/* * Copyright 2022 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/graphite/render/CoverBoundsRenderStep.h" #include "src/base/SkVx.h" #include "src/gpu/graphite/DrawParams.h" #include "src/gpu/graphite/DrawWriter.h" #include "src/gpu/graphite/render/CommonDepthStencilSettings.h" namespace skgpu::graphite { CoverBoundsRenderStep::CoverBoundsRenderStep(bool inverseFill) : RenderStep("CoverBoundsRenderStep", inverseFill ? "inverse" : "regular", Flags::kPerformsShading, /*uniforms=*/{}, PrimitiveType::kTriangleStrip, inverseFill ? kInverseCoverPass : kRegularCoverPass, /*vertexAttrs=*/{{"position", VertexAttribType::kFloat4, SkSLType::kFloat4}}, /*instanceAttrs=*/{{"bounds", VertexAttribType::kFloat4, SkSLType::kFloat4}, {"depth", VertexAttribType::kFloat, SkSLType::kFloat}, {"ssboIndices", VertexAttribType::kUShort2, SkSLType::kUShort2}, {"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3}, {"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3}, {"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3}}) , fInverseFill(inverseFill) {} CoverBoundsRenderStep::~CoverBoundsRenderStep() {} std::string CoverBoundsRenderStep::vertexSkSL() const { // Returns the body of a vertex function, which must define a float4 devPosition variable and // must write to an already-defined float2 stepLocalCoords variable. return "float4 devPosition = cover_bounds_vertex_fn(" "float2(sk_VertexID / 2, sk_VertexID % 2), " "bounds, depth, float3x3(mat0, mat1, mat2), " "stepLocalCoords);\n"; } void CoverBoundsRenderStep::writeVertices(DrawWriter* writer, const DrawParams& params, skvx::ushort2 ssboIndices) const { // Each instance is 4 vertices, forming 2 triangles from a single triangle strip, so no indices // are needed. sk_VertexID is used to place vertex positions, so no vertex buffer is needed. DrawWriter::Instances instances{*writer, {}, {}, 4}; skvx::float4 bounds; const SkM44* m; if (fInverseFill) { // Normally all bounding boxes are sorted such that l( skvx::cast(skvx::int4::Load(¶ms.clip().scissor()))); m = ¶ms.transform().inverse(); } else { bounds = params.geometry().bounds().ltrb(); m = ¶ms.transform().matrix(); } // Since the local coords always have Z=0, we can discard the 3rd row and column of the matrix. instances.append(1) << bounds << params.order().depthAsFloat() << ssboIndices << m->rc(0,0) << m->rc(1,0) << m->rc(3,0) << m->rc(0,1) << m->rc(1,1) << m->rc(3,1) << m->rc(0,3) << m->rc(1,3) << m->rc(3,3); } void CoverBoundsRenderStep::writeUniformsAndTextures(const DrawParams&, PipelineDataGatherer*) const { // All data is uploaded as instance attributes, so no uniforms are needed. } } // namespace skgpu::graphite