Reland "Delete the index buffer from middle-out tessellation"
This is a reland of 0d0b1b3b56
Original change's description:
> Delete the index buffer from middle-out tessellation
>
> This gives us more flexibility for customizing triangulations in
> future modes. It is also hopefully cheaper than the extra memory
> indirection from indexed draws.
>
> Bug: skia:10419
> Bug: chromium:1202607
> Change-Id: Iba41a35a634edf8f962c3d604c7e035e7a85801d
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/407296
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Greg Daniel <egdaniel@google.com>
Bug: skia:10419
Bug: chromium:1202607
Change-Id: I2f5022d2122dee1ca197780b534663b37cd2504f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/408236
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This commit is contained in:
parent
1264001c8c
commit
0c2ee32f4c
@ -52,7 +52,7 @@ public:
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bool operator==(const GrDrawIndirectWriter& that) { return fData == that.fData; }
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bool isValid() const { return fData != nullptr; }
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operator bool() const { return fData != nullptr; }
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GrDrawIndirectWriter makeOffset(int drawCount) const { return {fData + drawCount}; }
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@ -51,7 +51,7 @@ GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
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fSampleMaskSupport = false;
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fExternalTextureSupport = false;
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fVertexIDSupport = false;
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fFPManipulationSupport = false;
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fBitManipulationSupport = false;
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fFloatIs32Bits = true;
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fHalfIs32Bits = false;
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fHasLowFragmentPrecision = false;
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@ -135,7 +135,7 @@ void GrShaderCaps::dumpJSON(SkJSONWriter* writer) const {
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writer->appendBool("Sample mask support", fSampleMaskSupport);
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writer->appendBool("External texture support", fExternalTextureSupport);
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writer->appendBool("sk_VertexID support", fVertexIDSupport);
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writer->appendBool("Floating point manipulation support", fFPManipulationSupport);
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writer->appendBool("Bit manipulation support", fBitManipulationSupport);
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writer->appendBool("float == fp32", fFloatIs32Bits);
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writer->appendBool("half == fp32", fHalfIs32Bits);
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writer->appendBool("Has poor fragment precision", fHasLowFragmentPrecision);
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@ -76,8 +76,8 @@ public:
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bool vertexIDSupport() const { return fVertexIDSupport; }
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// frexp, ldexp, etc.
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bool fpManipulationSupport() const { return fFPManipulationSupport; }
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// frexp, ldexp, findMSB, findLSB.
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bool bitManipulationSupport() const { return fBitManipulationSupport; }
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bool floatIs32Bits() const { return fFloatIs32Bits; }
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@ -289,7 +289,7 @@ private:
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bool fSampleMaskSupport : 1;
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bool fExternalTextureSupport : 1;
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bool fVertexIDSupport : 1;
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bool fFPManipulationSupport : 1;
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bool fBitManipulationSupport : 1;
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bool fFloatIs32Bits : 1;
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bool fHalfIs32Bits : 1;
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bool fHasLowFragmentPrecision : 1;
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@ -241,7 +241,7 @@ void GrD3DCaps::initShaderCaps(int vendorID, const D3D12_FEATURE_DATA_D3D12_OPTI
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shaderCaps->fIntegerSupport = true;
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shaderCaps->fVertexIDSupport = true;
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shaderCaps->fFPManipulationSupport = true;
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shaderCaps->fBitManipulationSupport = true;
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shaderCaps->fFloatIs32Bits = true;
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shaderCaps->fHalfIs32Bits =
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@ -955,9 +955,9 @@ void GrGLCaps::initGLSL(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli
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}
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if (GR_IS_GR_GL(standard)) {
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shaderCaps->fFPManipulationSupport = ctxInfo.glslGeneration() >= k400_GrGLSLGeneration;
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shaderCaps->fBitManipulationSupport = ctxInfo.glslGeneration() >= k400_GrGLSLGeneration;
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} else if (GR_IS_GR_GL_ES(standard) || GR_IS_GR_WEBGL(standard)) {
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shaderCaps->fFPManipulationSupport = ctxInfo.glslGeneration() >= k310es_GrGLSLGeneration;
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shaderCaps->fBitManipulationSupport = ctxInfo.glslGeneration() >= k310es_GrGLSLGeneration;
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}
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shaderCaps->fFloatIs32Bits = is_float_fp32(ctxInfo, gli, GR_GL_HIGH_FLOAT);
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@ -101,19 +101,13 @@ void GrPathIndirectTessellator::prepare(GrMeshDrawOp::Target* target, const SkMa
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SkASSERT(count == breadcrumbTriangleList->count());
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}
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fIndirectIndexBuffer = GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer(
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target->resourceProvider());
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if (!fIndirectIndexBuffer) {
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vertexAlloc.unlock(0);
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return;
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}
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// Allocate space for the GrDrawIndexedIndirectCommand structs. Allocate enough for each
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// possible resolve level (kMaxResolveLevel; resolveLevel=0 never has any instances), plus one
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// more for the optional inner fan triangles.
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int indirectLockCnt = kMaxResolveLevel + 1;
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GrDrawIndexedIndirectWriter indirectWriter = target->makeDrawIndexedIndirectSpace(
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indirectLockCnt, &fIndirectDrawBuffer, &fIndirectDrawOffset);
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GrDrawIndirectWriter indirectWriter = target->makeDrawIndirectSpace(indirectLockCnt,
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&fIndirectDrawBuffer,
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&fIndirectDrawOffset);
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if (!indirectWriter) {
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SkASSERT(!fIndirectDrawBuffer);
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vertexAlloc.unlock(0);
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@ -220,9 +214,9 @@ void GrPathIndirectTessellator::prepare(GrMeshDrawOp::Target* target, const SkMa
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void GrPathIndirectTessellator::draw(GrOpFlushState* flushState) const {
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if (fIndirectDrawCount) {
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flushState->bindBuffers(fIndirectIndexBuffer, fInstanceBuffer, nullptr);
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flushState->drawIndexedIndirect(fIndirectDrawBuffer.get(), fIndirectDrawOffset,
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fIndirectDrawCount);
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flushState->bindBuffers(nullptr, fInstanceBuffer, nullptr);
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flushState->drawIndirect(fIndirectDrawBuffer.get(), fIndirectDrawOffset,
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fIndirectDrawCount);
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}
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}
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@ -71,7 +71,6 @@ private:
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sk_sp<const GrBuffer> fIndirectDrawBuffer;
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size_t fIndirectDrawOffset = 0;
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int fIndirectDrawCount = 0;
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sk_sp<const GrBuffer> fIndirectIndexBuffer;
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};
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// Base class for GrPathTessellators that draw actual hardware tessellation patches.
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@ -302,100 +302,56 @@ GrGLSLGeometryProcessor* GrWedgeTessellateShader::createGLSLInstance(const GrSha
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return new WedgeImpl;
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}
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constexpr static int kMaxResolveLevel = GrTessellationPathRenderer::kMaxResolveLevel;
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GR_DECLARE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
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sk_sp<const GrGpuBuffer> GrMiddleOutCubicShader::FindOrMakeMiddleOutIndexBuffer(
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GrResourceProvider* resourceProvider) {
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GR_DEFINE_STATIC_UNIQUE_KEY(gMiddleOutIndexBufferKey);
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if (auto buffer = resourceProvider->findByUniqueKey<GrGpuBuffer>(gMiddleOutIndexBufferKey)) {
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return std::move(buffer);
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}
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// One explicit triangle at index 0, and one middle-out cubic with kMaxResolveLevel line
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// segments beginning at index 3.
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constexpr static int kIndexCount = 3 + NumVerticesAtResolveLevel(kMaxResolveLevel);
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auto buffer = resourceProvider->createBuffer(
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kIndexCount * sizeof(uint16_t), GrGpuBufferType::kIndex, kStatic_GrAccessPattern);
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if (!buffer) {
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return nullptr;
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}
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// We shouldn't bin and/or cache static buffers.
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SkASSERT(buffer->size() == kIndexCount * sizeof(uint16_t));
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SkASSERT(!buffer->resourcePriv().getScratchKey().isValid());
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auto indexData = static_cast<uint16_t*>(buffer->map());
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SkAutoTMalloc<uint16_t> stagingBuffer;
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if (!indexData) {
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SkASSERT(!buffer->isMapped());
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indexData = stagingBuffer.reset(kIndexCount);
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}
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// Indices 0,1,2 contain special values that emit points P0, P1, and P2 respectively. (When the
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// vertex shader is fed an index value larger than (1 << kMaxResolveLevel), it emits
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// P[index % 4].)
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int i = 0;
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indexData[i++] = (1 << kMaxResolveLevel) + 4; // % 4 == 0
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indexData[i++] = (1 << kMaxResolveLevel) + 5; // % 4 == 1
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indexData[i++] = (1 << kMaxResolveLevel) + 6; // % 4 == 2
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// Starting at index 3, we triangulate a cubic with 2^kMaxResolveLevel line segments. Each
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// index value corresponds to parametric value T=(index / 2^kMaxResolveLevel). Since the
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// triangles are arranged in "middle-out" order, we will be able to conveniently control the
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// resolveLevel by changing only the indexCount.
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for (uint16_t advance = 1 << (kMaxResolveLevel - 1); advance; advance >>= 1) {
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uint16_t T = 0;
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do {
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indexData[i++] = T;
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indexData[i++] = (T += advance);
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indexData[i++] = (T += advance);
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} while (T != (1 << kMaxResolveLevel));
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}
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SkASSERT(i == kIndexCount);
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if (buffer->isMapped()) {
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buffer->unmap();
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} else {
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buffer->updateData(stagingBuffer, kIndexCount * sizeof(uint16_t));
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}
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buffer->resourcePriv().setUniqueKey(gMiddleOutIndexBufferKey);
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return std::move(buffer);
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}
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class GrMiddleOutCubicShader::Impl : public GrStencilPathShader::Impl {
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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const auto& shader = args.fGeomProc.cast<GrMiddleOutCubicShader>();
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args.fVaryingHandler->emitAttributes(shader);
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args.fVertBuilder->defineConstantf("int", "kMaxVertexID", "%i", 1 << kMaxResolveLevel);
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args.fVertBuilder->defineConstantf("float", "kInverseMaxVertexID",
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"(1.0 / float(kMaxVertexID))");
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args.fVertBuilder->insertFunction(kUnpackRationalCubicFn);
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args.fVertBuilder->insertFunction(kEvalRationalCubicFn);
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if (args.fShaderCaps->bitManipulationSupport()) {
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// Determines the T value at which to place the given vertex in a "middle-out" topology.
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args.fVertBuilder->insertFunction(R"(
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float find_middle_out_T() {
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int totalTriangleIdx = sk_VertexID/3 + 1;
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int depth = findMSB(totalTriangleIdx);
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int firstTriangleAtDepth = (1 << depth);
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int triangleIdxWithinDepth = totalTriangleIdx - firstTriangleAtDepth;
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int vertexIdxWithinDepth = triangleIdxWithinDepth * 2 + sk_VertexID % 3;
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return ldexp(float(vertexIdxWithinDepth), -1 - depth);
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})");
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} else {
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// Determines the T value at which to place the given vertex in a "middle-out" topology.
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args.fVertBuilder->insertFunction(R"(
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float find_middle_out_T() {
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float totalTriangleIdx = float(sk_VertexID/3) + 1;
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float depth = floor(log2(totalTriangleIdx));
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float firstTriangleAtDepth = exp2(depth);
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float triangleIdxWithinDepth = totalTriangleIdx - firstTriangleAtDepth;
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float vertexIdxWithinDepth = triangleIdxWithinDepth * 2 + float(sk_VertexID % 3);
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return vertexIdxWithinDepth * exp2(-1 - depth);
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})");
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}
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args.fVertBuilder->codeAppend(R"(
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float2 pos;
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if (isinf(inputPoints_2_3.z)) {
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// A conic with w=Inf is an exact triangle.
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pos = (sk_VertexID == 0) ? inputPoints_0_1.xy :
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(sk_VertexID != kMaxVertexID) ? inputPoints_0_1.zw : inputPoints_2_3.xy;
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pos = (sk_VertexID < 1) ? inputPoints_0_1.xy
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: (sk_VertexID == 1) ? inputPoints_0_1.zw
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: inputPoints_2_3.xy;
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} else {
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// Evaluate the cubic at T = (sk_VertexID / 2^kMaxResolveLevel).
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float T = float(sk_VertexID) * kInverseMaxVertexID;
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float4x3 P = unpack_rational_cubic(inputPoints_0_1.xy, inputPoints_0_1.zw,
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inputPoints_2_3.xy, inputPoints_2_3.zw);
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float T = find_middle_out_T();
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pos = eval_rational_cubic(P, T);
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})");
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GrShaderVar vertexPos("pos", kFloat2_GrSLType);
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if (!shader.viewMatrix().isIdentity()) {
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const char* viewMatrix;
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fViewMatrixUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
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args.fVertBuilder->codeAppendf(R"(
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float2 transformedPoint = (%s * float3(pos, 1)).xy;)", viewMatrix);
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vertexPos.set(kFloat2_GrSLType, "transformedPoint");
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pos = (%s * float3(pos, 1)).xy;)", viewMatrix);
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}
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gpArgs->fPositionVar = vertexPos;
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos");
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// No fragment shader.
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}
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};
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@ -133,10 +133,17 @@ private:
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GrGLSLGeometryProcessor* createGLSLInstance(const GrShaderCaps&) const override;
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};
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// Uses indirect (instanced) draws to triangulate standalone closed cubics with a "middle-out"
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// topology. The caller must compute each cubic's resolveLevel on the CPU (i.e., the log2 number of
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// line segments it will be divided into; see GrWangsFormula::cubic_log2/quadratic_log2), and then
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// sort the instance buffer by resolveLevel for efficient batching of indirect draws.
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// Uses instanced draws to triangulate standalone closed curves with a "middle-out" topology.
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// Middle-out draws a triangle with vertices at T=[0, 1/2, 1] and then recurses breadth first:
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//
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// depth=0: T=[0, 1/2, 1]
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// depth=1: T=[0, 1/4, 2/4], T=[2/4, 3/4, 1]
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// depth=2: T=[0, 1/8, 2/8], T=[2/8, 3/8, 4/8], T=[4/8, 5/8, 6/8], T=[6/8, 7/8, 1]
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// ...
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//
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// The caller may compute each cubic's resolveLevel on the CPU (i.e., the log2 number of line
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// segments it will be divided into; see GrWangsFormula::cubic_log2/quadratic_log2/conic_log2), and
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// then sort the instance buffer by resolveLevel for efficient batching of indirect draws.
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class GrMiddleOutCubicShader : public GrStencilPathShader {
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public:
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// How many vertices do we need to draw in order to triangulate a cubic with 2^resolveLevel
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@ -152,21 +159,16 @@ public:
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// Configures an indirect draw to render cubic instances with 2^resolveLevel evenly-spaced (in
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// the parametric sense) line segments.
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static void WriteDrawIndirectCmd(GrDrawIndexedIndirectWriter* indirectWriter, int resolveLevel,
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static void WriteDrawIndirectCmd(GrDrawIndirectWriter* indirectWriter, int resolveLevel,
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uint32_t instanceCount, uint32_t baseInstance) {
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SkASSERT(resolveLevel > 0 && resolveLevel <= GrTessellationPathRenderer::kMaxResolveLevel);
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// Starting at baseIndex=3, the index buffer triangulates a cubic with 2^kMaxResolveLevel
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// line segments. Each index value corresponds to a parametric T value on the curve. Since
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// the triangles are arranged in "middle-out" order, we can conveniently control the
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// resolveLevel by changing only the indexCount.
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uint32_t indexCount = NumVerticesAtResolveLevel(resolveLevel);
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indirectWriter->writeIndexed(indexCount, 3, instanceCount, baseInstance, 0);
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// The vertex shader determines the T value at which to draw each vertex. Since the
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// triangles are arranged in "middle-out" order, we can conveniently control the
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// resolveLevel by changing only the vertexCount.
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uint32_t vertexCount = NumVerticesAtResolveLevel(resolveLevel);
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indirectWriter->write(instanceCount, baseInstance, vertexCount, 0);
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}
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// Returns the index buffer that should be bound when drawing with this shader.
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// (Our vertex shader uses raw index values directly, so there is no vertex buffer.)
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static sk_sp<const GrGpuBuffer> FindOrMakeMiddleOutIndexBuffer(GrResourceProvider*);
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GrMiddleOutCubicShader(const SkMatrix& viewMatrix)
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: GrStencilPathShader(kTessellate_GrMiddleOutCubicShader_ClassID, viewMatrix,
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GrPrimitiveType::kTriangles) {
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@ -758,7 +758,7 @@ void GrStrokeIndirectTessellator::prepare(GrMeshDrawOp::Target* target,
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GrDrawIndirectWriter indirectWriter = target->makeDrawIndirectSpace(fChainedDrawIndirectCount,
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&fDrawIndirectBuffer,
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&fDrawIndirectOffset);
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if (!indirectWriter.isValid()) {
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if (!indirectWriter) {
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SkASSERT(!fDrawIndirectBuffer);
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return;
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}
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@ -716,7 +716,7 @@ void GrVkCaps::initShaderCaps(const VkPhysicalDeviceProperties& properties,
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shaderCaps->fIntegerSupport = true;
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shaderCaps->fNonsquareMatrixSupport = true;
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shaderCaps->fVertexIDSupport = true;
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shaderCaps->fFPManipulationSupport = true;
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shaderCaps->fBitManipulationSupport = true;
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// Assume the minimum precisions mandated by the SPIR-V spec.
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shaderCaps->fFloatIs32Bits = true;
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