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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/KeyBuilder.h"
11 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
12 #include "src/gpu/glsl/GrGLSLVarying.h"
13 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
14 #include "src/gpu/tessellate/StrokeTessellator.h"
15 
GrStrokeTessellationShader(const GrShaderCaps & shaderCaps,Mode mode,PatchAttribs attribs,const SkMatrix & viewMatrix,const SkStrokeRec & stroke,SkPMColor4f color,int8_t maxParametricSegments_log2)16 GrStrokeTessellationShader::GrStrokeTessellationShader(const GrShaderCaps& shaderCaps,
17                                                        Mode mode,
18                                                        PatchAttribs attribs,
19                                                        const SkMatrix& viewMatrix,
20                                                        const SkStrokeRec& stroke,
21                                                        SkPMColor4f color,
22                                                        int8_t maxParametricSegments_log2)
23         : GrTessellationShader(kTessellate_GrStrokeTessellationShader_ClassID,
24                                (mode == Mode::kHardwareTessellation)
25                                        ? GrPrimitiveType::kPatches
26                                        : GrPrimitiveType::kTriangleStrip,
27                                (mode == Mode::kHardwareTessellation) ? 1 : 0, viewMatrix, color)
28         , fMode(mode)
29         , fPatchAttribs(attribs | PatchAttribs::kJoinControlPoint)
30         , fStroke(stroke)
31         , fMaxParametricSegments_log2(maxParametricSegments_log2) {
32     // We should use explicit curve type when, and only when, there isn't infinity support.
33     // Otherwise the GPU can infer curve type based on infinity.
34     SkASSERT(shaderCaps.infinitySupport() != (attribs & PatchAttribs::kExplicitCurveType));
35     if (fMode == Mode::kHardwareTessellation) {
36         // Explicit curve type is not implemented for tessellation shaders.
37         SkASSERT(!(attribs & PatchAttribs::kExplicitCurveType));
38     }
39     if (fMode == Mode::kHardwareTessellation) {
40         // pts 0..3 define the stroke as a cubic bezier. If p3.y is infinity, then it's a conic
41         // with w=p3.x.
42         //
43         // If p0 == prevCtrlPtAttr, then no join is emitted.
44         //
45         // pts=[p0, p3, p3, p3] is a reserved pattern that means this patch is a join only,
46         // whose start and end tangents are (p0 - inputPrevCtrlPt) and (p3 - p0).
47         //
48         // pts=[p0, p0, p0, p3] is a reserved pattern that means this patch is a "bowtie", or
49         // double-sided round join, anchored on p0 and rotating from (p0 - prevCtrlPtAttr) to
50         // (p3 - p0).
51         fAttribs.emplace_back("pts01Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
52         fAttribs.emplace_back("pts23Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
53         // A join calculates its starting angle using prevCtrlPtAttr.
54         fAttribs.emplace_back("prevCtrlPtAttr", kFloat2_GrVertexAttribType, SkSLType::kFloat2);
55     } else {
56         // pts 0..3 define the stroke as a cubic bezier. If p3.y is infinity, then it's a conic
57         // with w=p3.x.
58         //
59         // An empty stroke (p0==p1==p2==p3) is a special case that denotes a circle, or
60         // 180-degree point stroke.
61         fAttribs.emplace_back("pts01Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
62         fAttribs.emplace_back("pts23Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
63         if (fMode == Mode::kLog2Indirect) {
64             // argsAttr.xy contains the lastControlPoint for setting up the join.
65             //
66             // "argsAttr.z=numTotalEdges" tells the shader the literal number of edges in the
67             // triangle strip being rendered (i.e., it should be vertexCount/2). If
68             // numTotalEdges is negative and the join type is "kRound", it also instructs the
69             // shader to only allocate one segment the preceding round join.
70             fAttribs.emplace_back("argsAttr", kFloat3_GrVertexAttribType, SkSLType::kFloat3);
71         } else {
72             SkASSERT(fMode == Mode::kFixedCount);
73             // argsAttr contains the lastControlPoint for setting up the join.
74             fAttribs.emplace_back("argsAttr", kFloat2_GrVertexAttribType, SkSLType::kFloat2);
75         }
76     }
77     if (fPatchAttribs & PatchAttribs::kStrokeParams) {
78         fAttribs.emplace_back("dynamicStrokeAttr", kFloat2_GrVertexAttribType,
79                               SkSLType::kFloat2);
80     }
81     if (fPatchAttribs & PatchAttribs::kColor) {
82         fAttribs.emplace_back("dynamicColorAttr",
83                               (fPatchAttribs & PatchAttribs::kWideColorIfEnabled)
84                                       ? kFloat4_GrVertexAttribType
85                                       : kUByte4_norm_GrVertexAttribType,
86                               SkSLType::kHalf4);
87     }
88     if (fPatchAttribs & PatchAttribs::kExplicitCurveType) {
89         // A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
90         // infinity can't detect this. On these platforms we write out an extra float with each
91         // patch that explicitly tells the shader what type of curve it is.
92         fAttribs.emplace_back("curveTypeAttr", kFloat_GrVertexAttribType, SkSLType::kFloat);
93     }
94     if (fMode == Mode::kHardwareTessellation) {
95         this->setVertexAttributesWithImplicitOffsets(fAttribs.data(), fAttribs.count());
96         SkASSERT(this->vertexStride() == sizeof(SkPoint) * 4 + PatchAttribsStride(fPatchAttribs));
97     } else {
98         this->setInstanceAttributesWithImplicitOffsets(fAttribs.data(), fAttribs.count());
99         SkASSERT(this->instanceStride() == sizeof(SkPoint) * 4 + PatchAttribsStride(fPatchAttribs));
100         if (!shaderCaps.vertexIDSupport()) {
101             constexpr static Attribute kVertexAttrib("edgeID", kFloat_GrVertexAttribType,
102                                                      SkSLType::kFloat);
103             this->setVertexAttributesWithImplicitOffsets(&kVertexAttrib, 1);
104         }
105     }
106     SkASSERT(fAttribs.count() <= kMaxAttribCount);
107 }
108 
109 const char* GrStrokeTessellationShader::Impl::kCosineBetweenVectorsFn = R"(
110 float cosine_between_vectors(float2 a, float2 b) {
111     // FIXME(crbug.com/800804,skbug.com/11268): This can overflow if we don't normalize exponents.
112     float ab_cosTheta = dot(a,b);
113     float ab_pow2 = dot(a,a) * dot(b,b);
114     return (ab_pow2 == 0.0) ? 1.0 : clamp(ab_cosTheta * inversesqrt(ab_pow2), -1.0, 1.0);
115 })";
116 
117 // Extends the middle radius to either the miter point, or the bevel edge if we surpassed the miter
118 // limit and need to revert to a bevel join.
119 const char* GrStrokeTessellationShader::Impl::kMiterExtentFn = R"(
120 float miter_extent(float cosTheta, float miterLimit) {
121     float x = fma(cosTheta, .5, .5);
122     return (x * miterLimit * miterLimit >= 1.0) ? inversesqrt(x) : sqrt(x);
123 })";
124 
125 // Returns the number of radial segments required for each radian of rotation, in order for the
126 // curve to appear "smooth" as defined by the parametricPrecision.
127 const char* GrStrokeTessellationShader::Impl::kNumRadialSegmentsPerRadianFn = R"(
128 float num_radial_segments_per_radian(float parametricPrecision, float strokeRadius) {
129     return .5 / acos(max(1.0 - 1.0/(parametricPrecision * strokeRadius), -1.0));
130 })";
131 
132 // Unlike mix(), this does not return b when t==1. But it otherwise seems to get better
133 // precision than "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points.
134 // We override this result anyway when t==1 so it shouldn't be a problem.
135 const char* GrStrokeTessellationShader::Impl::kUncheckedMixFn = R"(
136 float unchecked_mix(float a, float b, float T) {
137     return fma(b - a, T, a);
138 }
139 float2 unchecked_mix(float2 a, float2 b, float T) {
140     return fma(b - a, float2(T), a);
141 }
142 float4 unchecked_mix(float4 a, float4 b, float4 T) {
143     return fma(b - a, T, a);
144 })";
145 
emitTessellationCode(const GrStrokeTessellationShader & shader,SkString * code,GrGPArgs * gpArgs,const GrShaderCaps & shaderCaps) const146 void GrStrokeTessellationShader::Impl::emitTessellationCode(
147         const GrStrokeTessellationShader& shader, SkString* code, GrGPArgs* gpArgs,
148         const GrShaderCaps& shaderCaps) const {
149     // The subclass is responsible to define the following symbols before calling this method:
150     //
151     //     // Functions.
152     //     float2 unchecked_mix(float2, float2, float);
153     //     float unchecked_mix(float, float, float);
154     //
155     //     // Values provided by either uniforms or attribs.
156     //     float2 p0, p1, p2, p3;
157     //     float w;
158     //     float STROKE_RADIUS;
159     //     float 2x2 AFFINE_MATRIX;
160     //     float2 TRANSLATE;
161     //
162     //     // Values calculated by the specific subclass.
163     //     float combinedEdgeID;
164     //     bool isFinalEdge;
165     //     float numParametricSegments;
166     //     float radsPerSegment;
167     //     float2 tan0;
168     //     float2 tan1;
169     //     float strokeOutset;
170     //
171     code->appendf(R"(
172     float2 tangent, strokeCoord;
173     if (combinedEdgeID != 0 && !isFinalEdge) {
174         // Compute the location and tangent direction of the stroke edge with the integral id
175         // "combinedEdgeID", where combinedEdgeID is the sorted-order index of parametric and radial
176         // edges. Start by finding the tangent function's power basis coefficients. These define a
177         // tangent direction (scaled by some uniform value) as:
178         //                                                 |T^2|
179         //     Tangent_Direction(T) = dx,dy = |A  2B  C| * |T  |
180         //                                    |.   .  .|   |1  |
181         float2 A, B, C = p1 - p0;
182         float2 D = p3 - p0;
183         if (w >= 0.0) {
184             // P0..P2 represent a conic and P3==P2. The derivative of a conic has a cumbersome
185             // order-4 denominator. However, this isn't necessary if we are only interested in a
186             // vector in the same *direction* as a given tangent line. Since the denominator scales
187             // dx and dy uniformly, we can throw it out completely after evaluating the derivative
188             // with the standard quotient rule. This leaves us with a simpler quadratic function
189             // that we use to find a tangent.
190             C *= w;
191             B = .5*D - C;
192             A = (w - 1.0) * D;
193             p1 *= w;
194         } else {
195             float2 E = p2 - p1;
196             B = E - C;
197             A = fma(float2(-3), E, D);
198         }
199         // FIXME(crbug.com/800804,skbug.com/11268): Consider normalizing the exponents in A,B,C at
200         // this point in order to prevent fp32 overflow.
201 
202         // Now find the coefficients that give a tangent direction from a parametric edge ID:
203         //
204         //                                                                 |parametricEdgeID^2|
205         //     Tangent_Direction(parametricEdgeID) = dx,dy = |A  B_  C_| * |parametricEdgeID  |
206         //                                                   |.   .   .|   |1                 |
207         //
208         float2 B_ = B * (numParametricSegments * 2.0);
209         float2 C_ = C * (numParametricSegments * numParametricSegments);
210 
211         // Run a binary search to determine the highest parametric edge that is located on or before
212         // the combinedEdgeID. A combined ID is determined by the sum of complete parametric and
213         // radial segments behind it. i.e., find the highest parametric edge where:
214         //
215         //    parametricEdgeID + floor(numRadialSegmentsAtParametricT) <= combinedEdgeID
216         //
217         float lastParametricEdgeID = 0.0;
218         float maxParametricEdgeID = min(numParametricSegments - 1.0, combinedEdgeID);
219         // FIXME(crbug.com/800804,skbug.com/11268): This normalize() can overflow.
220         float2 tan0norm = normalize(tan0);
221         float negAbsRadsPerSegment = -abs(radsPerSegment);
222         float maxRotation0 = (1.0 + combinedEdgeID) * abs(radsPerSegment);
223         for (int exp = %i - 1; exp >= 0; --exp) {
224             // Test the parametric edge at lastParametricEdgeID + 2^exp.
225             float testParametricID = lastParametricEdgeID + exp2(float(exp));
226             if (testParametricID <= maxParametricEdgeID) {
227                 float2 testTan = fma(float2(testParametricID), A, B_);
228                 testTan = fma(float2(testParametricID), testTan, C_);
229                 float cosRotation = dot(normalize(testTan), tan0norm);
230                 float maxRotation = fma(testParametricID, negAbsRadsPerSegment, maxRotation0);
231                 maxRotation = min(maxRotation, PI);
232                 // Is rotation <= maxRotation? (i.e., is the number of complete radial segments
233                 // behind testT, + testParametricID <= combinedEdgeID?)
234                 if (cosRotation >= cos(maxRotation)) {
235                     // testParametricID is on or before the combinedEdgeID. Keep it!
236                     lastParametricEdgeID = testParametricID;
237                 }
238             }
239         }
240 
241         // Find the T value of the parametric edge at lastParametricEdgeID.
242         float parametricT = lastParametricEdgeID / numParametricSegments;
243 
244         // Now that we've identified the highest parametric edge on or before the
245         // combinedEdgeID, the highest radial edge is easy:
246         float lastRadialEdgeID = combinedEdgeID - lastParametricEdgeID;
247 
248         // Find the angle of tan0, or the angle between tan0norm and the positive x axis.
249         float angle0 = acos(clamp(tan0norm.x, -1.0, 1.0));
250         angle0 = tan0norm.y >= 0.0 ? angle0 : -angle0;
251 
252         // Find the tangent vector on the edge at lastRadialEdgeID.
253         float radialAngle = fma(lastRadialEdgeID, radsPerSegment, angle0);
254         tangent = float2(cos(radialAngle), sin(radialAngle));
255         float2 norm = float2(-tangent.y, tangent.x);
256 
257         // Find the T value where the tangent is orthogonal to norm. This is a quadratic:
258         //
259         //     dot(norm, Tangent_Direction(T)) == 0
260         //
261         //                         |T^2|
262         //     norm * |A  2B  C| * |T  | == 0
263         //            |.   .  .|   |1  |
264         //
265         float a=dot(norm,A), b_over_2=dot(norm,B), c=dot(norm,C);
266         float discr_over_4 = max(b_over_2*b_over_2 - a*c, 0.0);
267         float q = sqrt(discr_over_4);
268         if (b_over_2 > 0.0) {
269             q = -q;
270         }
271         q -= b_over_2;
272 
273         // Roots are q/a and c/q. Since each curve section does not inflect or rotate more than 180
274         // degrees, there can only be one tangent orthogonal to "norm" inside 0..1. Pick the root
275         // nearest .5.
276         float _5qa = -.5*q*a;
277         float2 root = (abs(fma(q,q,_5qa)) < abs(fma(a,c,_5qa))) ? float2(q,a) : float2(c,q);
278         float radialT = (root.t != 0.0) ? root.s / root.t : 0.0;
279         radialT = clamp(radialT, 0.0, 1.0);
280 
281         if (lastRadialEdgeID == 0.0) {
282             // The root finder above can become unstable when lastRadialEdgeID == 0 (e.g., if
283             // there are roots at exatly 0 and 1 both). radialT should always == 0 in this case.
284             radialT = 0.0;
285         }
286 
287         // Now that we've identified the T values of the last parametric and radial edges, our final
288         // T value for combinedEdgeID is whichever is larger.
289         float T = max(parametricT, radialT);
290 
291         // Evaluate the cubic at T. Use De Casteljau's for its accuracy and stability.
292         float2 ab = unchecked_mix(p0, p1, T);
293         float2 bc = unchecked_mix(p1, p2, T);
294         float2 cd = unchecked_mix(p2, p3, T);
295         float2 abc = unchecked_mix(ab, bc, T);
296         float2 bcd = unchecked_mix(bc, cd, T);
297         float2 abcd = unchecked_mix(abc, bcd, T);
298 
299         // Evaluate the conic weight at T.
300         float u = unchecked_mix(1.0, w, T);
301         float v = w + 1 - u;  // == mix(w, 1, T)
302         float uv = unchecked_mix(u, v, T);
303 
304         // If we went with T=parametricT, then update the tangent. Otherwise leave it at the radial
305         // tangent found previously. (In the event that parametricT == radialT, we keep the radial
306         // tangent.)
307         if (T != radialT) {
308             tangent = (w >= 0.0) ? bc*u - ab*v : bcd - abc;
309         }
310 
311         strokeCoord = (w >= 0.0) ? abc/uv : abcd;
312     } else {
313         // Edges at the beginning and end of the strip use exact endpoints and tangents. This
314         // ensures crack-free seaming between instances.
315         tangent = (combinedEdgeID == 0) ? tan0 : tan1;
316         strokeCoord = (combinedEdgeID == 0) ? p0 : p3;
317     })", shader.maxParametricSegments_log2() /* Parametric/radial sort loop count. */);
318 
319     code->append(R"(
320     // FIXME(crbug.com/800804,skbug.com/11268): This normalize() can overflow.
321     float2 ortho = normalize(float2(tangent.y, -tangent.x));
322     strokeCoord += ortho * (STROKE_RADIUS * strokeOutset);)");
323 
324     if (!shader.stroke().isHairlineStyle()) {
325         // Normal case. Do the transform after tessellation.
326         code->append(R"(
327         float2 devCoord = AFFINE_MATRIX * strokeCoord + TRANSLATE;)");
328         gpArgs->fPositionVar.set(SkSLType::kFloat2, "devCoord");
329         gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "strokeCoord");
330     } else {
331         // Hairline case. The scale and skew already happened before tessellation.
332         code->append(R"(
333         float2 devCoord = strokeCoord + TRANSLATE;
334         float2 localCoord = inverse(AFFINE_MATRIX) * strokeCoord;)");
335         gpArgs->fPositionVar.set(SkSLType::kFloat2, "devCoord");
336         gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localCoord");
337     }
338 }
339 
emitFragmentCode(const GrStrokeTessellationShader & shader,const EmitArgs & args)340 void GrStrokeTessellationShader::Impl::emitFragmentCode(const GrStrokeTessellationShader& shader,
341                                                         const EmitArgs& args) {
342     if (!shader.hasDynamicColor()) {
343         // The fragment shader just outputs a uniform color.
344         const char* colorUniformName;
345         fColorUniform = args.fUniformHandler->addUniform(nullptr, kFragment_GrShaderFlag,
346                                                          SkSLType::kHalf4, "color",
347                                                          &colorUniformName);
348         args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor, colorUniformName);
349     } else {
350         args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor,
351                                        fDynamicColorName.c_str());
352     }
353     args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
354 }
355 
setData(const GrGLSLProgramDataManager & pdman,const GrShaderCaps &,const GrGeometryProcessor & geomProc)356 void GrStrokeTessellationShader::Impl::setData(const GrGLSLProgramDataManager& pdman,
357                                                const GrShaderCaps&,
358                                                const GrGeometryProcessor& geomProc) {
359     const auto& shader = geomProc.cast<GrStrokeTessellationShader>();
360     const auto& stroke = shader.stroke();
361 
362     if (!shader.hasDynamicStroke()) {
363         // Set up the tessellation control uniforms.
364         skgpu::StrokeTolerances tolerances;
365         if (!stroke.isHairlineStyle()) {
366             tolerances = skgpu::StrokeTolerances::MakeNonHairline(shader.viewMatrix().getMaxScale(),
367                                                                   stroke.getWidth());
368         } else {
369             // In the hairline case we transform prior to tessellation. Set up tolerances for an
370             // identity viewMatrix and a strokeWidth of 1.
371             tolerances = skgpu::StrokeTolerances::MakeNonHairline(1, 1);
372         }
373         float strokeRadius = (stroke.isHairlineStyle()) ? .5f : stroke.getWidth() * .5;
374         pdman.set4f(fTessControlArgsUniform,
375                     tolerances.fParametricPrecision,  // PARAMETRIC_PRECISION
376                     tolerances.fNumRadialSegmentsPerRadian,  // NUM_RADIAL_SEGMENTS_PER_RADIAN
377                     skgpu::GetJoinType(stroke),  // JOIN_TYPE
378                     strokeRadius);  // STROKE_RADIUS
379     } else {
380         SkASSERT(!stroke.isHairlineStyle());
381         float maxScale = shader.viewMatrix().getMaxScale();
382         pdman.set1f(fTessControlArgsUniform,
383                     skgpu::StrokeTolerances::CalcParametricPrecision(maxScale));
384     }
385 
386     if (shader.mode() == GrStrokeTessellationShader::Mode::kFixedCount) {
387         SkASSERT(shader.fixedCountNumTotalEdges() != 0);
388         pdman.set1f(fEdgeCountUniform, (float)shader.fixedCountNumTotalEdges());
389     }
390 
391     // Set up the view matrix, if any.
392     const SkMatrix& m = shader.viewMatrix();
393     pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
394     pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
395                 m.getScaleY());
396 
397     if (!shader.hasDynamicColor()) {
398         pdman.set4fv(fColorUniform, 1, shader.color().vec());
399     }
400 }
401 
addToKey(const GrShaderCaps &,skgpu::KeyBuilder * b) const402 void GrStrokeTessellationShader::addToKey(const GrShaderCaps&, skgpu::KeyBuilder* b) const {
403     bool keyNeedsJoin = (fMode != Mode::kHardwareTessellation) &&
404                         !(fPatchAttribs & PatchAttribs::kStrokeParams);
405     SkASSERT((int)fMode >> 2 == 0);
406     SkASSERT(fStroke.getJoin() >> 2 == 0);
407     // Attribs get worked into the key automatically during GrGeometryProcessor::getAttributeKey().
408     // When color is in a uniform, it's always wide. kWideColor doesn't need to be considered here.
409     uint32_t key = (uint32_t)(fPatchAttribs & ~PatchAttribs::kColor);
410     key = (key << 2) | (uint32_t)fMode;
411     key = (key << 2) | ((keyNeedsJoin) ? fStroke.getJoin() : 0);
412     key = (key << 1) | (uint32_t)fStroke.isHairlineStyle();
413     key = (key << 8) | fMaxParametricSegments_log2;
414     b->add32(key);
415 }
416 
makeProgramImpl(const GrShaderCaps &) const417 std::unique_ptr<GrGeometryProcessor::ProgramImpl> GrStrokeTessellationShader::makeProgramImpl(
418         const GrShaderCaps&) const {
419     switch (fMode) {
420         case Mode::kHardwareTessellation:
421             return std::make_unique<HardwareImpl>();
422         case Mode::kLog2Indirect:
423         case Mode::kFixedCount:
424             return std::make_unique<InstancedImpl>();
425     }
426     SkUNREACHABLE;
427 }
428