1 /*
2 * Copyright 2017 Google Inc.
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 "GrCCCoverageProcessor.h"
9
10 #include "SkMakeUnique.h"
11 #include "ccpr/GrCCCubicShader.h"
12 #include "ccpr/GrCCQuadraticShader.h"
13 #include "ccpr/GrCCTriangleShader.h"
14 #include "glsl/GrGLSLVertexGeoBuilder.h"
15 #include "glsl/GrGLSLFragmentShaderBuilder.h"
16 #include "glsl/GrGLSLVertexGeoBuilder.h"
17
emitFragmentCode(const GrCCCoverageProcessor & proc,GrGLSLFPFragmentBuilder * f,const char * skOutputColor,const char * skOutputCoverage) const18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
19 GrGLSLFPFragmentBuilder* f,
20 const char* skOutputColor,
21 const char* skOutputCoverage) const {
22 f->codeAppendf("half coverage = 0;");
23 this->onEmitFragmentCode(f, "coverage");
24 f->codeAppendf("%s.a = coverage;", skOutputColor);
25 f->codeAppendf("%s = half4(1);", skOutputCoverage);
26 #ifdef SK_DEBUG
27 if (proc.debugVisualizationsEnabled()) {
28 f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);",
29 skOutputColor, skOutputColor, skOutputColor);
30 }
31 #endif
32 }
33
EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder * s,const char * leftPt,const char * rightPt,const char * outputDistanceEquation)34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
35 const char* leftPt,
36 const char* rightPt,
37 const char* outputDistanceEquation) {
38 s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
39 rightPt, leftPt, leftPt, rightPt);
40 s->codeAppend ("float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
41 // When nwidth=0, wind must also be 0 (and coverage * wind = 0). So it doesn't matter what we
42 // come up with here as long as it isn't NaN or Inf.
43 s->codeAppend ("n /= (0 != nwidth) ? nwidth : 1;");
44 s->codeAppendf("%s = float3(-n, dot(n, %s) - .5);", outputDistanceEquation, leftPt);
45 }
46
DefineSoftSampleLocations(GrGLSLFPFragmentBuilder * f,const char * samplesName)47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f,
48 const char* samplesName) {
49 // Standard DX11 sample locations.
50 #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
51 f->defineConstant("float2[8]", samplesName, "float2[8]("
52 "float2(+1, -3)/16, float2(-1, +3)/16, float2(+5, +1)/16, float2(-3, -5)/16, "
53 "float2(-5, +5)/16, float2(-7, -1)/16, float2(+3, +7)/16, float2(+7, -7)/16."
54 ")");
55 return 8;
56 #else
57 f->defineConstant("float2[16]", samplesName, "float2[16]("
58 "float2(+1, +1)/16, float2(-1, -3)/16, float2(-3, +2)/16, float2(+4, -1)/16, "
59 "float2(-5, -2)/16, float2(+2, +5)/16, float2(+5, +3)/16, float2(+3, -5)/16, "
60 "float2(-2, +6)/16, float2( 0, -7)/16, float2(-4, -6)/16, float2(-6, +4)/16, "
61 "float2(-8, 0)/16, float2(+7, -4)/16, float2(+6, +7)/16, float2(-7, -8)/16."
62 ")");
63 return 16;
64 #endif
65 }
66
getGLSLProcessorKey(const GrShaderCaps &,GrProcessorKeyBuilder * b) const67 void GrCCCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
68 GrProcessorKeyBuilder* b) const {
69 int key = (int)fRenderPass << 2;
70 if (WindMethod::kInstanceData == fWindMethod) {
71 key |= 2;
72 }
73 if (Impl::kVertexShader == fImpl) {
74 key |= 1;
75 }
76 #ifdef SK_DEBUG
77 uint32_t bloatBits;
78 memcpy(&bloatBits, &fDebugBloat, 4);
79 b->add32(bloatBits);
80 #endif
81 b->add32(key);
82 }
83
createGLSLInstance(const GrShaderCaps &) const84 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
85 std::unique_ptr<Shader> shader;
86 switch (fRenderPass) {
87 case RenderPass::kTriangleHulls:
88 case RenderPass::kTriangleEdges:
89 shader = skstd::make_unique<GrCCTriangleShader>();
90 break;
91 case RenderPass::kTriangleCorners:
92 shader = skstd::make_unique<GrCCTriangleCornerShader>();
93 break;
94 case RenderPass::kQuadraticHulls:
95 shader = skstd::make_unique<GrCCQuadraticHullShader>();
96 break;
97 case RenderPass::kQuadraticCorners:
98 shader = skstd::make_unique<GrCCQuadraticCornerShader>();
99 break;
100 case RenderPass::kCubicHulls:
101 shader = skstd::make_unique<GrCCCubicHullShader>();
102 break;
103 case RenderPass::kCubicCorners:
104 shader = skstd::make_unique<GrCCCubicCornerShader>();
105 break;
106 }
107 return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader))
108 : this->createVSImpl(std::move(shader));
109 }
110