1 /*
2 * Copyright 2024 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/graphite/render/CircularArcRenderStep.h"
9
10 #include "include/core/SkArc.h"
11 #include "include/core/SkM44.h"
12 #include "include/core/SkPaint.h"
13 #include "include/core/SkRect.h"
14 #include "include/core/SkScalar.h"
15 #include "include/private/base/SkAssert.h"
16 #include "include/private/base/SkPoint_impl.h"
17 #include "src/base/SkEnumBitMask.h"
18 #include "src/core/SkSLTypeShared.h"
19 #include "src/gpu/BufferWriter.h"
20 #include "src/gpu/graphite/Attribute.h"
21 #include "src/gpu/graphite/BufferManager.h"
22 #include "src/gpu/graphite/DrawOrder.h"
23 #include "src/gpu/graphite/DrawParams.h"
24 #include "src/gpu/graphite/DrawTypes.h"
25 #include "src/gpu/graphite/DrawWriter.h"
26 #include "src/gpu/graphite/geom/Geometry.h"
27 #include "src/gpu/graphite/geom/Shape.h"
28 #include "src/gpu/graphite/geom/Transform.h"
29 #include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
30
31 #include <utility>
32
33 // This RenderStep is used to render filled circular arcs and stroked circular arcs that
34 // don't include the center. Currently it only supports butt caps but will be extended
35 // to include round caps.
36 //
37 // Each arc is represented by a single instance. The instance attributes are enough to
38 // describe the given arc types without relying on uniforms to define its operation.
39 // The attributes encode shape as follows:
40
41 // float4 centerScales - used to transform the vertex data into local space.
42 // The vertex data represents interleaved octagons that are respectively circumscribed
43 // and inscribed on a unit circle, and have to be transformed into local space.
44 // So the .xy values here are the center of the arc in local space, and .zw its outer and inner
45 // radii, respectively. If the vertex is an outer vertex its local position will be computed as
46 // centerScales.xy + position.xy * centerScales.z
47 // Otherwise it will be computed as
48 // centerScales.xy + position.xy * centerScales.w
49 // We can tell whether a vertex is an outer or inner vertex by looking at the sign
50 // of its z component. This z value is also used to compute half-pixel anti-aliasing offsets
51 // once the vertex data is transformed into device space.
52 // float3 radiiAndFlags - in the fragment shader we will pass an offset in unit circle space to
53 // determine the circle edge and for use for clipping. The .x value here is outerRadius+0.5 and
54 // will be compared against the unit circle radius (i.e., 1.0) to compute the outer edge. The .y
55 // value is innerRadius-0.5/outerRadius+0.5 and will be used as the comparison point for the
56 // inner edge. The .z value is a flag which indicates whether fragClipPlane1 is for intersection
57 // (+) or for union (-), and whether to set up rounded caps (-2/+2).
58 // float3 geoClipPlane - For very thin acute arcs, because of the 1/2 pixel boundary we can get
59 // non-clipped artifacts beyond the center of the circle. To solve this, we clip the geometry
60 // so any rendering doesn't cross that point.
61
62 // In addition, these values will be passed to the fragment shader:
63 //
64 // float3 fragClipPlane0 - the arc will always be clipped against this half plane, and passed as
65 // the varying clipPlane.
66 // float3 fragClipPlane1 - for convex/acute arcs, we pass this via the varying isectPlane to clip
67 // against this and multiply its value by the ClipPlane clip result. For concave/obtuse arcs,
68 // we pass this via the varying unionPlane which will clip against this and add its value to the
69 // ClipPlane clip result. This is controlled by the flag value in radiiAndFlags: if the
70 // flag is > 0, it's passed as isectClip, if it's < 0 it's passed as unionClip. We set default
71 // values for the alternative clip plane that end up being a null clip.
72 // float roundCapRadius - this is computed in the vertex shader. If we're using round caps (i.e.,
73 // if abs(flags) > 1), this will be half the distance between the outer and inner radii.
74 // Otherwise it will be 0 which will end up zeroing out any round cap calculation.
75 // float4 inRoundCapPos - locations of the centers of the round caps in normalized space. This
76 // will be all zeroes if not needed.
77
78 namespace skgpu::graphite {
79
80 // Represents the per-vertex attributes used in each instance.
81 struct Vertex {
82 // Unit circle local space position (.xy) and AA offset (.z)
83 SkV3 fPosition;
84 };
85
86 static constexpr int kVertexCount = 18;
87
write_vertex_buffer(VertexWriter writer)88 static void write_vertex_buffer(VertexWriter writer) {
89 // Normalized geometry for octagons that circumscribe/inscribe a unit circle.
90 // Outer ring offset
91 static constexpr float kOctOffset = 0.41421356237f; // sqrt(2) - 1
92 // Inner ring points
93 static constexpr SkScalar kCosPi8 = 0.923579533f;
94 static constexpr SkScalar kSinPi8 = 0.382683432f;
95
96 // Directional offset for anti-aliasing.
97 // Also used as marker for whether this is an outer or inner vertex.
98 static constexpr float kOuterAAOffset = 0.5f;
99 static constexpr float kInnerAAOffset = -0.5f;
100
101 static constexpr SkV3 kOctagonVertices[kVertexCount] = {
102 {-kOctOffset, -1, kOuterAAOffset},
103 {-kSinPi8, -kCosPi8, kInnerAAOffset},
104 { kOctOffset, -1, kOuterAAOffset},
105 {kSinPi8, -kCosPi8, kInnerAAOffset},
106 { 1, -kOctOffset, kOuterAAOffset},
107 {kCosPi8, -kSinPi8, kInnerAAOffset},
108 { 1, kOctOffset, kOuterAAOffset},
109 {kCosPi8, kSinPi8, kInnerAAOffset},
110 { kOctOffset, 1, kOuterAAOffset},
111 {kSinPi8, kCosPi8, kInnerAAOffset},
112 {-kOctOffset, 1, kOuterAAOffset},
113 {-kSinPi8, kCosPi8, kInnerAAOffset},
114 {-1, kOctOffset, kOuterAAOffset},
115 {-kCosPi8, kSinPi8, kInnerAAOffset},
116 {-1, -kOctOffset, kOuterAAOffset},
117 {-kCosPi8, -kSinPi8, kInnerAAOffset},
118 {-kOctOffset, -1, kOuterAAOffset},
119 {-kSinPi8, -kCosPi8, kInnerAAOffset},
120 };
121
122 if (writer) {
123 writer << kOctagonVertices;
124 } // otherwise static buffer creation failed, so do nothing; Context initialization will fail.
125 }
126
CircularArcRenderStep(StaticBufferManager * bufferManager)127 CircularArcRenderStep::CircularArcRenderStep(StaticBufferManager* bufferManager)
128 : RenderStep(RenderStepID::kCircularArc,
129 Flags::kPerformsShading | Flags::kEmitsCoverage | Flags::kOutsetBoundsForAA,
130 /*uniforms=*/{},
131 PrimitiveType::kTriangleStrip,
132 kDirectDepthGreaterPass,
133 /*vertexAttrs=*/{
134 {"position", VertexAttribType::kFloat3, SkSLType::kFloat3},
135 },
136 /*instanceAttrs=*/{
137 // Center plus radii, used to transform to local position
138 {"centerScales", VertexAttribType::kFloat4, SkSLType::kFloat4},
139 // Outer (device space) and inner (normalized) radii
140 // + flags for determining clipping and roundcaps
141 {"radiiAndFlags", VertexAttribType::kFloat3, SkSLType::kFloat3},
142 // Clips the geometry for acute arcs
143 {"geoClipPlane", VertexAttribType::kFloat3, SkSLType::kFloat3},
144 // Clip planes sent to the fragment shader for arc extents
145 {"fragClipPlane0", VertexAttribType::kFloat3, SkSLType::kFloat3},
146 {"fragClipPlane1", VertexAttribType::kFloat3, SkSLType::kFloat3},
147 // Roundcap positions, if needed
148 {"inRoundCapPos", VertexAttribType::kFloat4, SkSLType::kFloat4},
149
150 {"depth", VertexAttribType::kFloat, SkSLType::kFloat},
151 {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2},
152
153 {"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3},
154 {"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3},
155 {"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3},
156 },
157 /*varyings=*/{
158 // Normalized offset vector plus radii
159 {"circleEdge", SkSLType::kFloat4},
160 // Half-planes used to clip to arc shape.
161 {"clipPlane", SkSLType::kFloat3},
162 {"isectPlane", SkSLType::kFloat3},
163 {"unionPlane", SkSLType::kFloat3},
164 // Roundcap data
165 {"roundCapRadius", SkSLType::kFloat},
166 {"roundCapPos", SkSLType::kFloat4},
167 }) {
168 // Initialize the static buffer we'll use when recording draw calls.
169 // NOTE: Each instance of this RenderStep gets its own copy of the data. Since there should only
170 // ever be one CircularArcRenderStep at a time, this shouldn't be an issue.
171 write_vertex_buffer(bufferManager->getVertexWriter(sizeof(Vertex) * kVertexCount,
172 &fVertexBuffer));
173 }
174
~CircularArcRenderStep()175 CircularArcRenderStep::~CircularArcRenderStep() {}
176
vertexSkSL() const177 std::string CircularArcRenderStep::vertexSkSL() const {
178 // Returns the body of a vertex function, which must define a float4 devPosition variable and
179 // must write to an already-defined float2 stepLocalCoords variable.
180 return "float4 devPosition = circular_arc_vertex_fn("
181 // Vertex Attributes
182 "position, "
183 // Instance Attributes
184 "centerScales, radiiAndFlags, geoClipPlane, fragClipPlane0, fragClipPlane1, "
185 "inRoundCapPos, depth, float3x3(mat0, mat1, mat2), "
186 // Varyings
187 "circleEdge, clipPlane, isectPlane, unionPlane, "
188 "roundCapRadius, roundCapPos, "
189 // Render Step
190 "stepLocalCoords);\n";
191 }
192
fragmentCoverageSkSL() const193 const char* CircularArcRenderStep::fragmentCoverageSkSL() const {
194 // The returned SkSL must write its coverage into a 'half4 outputCoverage' variable (defined in
195 // the calling code) with the actual coverage splatted out into all four channels.
196 return "outputCoverage = circular_arc_coverage_fn(circleEdge, "
197 "clipPlane, "
198 "isectPlane, "
199 "unionPlane, "
200 "roundCapRadius, "
201 "roundCapPos);";
202 }
203
writeVertices(DrawWriter * writer,const DrawParams & params,skvx::uint2 ssboIndices) const204 void CircularArcRenderStep::writeVertices(DrawWriter* writer,
205 const DrawParams& params,
206 skvx::uint2 ssboIndices) const {
207 SkASSERT(params.geometry().isShape() && params.geometry().shape().isArc());
208
209 DrawWriter::Instances instance{*writer, fVertexBuffer, {}, kVertexCount};
210 auto vw = instance.append(1);
211
212 const Shape& shape = params.geometry().shape();
213 const SkArc& arc = shape.arc();
214
215 SkPoint localCenter = arc.oval().center();
216 float localOuterRadius = arc.oval().width() / 2;
217 float localInnerRadius = 0.0f;
218
219 // We know that we have a similarity matrix so this will transform radius to device space
220 const Transform& transform = params.transform();
221 float radius = localOuterRadius * transform.maxScaleFactor();
222 bool isStroke = params.isStroke();
223
224 float innerRadius = -SK_ScalarHalf;
225 float outerRadius = radius;
226 float halfWidth = 0;
227 if (isStroke) {
228 float localHalfWidth = params.strokeStyle().halfWidth();
229
230 halfWidth = localHalfWidth * transform.maxScaleFactor();
231 if (SkScalarNearlyZero(halfWidth)) {
232 halfWidth = SK_ScalarHalf;
233 // Need to map this back to local space
234 localHalfWidth = halfWidth / transform.maxScaleFactor();
235 }
236
237 outerRadius += halfWidth;
238 innerRadius = radius - halfWidth;
239 localInnerRadius = localOuterRadius - localHalfWidth;
240 localOuterRadius += localHalfWidth;
241 }
242
243 // The radii are outset for two reasons. First, it allows the shader to simply perform
244 // simpler computation because the computed alpha is zero, rather than 50%, at the radius.
245 // Second, the outer radius is used to compute the verts of the bounding box that is
246 // rendered and the outset ensures the box will cover all partially covered by the circle.
247 outerRadius += SK_ScalarHalf;
248 innerRadius -= SK_ScalarHalf;
249
250 // The shader operates in a space where the circle is translated to be centered at the
251 // origin. Here we compute points on the unit circle at the starting and ending angles.
252 SkV2 localPoints[3];
253 float startAngleRadians = SkDegreesToRadians(arc.startAngle());
254 float sweepAngleRadians = SkDegreesToRadians(arc.sweepAngle());
255 localPoints[0].y = SkScalarSin(startAngleRadians);
256 localPoints[0].x = SkScalarCos(startAngleRadians);
257 SkScalar endAngle = startAngleRadians + sweepAngleRadians;
258 localPoints[1].y = SkScalarSin(endAngle);
259 localPoints[1].x = SkScalarCos(endAngle);
260 localPoints[2] = {0, 0};
261
262 // Adjust the start and end points based on the view matrix (to handle rotated arcs)
263 SkV4 devPoints[3];
264 transform.mapPoints(localPoints, devPoints, 3);
265 // Translate the point relative to the transformed origin
266 SkV2 startPoint = {devPoints[0].x - devPoints[2].x, devPoints[0].y - devPoints[2].y};
267 SkV2 stopPoint = {devPoints[1].x - devPoints[2].x, devPoints[1].y - devPoints[2].y};
268 startPoint = startPoint.normalize();
269 stopPoint = stopPoint.normalize();
270
271 // We know the matrix is a similarity here. Detect mirroring which will affect how we
272 // should orient the clip planes for arcs.
273 const SkM44& m = transform.matrix();
274 auto upperLeftDet = m.rc(0,0) * m.rc(1,1) -
275 m.rc(0,1) * m.rc(1,0);
276 if (upperLeftDet < 0) {
277 std::swap(startPoint, stopPoint);
278 }
279
280 // Like a fill without useCenter, butt-cap stroke can be implemented by clipping against
281 // radial lines. We treat round caps the same way, but track coverage of circles at the
282 // center of the butts.
283 // However, in both cases we have to be careful about the half-circle.
284 // case. In that case the two radial lines are equal and so that edge gets clipped
285 // twice. Since the shared edge goes through the center we fall back on the !useCenter
286 // case.
287 auto absSweep = SkScalarAbs(sweepAngleRadians);
288 bool useCenter = (arc.isWedge() || isStroke) &&
289 !SkScalarNearlyEqual(absSweep, SK_ScalarPI);
290
291 // This makes every point fully inside the plane.
292 SkV3 geoClipPlane = {0.f, 0.f, 1.f};
293 SkV3 clipPlane0;
294 SkV3 clipPlane1;
295 SkV2 roundCapPos0 = {0, 0};
296 SkV2 roundCapPos1 = {0, 0};
297 static constexpr float kIntersection_NoRoundCaps = 1;
298 static constexpr float kIntersection_RoundCaps = 2;
299
300 // Default to intersection and no round caps.
301 float flags = kIntersection_NoRoundCaps;
302 // Determine if we need round caps.
303 if (isStroke && innerRadius > -SK_ScalarHalf &&
304 params.strokeStyle().halfWidth() > 0 &&
305 params.strokeStyle().cap() == SkPaint::kRound_Cap) {
306 // Compute the cap center points in the normalized space.
307 float midRadius = (innerRadius + outerRadius) / (2 * outerRadius);
308 roundCapPos0 = startPoint * midRadius;
309 roundCapPos1 = stopPoint * midRadius;
310 flags = kIntersection_RoundCaps;
311 }
312
313 // Determine clip planes.
314 if (useCenter) {
315 SkV2 norm0 = {startPoint.y, -startPoint.x};
316 SkV2 norm1 = {stopPoint.y, -stopPoint.x};
317 // This ensures that norm0 is always the clockwise plane, and norm1 is CCW.
318 if (sweepAngleRadians < 0) {
319 std::swap(norm0, norm1);
320 }
321 norm0 = -norm0;
322 clipPlane0 = {norm0.x, norm0.y, 0.5f};
323 clipPlane1 = {norm1.x, norm1.y, 0.5f};
324 if (absSweep > SK_ScalarPI) {
325 // Union
326 flags = -flags;
327 } else {
328 // Intersection
329 // Highly acute arc. We need to clip the vertices to the perpendicular half-plane.
330 if (!isStroke && absSweep < 0.5f*SK_ScalarPI) {
331 // We do this clipping in normalized space so use our original local points.
332 // Should already be normalized since they're sin/cos.
333 SkV2 localNorm0 = {localPoints[0].y, -localPoints[0].x};
334 SkV2 localNorm1 = {localPoints[1].y, -localPoints[1].x};
335 // This ensures that norm0 is always the clockwise plane, and norm1 is CCW.
336 if (sweepAngleRadians < 0) {
337 std::swap(localNorm0, localNorm1);
338 }
339 // Negate norm0 and compute the perpendicular of the difference
340 SkV2 clipNorm = {-localNorm0.y - localNorm1.y, localNorm1.x + localNorm0.x};
341 clipNorm = clipNorm.normalize();
342 // This should give us 1/2 pixel spacing from the half-plane
343 // after transforming from normalized to local to device space.
344 float dist = 0.5f / radius / transform.maxScaleFactor();
345 geoClipPlane = {clipNorm.x, clipNorm.y, dist};
346 }
347 }
348 } else {
349 // We clip to a secant of the original circle, only one clip plane
350 startPoint *= radius;
351 stopPoint *= radius;
352 SkV2 norm = {startPoint.y - stopPoint.y, stopPoint.x - startPoint.x};
353 norm = norm.normalize();
354 if (sweepAngleRadians > 0) {
355 norm = -norm;
356 }
357 float d = -norm.dot(startPoint) + 0.5f;
358 clipPlane0 = {norm.x, norm.y, d};
359 clipPlane1 = {0.f, 0.f, 1.f}; // no clipping
360 }
361
362 // The inner radius in the vertex data must be specified in normalized space.
363 innerRadius = innerRadius / outerRadius;
364
365 vw << localCenter << localOuterRadius << localInnerRadius
366 << outerRadius << innerRadius << flags
367 << geoClipPlane << clipPlane0 << clipPlane1
368 << roundCapPos0 << roundCapPos1
369 << params.order().depthAsFloat()
370 << ssboIndices
371 << m.rc(0,0) << m.rc(1,0) << m.rc(3,0) // mat0
372 << m.rc(0,1) << m.rc(1,1) << m.rc(3,1) // mat1
373 << m.rc(0,3) << m.rc(1,3) << m.rc(3,3); // mat2
374 }
375
writeUniformsAndTextures(const DrawParams &,PipelineDataGatherer *) const376 void CircularArcRenderStep::writeUniformsAndTextures(const DrawParams&,
377 PipelineDataGatherer*) const {
378 // All data is uploaded as instance attributes, so no uniforms are needed.
379 }
380
381 } // namespace skgpu::graphite
382