposed. struct TriPointInstance { float fValues[6]; enum class Ordering : bool { kXYTransposed, kXYInterleaved, }; void set(const SkPoint[3], const Sk2f& translate, Ordering); void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& translate, Ordering); void set(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering); }; // Defines a single primitive shape with 4 input points, or 3 input points plus a "weight" // parameter duplicated in both lanes of the 4th input (i.e. Cubics, Conics, and Triangles with // a weighted winding number). X,Y point values are transposed. struct QuadPointInstance { float fX[4]; float fY[4]; void set(const SkPoint[4], float dx, float dy); void setW(const SkPoint[3], const Sk2f& trans, float w); void setW(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w); void setW(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans, float w); }; virtual void reset(PrimitiveType, GrResourceProvider*) = 0; PrimitiveType primitiveType() const { return fPrimitiveType; } // Number of bezier points for curves, or 3 for triangles. int numInputPoints() const { return PrimitiveType::kCubics == fPrimitiveType ? 4 : 3; } bool isTriangles() const { return PrimitiveType::kTriangles == fPrimitiveType || PrimitiveType::kWeightedTriangles == fPrimitiveType; } int hasInputWeight() const { return PrimitiveType::kWeightedTriangles == fPrimitiveType || PrimitiveType::kConics == fPrimitiveType; } // GrPrimitiveProcessor overrides. const char* name() const override { return PrimitiveTypeName(fPrimitiveType); } #ifdef SK_DEBUG SkString dumpInfo() const override { return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str()); } #endif void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override { SkDEBUGCODE(this->getDebugBloatKey(b)); b->add32((int)fPrimitiveType); } GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final; #ifdef SK_DEBUG // Increases the 1/2 pixel AA bloat by a factor of debugBloat. void enableDebugBloat(float debugBloat) { fDebugBloat = debugBloat; } bool debugBloatEnabled() const { return fDebugBloat > 0; } float debugBloat() const { SkASSERT(this->debugBloatEnabled()); return fDebugBloat; } void getDebugBloatKey(GrProcessorKeyBuilder* b) const { uint32_t bloatBits; memcpy(&bloatBits, &fDebugBloat, 4); b->add32(bloatBits); } #endif // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array // of either TriPointInstance or QuadPointInstance, depending on this processor's RendererPass, // with coordinates in the desired shape's final atlas-space position. virtual void appendMesh(sk_sp instanceBuffer, int instanceCount, int baseInstance, SkTArray* out) const = 0; virtual void draw(GrOpFlushState*, const GrPipeline&, const SkIRect scissorRects[], const GrMesh[], int meshCount, const SkRect& drawBounds) const; virtual GrPrimitiveType primType() const = 0; // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also // provides details about shape-specific geometry. class Shader { public: // Returns true if the Impl should not calculate the coverage argument for emitVaryings(). // If true, then "coverage" will have a signed magnitude of 1. virtual bool calculatesOwnEdgeCoverage() const { return false; } // Called before generating geometry. Subclasses may set up internal member variables during // this time that will be needed during onEmitVaryings (e.g. transformation matrices). // // If the 'outHull4' parameter is provided, and there are not 4 input points, the subclass // is required to fill it with the name of a 4-point hull around which the Impl can generate // its geometry. If it is left unchanged, the Impl will use the regular input points. virtual void emitSetupCode( GrGLSLVertexGeoBuilder*, const char* pts, const char** outHull4 = nullptr) const { SkASSERT(!outHull4); } void emitVaryings( GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, const char* position, const char* coverage, const char* cornerCoverage, const char* wind) { SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope); this->onEmitVaryings( varyingHandler, scope, code, position, coverage, cornerCoverage, wind); } // Writes the signed coverage value at the current pixel to "outputCoverage". virtual void emitFragmentCoverageCode( GrGLSLFPFragmentBuilder*, const char* outputCoverage) const = 0; // Assigns the built-in sample mask at the current pixel. virtual void emitSampleMaskCode(GrGLSLFPFragmentBuilder*) const = 0; // Calculates the winding direction of the input points (+1, -1, or 0). Wind for extremely // thin triangles gets rounded to zero. static void CalcWind(const GrCCCoverageProcessor&, GrGLSLVertexGeoBuilder*, const char* pts, const char* outputWind); // Calculates an edge's coverage at a conservative raster vertex. The edge is defined by two // clockwise-ordered points, 'leftPt' and 'rightPt'. 'rasterVertexDir' is a pair of +/-1 // values that point in the direction of conservative raster bloat, starting from an // endpoint. // // Coverage values ramp from -1 (completely outside the edge) to 0 (completely inside). static void CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder*, const char* leftPt, const char* rightPt, const char* rasterVertexDir, const char* outputCoverage); // Calculates an edge's coverage at two conservative raster vertices. // (See CalcEdgeCoverageAtBloatVertex). static void CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder*, const char* leftPt, const char* rightPt, const char* bloatDir1, const char* bloatDir2, const char* outputCoverages); // Corner boxes require an additional "attenuation" varying that is multiplied by the // regular (linearly-interpolated) coverage. This function calculates the attenuation value // to use in the single, outermost vertex. The remaining three vertices of the corner box // all use an attenuation value of 1. static void CalcCornerAttenuation(GrGLSLVertexGeoBuilder*, const char* leftDir, const char* rightDir, const char* outputAttenuation); virtual ~Shader() {} protected: // Here the subclass adds its internal varyings to the handler and produces code to // initialize those varyings from a given position and coverage values. // // NOTE: the coverage values are signed appropriately for wind. // 'coverage' will only be +1 or -1 on curves. virtual void onEmitVaryings( GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* coverage, const char* cornerCoverage, const char* wind) = 0; // Returns the name of a Shader's internal varying at the point where where its value is // assigned. This is intended to work whether called for a vertex or a geometry shader. const char* OutName(const GrGLSLVarying& varying) const { using Scope = GrGLSLVarying::Scope; SkASSERT(Scope::kVertToGeo != varying.scope()); return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut(); } // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses. inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); } }; protected: // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't // accidentally bleed into neighbor pixels. static constexpr float kAABloatRadius = 0.491111f; GrCCCoverageProcessor(ClassID classID) : INHERITED(classID) {} virtual GrGLSLPrimitiveProcessor* onCreateGLSLInstance(std::unique_ptr) const = 0; // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses. inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); } PrimitiveType fPrimitiveType; SkDEBUGCODE(float fDebugBloat = 0); class TriangleShader; typedef GrGeometryProcessor INHERITED; }; inline const char* GrCCCoverageProcessor::PrimitiveTypeName(PrimitiveType type) { switch (type) { case PrimitiveType::kTriangles: return "kTriangles"; case PrimitiveType::kWeightedTriangles: return "kWeightedTriangles"; case PrimitiveType::kQuadratics: return "kQuadratics"; case PrimitiveType::kCubics: return "kCubics"; case PrimitiveType::kConics: return "kConics"; } SK_ABORT("Invalid PrimitiveType"); } inline void GrCCCoverageProcessor::TriPointInstance::set( const SkPoint p[3], const Sk2f& translate, Ordering ordering) { this->set(p[0], p[1], p[2], translate, ordering); } inline void GrCCCoverageProcessor::TriPointInstance::set( const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& translate, Ordering ordering) { Sk2f P0 = Sk2f::Load(&p0); Sk2f P1 = Sk2f::Load(&p1); Sk2f P2 = Sk2f::Load(&p2); this->set(P0, P1, P2, translate, ordering); } inline void GrCCCoverageProcessor::TriPointInstance::set( const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering ordering) { if (Ordering::kXYTransposed == ordering) { Sk2f::Store3(fValues, P0 + translate, P1 + translate, P2 + translate); } else { (P0 + translate).store(fValues); (P1 + translate).store(fValues + 2); (P2 + translate).store(fValues + 4); } } inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint p[4], float dx, float dy) { Sk4f X,Y; Sk4f::Load2(p, &X, &Y); (X + dx).store(&fX); (Y + dy).store(&fY); } inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint p[3], const Sk2f& trans, float w) { this->setW(p[0], p[1], p[2], trans, w); } inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& trans, float w) { Sk2f P0 = Sk2f::Load(&p0); Sk2f P1 = Sk2f::Load(&p1); Sk2f P2 = Sk2f::Load(&p2); this->setW(P0, P1, P2, trans, w); } inline void GrCCCoverageProcessor::QuadPointInstance::setW(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans, float w) { Sk2f W = Sk2f(w); Sk2f::Store4(this, P0 + trans, P1 + trans, P2 + trans, W); } #endif