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 #ifndef GrCCCoverageProcessor_DEFINED
9 #define GrCCCoverageProcessor_DEFINED
10
11 #include "GrCaps.h"
12 #include "GrGeometryProcessor.h"
13 #include "GrShaderCaps.h"
14 #include "SkNx.h"
15 #include "glsl/GrGLSLGeometryProcessor.h"
16 #include "glsl/GrGLSLVarying.h"
17
18 class GrGLSLPPFragmentBuilder;
19 class GrGLSLVertexGeoBuilder;
20 class GrMesh;
21
22 /**
23 * This is the geometry processor for the simple convex primitive shapes (triangles and closed,
24 * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
25 * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
26 *
27 * The caller is responsible to execute all render passes for all applicable primitives into a
28 * cleared, floating point, alpha-only render target using SkBlendMode::kPlus (see RenderPass
29 * below). Once all of a path's primitives have been drawn, the render target contains a composite
30 * coverage count that can then be used to draw the path (see GrCCPathProcessor).
31 *
32 * To draw a renderer pass, see appendMesh below.
33 */
34 class GrCCCoverageProcessor : public GrGeometryProcessor {
35 public:
36 // Defines a single triangle or closed quadratic bezier, with transposed x,y point values.
37 struct TriangleInstance {
38 float fX[3];
39 float fY[3];
40
41 void set(const SkPoint[3], const Sk2f& trans);
42 void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans);
43 };
44
45 // Defines a single closed cubic bezier, with transposed x,y point values.
46 struct CubicInstance {
47 float fX[4];
48 float fY[4];
49
50 void set(const SkPoint[4], float dx, float dy);
51 };
52
53 // All primitive shapes (triangles and closed, convex bezier curves) require more than one
54 // render pass. Here we enumerate every render pass needed in order to produce a complete
55 // coverage count mask. This is an exhaustive list of all ccpr coverage shaders.
56 //
57 // During a render pass, the "Impl" (GSImpl or VSimpl) generates conservative geometry for
58 // rasterization, and the Shader decides the coverage value at each pixel.
59 enum class RenderPass {
60 // For a Hull, the Impl generates a "conservative raster hull" around the input points. This
61 // is the geometry that causes a pixel to be rasterized if it is touched anywhere by the
62 // input polygon. The input coverage values sent to the Shader at each vertex are either
63 // null, or +1 all around if the Impl combines this pass with kTriangleEdges. Logically,
64 // the conservative raster hull is equivalent to the convex hull of pixel size boxes
65 // centered on each input point.
66 kTriangleHulls,
67 kQuadraticHulls,
68 kCubicHulls,
69
70 // For Edges, the Impl generates conservative rasters around every input edge (i.e. convex
71 // hulls of two pixel-size boxes centered on both of the edge's endpoints). The input
72 // coverage values sent to the Shader at each vertex are -1 on the outside border of the
73 // edge geometry and 0 on the inside. This is the only geometry type that associates
74 // coverage values with the output vertices. Interpolated, these coverage values convert
75 // jagged conservative raster edges into a smooth antialiased edge.
76 //
77 // NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass()
78 // will be false for kTriangleEdges and it must not be used.
79 kTriangleEdges,
80
81 // For Corners, the Impl Generates the conservative rasters of corner points (i.e.
82 // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader
83 // specifies which corners. Input coverage values sent to the Shader will be null.
84 kTriangleCorners,
85 kQuadraticCorners,
86 kCubicCorners
87 };
88 static bool RenderPassIsCubic(RenderPass);
89 static const char* RenderPassName(RenderPass);
90
DoesRenderPass(RenderPass renderPass,const GrCaps & caps)91 constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) {
92 return RenderPass::kTriangleEdges != renderPass ||
93 caps.shaderCaps()->geometryShaderSupport();
94 }
95
GrCCCoverageProcessor(GrResourceProvider * rp,RenderPass pass,const GrCaps & caps)96 GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, const GrCaps& caps)
97 : INHERITED(kGrCCCoverageProcessor_ClassID)
98 , fRenderPass(pass)
99 , fImpl(caps.shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader
100 : Impl::kVertexShader) {
101 SkASSERT(DoesRenderPass(pass, caps));
102 if (Impl::kGeometryShader == fImpl) {
103 this->initGS();
104 } else {
105 this->initVS(rp, caps);
106 }
107 }
108
109 // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
110 // of either TriangleInstance or CubicInstance, depending on this processor's RendererPass, with
111 // coordinates in the desired shape's final atlas-space position.
112 //
113 // NOTE: Quadratics use TriangleInstance since both have 3 points.
appendMesh(GrBuffer * instanceBuffer,int instanceCount,int baseInstance,SkTArray<GrMesh> * out)114 void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
115 SkTArray<GrMesh>* out) {
116 if (Impl::kGeometryShader == fImpl) {
117 this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out);
118 } else {
119 this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out);
120 }
121 }
122
123 // GrPrimitiveProcessor overrides.
name()124 const char* name() const override { return RenderPassName(fRenderPass); }
dumpInfo()125 SkString dumpInfo() const override {
126 return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str());
127 }
128 void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
129 GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
130
131 #ifdef SK_DEBUG
132 // Increases the 1/2 pixel AA bloat by a factor of debugBloat and outputs color instead of
133 // coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red).
enableDebugVisualizations(float debugBloat)134 void enableDebugVisualizations(float debugBloat) { fDebugBloat = debugBloat; }
debugVisualizationsEnabled()135 bool debugVisualizationsEnabled() const { return fDebugBloat > 0; }
debugBloat()136 float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; }
137 #endif
138
139 // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
140 // provides details about shape-specific geometry.
141 class Shader {
142 public:
143 union GeometryVars {
144 struct {
145 const char* fAlternatePoints; // floatNx2 (if left null, will use input points).
146 } fHullVars;
147
148 struct {
149 const char* fPoint; // float2
150 } fCornerVars;
151
GeometryVars()152 GeometryVars() { memset(this, 0, sizeof(*this)); }
153 };
154
155 // Called before generating geometry. Subclasses must fill out the applicable fields in
156 // GeometryVars (if any), and may also use this opportunity to setup internal member
157 // variables that will be needed during onEmitVaryings (e.g. transformation matrices).
158 //
159 // repetitionID is a 0-based index and indicates which edge or corner is being generated.
160 // It will be null when generating a hull.
emitSetupCode(GrGLSLVertexGeoBuilder *,const char * pts,const char * repetitionID,const char * wind,GeometryVars *)161 virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts,
162 const char* repetitionID, const char* wind,
163 GeometryVars*) const {}
164
emitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * inputCoverage,const char * wind)165 void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope,
166 SkString* code, const char* position, const char* inputCoverage,
167 const char* wind) {
168 SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
169 this->onEmitVaryings(varyingHandler, scope, code, position, inputCoverage, wind);
170 }
171
172 void emitFragmentCode(const GrCCCoverageProcessor& proc, GrGLSLPPFragmentBuilder*,
173 const char* skOutputColor, const char* skOutputCoverage) const;
174
175 // Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside
176 // border of a conservative raster edge and 0 on the inside. 'leftPt' and 'rightPt' must be
177 // ordered clockwise.
178 static void EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder*, const char* leftPt,
179 const char* rightPt,
180 const char* outputDistanceEquation);
181
~Shader()182 virtual ~Shader() {}
183
184 protected:
185 // Here the subclass adds its internal varyings to the handler and produces code to
186 // initialize those varyings from a given position, input coverage value, and wind.
187 //
188 // NOTE: the coverage input is only relevant for edges (see comments in RenderPass).
189 // Otherwise it is +1 all around.
190 virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
191 const char* position, const char* inputCoverage,
192 const char* wind) = 0;
193
194 // Emits the fragment code that calculates a pixel's signed coverage value.
195 virtual void onEmitFragmentCode(GrGLSLPPFragmentBuilder*,
196 const char* outputCoverage) const = 0;
197
198 // Returns the name of a Shader's internal varying at the point where where its value is
199 // assigned. This is intended to work whether called for a vertex or a geometry shader.
OutName(const GrGLSLVarying & varying)200 const char* OutName(const GrGLSLVarying& varying) const {
201 using Scope = GrGLSLVarying::Scope;
202 SkASSERT(Scope::kVertToGeo != varying.scope());
203 return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
204 }
205
206 // Defines a global float2 array that contains MSAA sample locations as offsets from pixel
207 // center. Subclasses can use this for software multisampling.
208 //
209 // Returns the number of samples.
210 static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName);
211 };
212
213 class GSImpl;
214 class VSImpl;
215
216 private:
217 // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
218 // accidentally bleed into neighbor pixels.
219 static constexpr float kAABloatRadius = 0.491111f;
220
221 // Number of bezier points for curves, or 3 for triangles.
numInputPoints()222 int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; }
223
224 enum class Impl : bool {
225 kGeometryShader,
226 kVertexShader
227 };
228
229 void initGS();
230 void initVS(GrResourceProvider*, const GrCaps&);
231
232 void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
233 SkTArray<GrMesh>* out) const;
234 void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
235 SkTArray<GrMesh>* out) const;
236
237 GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
238 GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const;
239
240 const RenderPass fRenderPass;
241 const Impl fImpl;
242 SkDEBUGCODE(float fDebugBloat = 0);
243
244 // Used by VSImpl.
245 sk_sp<const GrBuffer> fVertexBuffer;
246 sk_sp<const GrBuffer> fIndexBuffer;
247 int fNumIndicesPerInstance;
248 GrPrimitiveType fPrimitiveType;
249
250 typedef GrGeometryProcessor INHERITED;
251 };
252
set(const SkPoint p[3],const Sk2f & trans)253 inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint p[3], const Sk2f& trans) {
254 this->set(p[0], p[1], p[2], trans);
255 }
256
set(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const Sk2f & trans)257 inline void GrCCCoverageProcessor::TriangleInstance::set(const SkPoint& p0, const SkPoint& p1,
258 const SkPoint& p2, const Sk2f& trans) {
259 Sk2f P0 = Sk2f::Load(&p0) + trans;
260 Sk2f P1 = Sk2f::Load(&p1) + trans;
261 Sk2f P2 = Sk2f::Load(&p2) + trans;
262 Sk2f::Store3(this, P0, P1, P2);
263 }
264
set(const SkPoint p[4],float dx,float dy)265 inline void GrCCCoverageProcessor::CubicInstance::set(const SkPoint p[4], float dx, float dy) {
266 Sk4f X,Y;
267 Sk4f::Load2(p, &X, &Y);
268 (X + dx).store(&fX);
269 (Y + dy).store(&fY);
270 }
271
RenderPassIsCubic(RenderPass pass)272 inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
273 switch (pass) {
274 case RenderPass::kTriangleHulls:
275 case RenderPass::kTriangleEdges:
276 case RenderPass::kTriangleCorners:
277 case RenderPass::kQuadraticHulls:
278 case RenderPass::kQuadraticCorners:
279 return false;
280 case RenderPass::kCubicHulls:
281 case RenderPass::kCubicCorners:
282 return true;
283 }
284 SK_ABORT("Invalid RenderPass");
285 return false;
286 }
287
RenderPassName(RenderPass pass)288 inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) {
289 switch (pass) {
290 case RenderPass::kTriangleHulls: return "kTriangleHulls";
291 case RenderPass::kTriangleEdges: return "kTriangleEdges";
292 case RenderPass::kTriangleCorners: return "kTriangleCorners";
293 case RenderPass::kQuadraticHulls: return "kQuadraticHulls";
294 case RenderPass::kQuadraticCorners: return "kQuadraticCorners";
295 case RenderPass::kCubicHulls: return "kCubicHulls";
296 case RenderPass::kCubicCorners: return "kCubicCorners";
297 }
298 SK_ABORT("Invalid RenderPass");
299 return "";
300 }
301
302 #endif
303