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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 "GrCCTriangleShader.h"
9 
10 #include "glsl/GrGLSLFragmentShaderBuilder.h"
11 #include "glsl/GrGLSLVertexGeoBuilder.h"
12 
13 using Shader = GrCCCoverageProcessor::Shader;
14 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char *,const char * inputCoverage,const char * wind)15 void GrCCTriangleShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
16                                         GrGLSLVarying::Scope scope, SkString* code,
17                                         const char* /*position*/, const char* inputCoverage,
18                                         const char* wind) {
19     fCoverageTimesWind.reset(kHalf_GrSLType, scope);
20     if (!inputCoverage) {
21         varyingHandler->addVarying("wind", &fCoverageTimesWind,
22                                    GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
23         code->appendf("%s = %s;", OutName(fCoverageTimesWind), wind);
24     } else {
25         varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
26         code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), inputCoverage, wind);
27     }
28 }
29 
onEmitFragmentCode(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const30 void GrCCTriangleShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
31                                             const char* outputCoverage) const {
32     f->codeAppendf("%s = %s;", outputCoverage, fCoverageTimesWind.fsIn());
33 }
34 
emitSetupCode(GrGLSLVertexGeoBuilder * s,const char * pts,const char * repetitionID,const char * wind,GeometryVars * vars) const35 void GrCCTriangleCornerShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
36                                              const char* repetitionID, const char* wind,
37                                              GeometryVars* vars) const {
38     s->codeAppendf("float2 corner = %s[%s];", pts, repetitionID);
39     vars->fCornerVars.fPoint = "corner";
40 
41     s->codeAppendf("float2x2 vectors = float2x2(corner - %s[0 != %s ? %s - 1 : 2], "
42                                                "corner - %s[2 != %s ? %s + 1 : 0]);",
43                                                pts, repetitionID, repetitionID, pts, repetitionID,
44                                                repetitionID);
45 
46     // Make sure neither vector is 0 to avoid a divide-by-zero. Wind will be zero anyway if this
47     // is the case, so whatever we output won't have any effect as long it isn't NaN or Inf.
48     s->codeAppend ("for (int i = 0; i < 2; ++i) {");
49     s->codeAppend (    "vectors[i] = (vectors[i] != float2(0)) ? vectors[i] : float2(1);");
50     s->codeAppend ("}");
51 
52     // Find the vector that bisects the region outside the incoming edges. Each edge is
53     // responsible to subtract the outside region on its own the side of the bisector.
54     s->codeAppendf("float2 leftdir = normalize(vectors[%s > 0 ? 0 : 1]);", wind);
55     s->codeAppendf("float2 rightdir = normalize(vectors[%s > 0 ? 1 : 0]);", wind);
56     s->codeAppend ("float2 bisect = dot(leftdir, rightdir) >= 0 ? "
57                                    "leftdir + rightdir : "
58                                    "float2(leftdir.y - rightdir.y, rightdir.x - leftdir.x);");
59 
60     // In ccpr we don't calculate exact geometric pixel coverage. What the distance-to-edge
61     // method actually finds is coverage inside a logical "AA box", one that is rotated inline
62     // with the edge, and in our case, up-scaled to circumscribe the actual pixel. Below we set
63     // up transformations into normalized logical AA box space for both incoming edges. These
64     // will tell the fragment shader where the corner is located within each edge's AA box.
65     s->declareGlobal(fAABoxMatrices);
66     s->declareGlobal(fAABoxTranslates);
67     s->declareGlobal(fGeoShaderBisects);
68     s->codeAppendf("for (int i = 0; i < 2; ++i) {");
69     // The X component runs parallel to the edge (i.e. distance to the corner).
70     s->codeAppendf(    "float2 n = -vectors[%s > 0 ? i : 1 - i];", wind);
71     s->codeAppend (    "float nwidth = (abs(n.x) + abs(n.y)) * (bloat * 2);");
72     s->codeAppend (    "n /= nwidth;"); // nwidth != 0 because both vectors != 0.
73     s->codeAppendf(    "%s[i][0] = n;", fAABoxMatrices.c_str());
74     s->codeAppendf(    "%s[i][0] = -dot(n, corner) + .5;", fAABoxTranslates.c_str());
75 
76     // The Y component runs perpendicular to the edge (i.e. distance-to-edge).
77     s->codeAppend (    "n = (i == 0) ? float2(-n.y, n.x) : float2(n.y, -n.x);");
78     s->codeAppendf(    "%s[i][1] = n;", fAABoxMatrices.c_str());
79     s->codeAppendf(    "%s[i][1] = -dot(n, corner) + .5;", fAABoxTranslates.c_str());
80 
81     // Translate the bisector into logical AA box space.
82     // NOTE: Since the region outside two edges of a convex shape is in [180 deg, 360 deg], the
83     // bisector will therefore be in [90 deg, 180 deg]. Or, x >= 0 and y <= 0 in AA box space.
84     s->codeAppendf(    "%s[i] = -bisect * %s[i];",
85                        fGeoShaderBisects.c_str(), fAABoxMatrices.c_str());
86     s->codeAppend ("}");
87 }
88 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * inputCoverage,const char * wind)89 void GrCCTriangleCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
90                                               GrGLSLVarying::Scope scope, SkString* code,
91                                               const char* position, const char* inputCoverage,
92                                               const char* wind) {
93     using Interpolation = GrGLSLVaryingHandler::Interpolation;
94     SkASSERT(!inputCoverage);
95 
96     fCornerLocationInAABoxes.reset(kFloat2x2_GrSLType, scope);
97     varyingHandler->addVarying("corner_location_in_aa_boxes", &fCornerLocationInAABoxes);
98 
99     fBisectInAABoxes.reset(kFloat2x2_GrSLType, scope);
100     varyingHandler->addVarying("bisect_in_aa_boxes", &fBisectInAABoxes, Interpolation::kCanBeFlat);
101 
102     code->appendf("for (int i = 0; i < 2; ++i) {");
103     code->appendf(    "%s[i] = %s * %s[i] + %s[i];",
104                       OutName(fCornerLocationInAABoxes), position, fAABoxMatrices.c_str(),
105                       fAABoxTranslates.c_str());
106     code->appendf(    "%s[i] = %s[i];", OutName(fBisectInAABoxes), fGeoShaderBisects.c_str());
107     code->appendf("}");
108 
109     fWindTimesHalf.reset(kHalf_GrSLType, scope);
110     varyingHandler->addVarying("wind_times_half", &fWindTimesHalf, Interpolation::kCanBeFlat);
111     code->appendf("%s = %s * .5;", OutName(fWindTimesHalf), wind);
112 }
113 
onEmitFragmentCode(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const114 void GrCCTriangleCornerShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
115                                                   const char* outputCoverage) const {
116     // By the time we reach this shader, the pixel is in the following state:
117     //
118     //   1. The hull shader has emitted a coverage of 1.
119     //   2. Both edges have subtracted the area on their outside.
120     //
121     // This generally works, but it is a problem for corner pixels. There is a region within
122     // corner pixels that is outside both edges at the same time. This means the region has been
123     // double subtracted (once by each edge). The purpose of this shader is to fix these corner
124     // pixels.
125     //
126     // More specifically, each edge redoes its coverage analysis so that it only subtracts the
127     // outside area that falls on its own side of the bisector line.
128     //
129     // NOTE: unless the edges fall on multiples of 90 deg from one another, they will have
130     // different AA boxes. (For an explanation of AA boxes, see comments in
131     // onEmitGeometryShader.) This means the coverage analysis will only be approximate. It
132     // seems acceptable, but if we want exact coverage we will need to switch to a more
133     // expensive model.
134     f->codeAppendf("for (int i = 0; i < 2; ++i) {"); // Loop through both edges.
135     f->codeAppendf(    "half2 corner = %s[i];", fCornerLocationInAABoxes.fsIn());
136     f->codeAppendf(    "half2 bisect = %s[i];", fBisectInAABoxes.fsIn());
137 
138     // Find the point at which the bisector exits the logical AA box.
139     // (The inequality works because bisect.x is known >= 0 and bisect.y is known <= 0.)
140     f->codeAppendf(    "half2 d = half2(1 - corner.x, -corner.y);");
141     f->codeAppendf(    "half T = d.y * bisect.x >= d.x * bisect.y ? d.y / bisect.y "
142                                                                  ": d.x / bisect.x;");
143     f->codeAppendf(    "half2 exit = corner + bisect * T;");
144 
145     // These lines combined (and the final multiply by .5) accomplish the following:
146     //   1. Add back the area beyond the corner that was subtracted out previously.
147     //   2. Subtract out the area beyond the corner, but under the bisector.
148     // The other edge will take care of the area on its own side of the bisector.
149     f->codeAppendf(    "%s += (2 - corner.x - exit.x) * corner.y;", outputCoverage);
150     f->codeAppendf(    "%s += (corner.x - 1) * exit.y;", outputCoverage);
151     f->codeAppendf("}");
152 
153     f->codeAppendf("%s *= %s;", outputCoverage, fWindTimesHalf.fsIn());
154 }
155