Reland "Extract per-edge quad vertex tesselation code into reusable interface"
This is a reland of fc3784bd6c
Original change's description:
> Extract per-edge quad vertex tesselation code into reusable interface
>
> This moves the vertex templates and the edge outset/tessellation code into a new GrPerEdgeAAQuadHelper h/cpp file. The vertex template hierarchy has been expanded to include an optional local coordinate type: void, SkPoint, or SkPoint3. The texture op only uses SkPoint for its local coordinates but the regular rect op will need void and SkPoint3 as well.
>
> A large part of the added code is providing the tessellation specializations for those new local coordinate types.
>
> Bug: skia:
> Change-Id: Id8cf2a17342f30b299b16be95e341d4991951c38
> Reviewed-on: https://skia-review.googlesource.com/c/164611
> Commit-Queue: Michael Ludwig <michaelludwig@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
Bug: skia:
Change-Id: I9cf9fe2e3ccdacc396290b39f839e790a117fa8c
Reviewed-on: https://skia-review.googlesource.com/c/165781
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
This commit is contained in:
parent
0ac0eddd88
commit
460eb5e746
@ -270,6 +270,8 @@ skia_gpu_sources = [
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"$_src/gpu/ops/GrOp.h",
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"$_src/gpu/ops/GrOvalOpFactory.cpp",
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"$_src/gpu/ops/GrOvalOpFactory.h",
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"$_src/gpu/ops/GrQuadPerEdgeAA.cpp",
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"$_src/gpu/ops/GrQuadPerEdgeAA.h",
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"$_src/gpu/ops/GrRectOpFactory.h",
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"$_src/gpu/ops/GrRegionOp.cpp",
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"$_src/gpu/ops/GrRegionOp.h",
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369
src/gpu/ops/GrQuadPerEdgeAA.cpp
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369
src/gpu/ops/GrQuadPerEdgeAA.cpp
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@ -0,0 +1,369 @@
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/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "GrQuadPerEdgeAA.h"
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#include "GrQuad.h"
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#include "SkNx.h"
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namespace {
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// This computes the four edge equations for a quad, then outsets them and optionally computes a new
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// quad as the intersection points of the outset edges. 'x' and 'y' contain the original points as
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// input and the outset points as output. 'a', 'b', and 'c' are the edge equation coefficients on
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// output. The values in x, y, u, v, and r are possibly updated if outsetting is needed.
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// r is the local position's w component if it exists.
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static void compute_quad_edges_and_outset_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y, Sk4f* a,
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Sk4f* b, Sk4f* c, Sk4f* u, Sk4f* v, Sk4f* r,
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int uvrChannelCount, bool outsetCorners) {
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SkASSERT(uvrChannelCount == 0 || uvrChannelCount == 2 || uvrChannelCount == 3);
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static constexpr auto fma = SkNx_fma<4, float>;
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// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
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// order.
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auto nextCW = [](const Sk4f& v) { return SkNx_shuffle<2, 0, 3, 1>(v); };
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auto nextCCW = [](const Sk4f& v) { return SkNx_shuffle<1, 3, 0, 2>(v); };
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// Compute edge equations for the quad.
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auto xnext = nextCCW(*x);
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auto ynext = nextCCW(*y);
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// xdiff and ydiff will comprise the normalized vectors pointing along each quad edge.
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auto xdiff = xnext - *x;
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auto ydiff = ynext - *y;
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auto invLengths = fma(xdiff, xdiff, ydiff * ydiff).rsqrt();
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xdiff *= invLengths;
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ydiff *= invLengths;
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// Use above vectors to compute edge equations.
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*c = fma(xnext, *y, -ynext * *x) * invLengths;
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// Make sure the edge equations have their normals facing into the quad in device space.
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auto test = fma(ydiff, nextCW(*x), fma(-xdiff, nextCW(*y), *c));
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if ((test < Sk4f(0)).anyTrue()) {
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*a = -ydiff;
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*b = xdiff;
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*c = -*c;
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} else {
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*a = ydiff;
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*b = -xdiff;
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}
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// Outset the edge equations so aa coverage evaluates to zero half a pixel away from the
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// original quad edge.
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*c += 0.5f;
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if (aaFlags != GrQuadAAFlags::kAll) {
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// This order is the same order the edges appear in xdiff/ydiff and therefore as the
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// edges in a/b/c.
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auto mask = Sk4f(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f);
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// Outset edge equations for masked out edges another pixel so that they always evaluate
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// >= 1.
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*c += (1.f - mask);
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if (outsetCorners) {
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// Do the vertex outset.
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mask *= 0.5f;
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auto maskCW = nextCW(mask);
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*x += maskCW * -xdiff + mask * nextCW(xdiff);
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*y += maskCW * -ydiff + mask * nextCW(ydiff);
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if (uvrChannelCount > 0) {
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// We want to extend the texture coords by the same proportion as the positions.
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maskCW *= invLengths;
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mask *= nextCW(invLengths);
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Sk4f udiff = nextCCW(*u) - *u;
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Sk4f vdiff = nextCCW(*v) - *v;
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*u += maskCW * -udiff + mask * nextCW(udiff);
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*v += maskCW * -vdiff + mask * nextCW(vdiff);
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if (uvrChannelCount == 3) {
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Sk4f rdiff = nextCCW(*r) - *r;
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*r += maskCW * -rdiff + mask * nextCW(rdiff);
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}
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}
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}
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} else if (outsetCorners) {
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*x += 0.5f * (-xdiff + nextCW(xdiff));
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*y += 0.5f * (-ydiff + nextCW(ydiff));
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if (uvrChannelCount > 0) {
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Sk4f t = 0.5f * invLengths;
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Sk4f udiff = nextCCW(*u) - *u;
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Sk4f vdiff = nextCCW(*v) - *v;
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*u += t * -udiff + nextCW(t) * nextCW(udiff);
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*v += t * -vdiff + nextCW(t) * nextCW(vdiff);
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if (uvrChannelCount == 3) {
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Sk4f rdiff = nextCCW(*r) - *r;
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*r += t * -rdiff + nextCW(t) * nextCW(rdiff);
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}
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}
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}
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}
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// Generalizes the above function to extrapolate local coords such that after perspective division
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// of the device coordinate, the original local coordinate value is at the original un-outset
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// device position. r is the local coordinate's w component.
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static void compute_quad_edges_and_outset_persp_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y,
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Sk4f* w, Sk4f* a, Sk4f* b, Sk4f* c,
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Sk4f* u, Sk4f* v, Sk4f* r,
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int uvrChannelCount) {
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SkASSERT(uvrChannelCount == 0 || uvrChannelCount == 2 || uvrChannelCount == 3);
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auto iw = (*w).invert();
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auto x2d = (*x) * iw;
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auto y2d = (*y) * iw;
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// Don't compute outset corners in the normalized space, which means u, v, and r don't need
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// to be provided here (outset separately below).
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compute_quad_edges_and_outset_vertices(aaFlags, &x2d, &y2d, a, b, c, nullptr, nullptr, nullptr,
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/* uvr ct */ 0, /* outsetCorners */ false);
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static const float kOutset = 0.5f;
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if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) {
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// For each entry in x the equivalent entry in opX is the left/right opposite and so on.
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Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(*x);
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Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(*w);
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Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(*y);
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// vx/vy holds the device space left-to-right vectors along top and bottom of the quad.
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Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d);
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Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d);
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Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt();
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// For each device space corner, devP, label its left/right opposite device space point
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// opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is
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// (length(devPt - opDevPt) + 0.5) / length(devPt - opDevPt);
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Sk4f s = SkNx_shuffle<0, 1, 0, 1>((len + kOutset) / len);
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// Compute t in homogeneous space from s using similar triangles so that we can produce
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// homogeneous outset vertices for perspective-correct interpolation.
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Sk4f sOpW = s * opW;
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Sk4f t = sOpW / (sOpW + (1.f - s) * (*w));
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// mask is used to make the t values be 1 when the left/right side is not antialiased.
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Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f);
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t = t * mask + (1.f - mask);
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*x = opX + t * (*x - opX);
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*y = opY + t * (*y - opY);
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*w = opW + t * (*w - opW);
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if (uvrChannelCount > 0) {
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Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(*u);
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Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(*v);
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*u = opU + t * (*u - opU);
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*v = opV + t * (*v - opV);
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if (uvrChannelCount == 3) {
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Sk4f opR = SkNx_shuffle<2, 3, 0, 1>(*r);
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*r = opR + t * (*r - opR);
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}
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}
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if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
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// Update the 2D points for the top/bottom calculation.
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iw = (*w).invert();
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x2d = (*x) * iw;
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y2d = (*y) * iw;
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}
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}
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if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
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// This operates the same as above but for top/bottom rather than left/right.
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Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(*x);
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Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(*w);
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Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(*y);
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Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d);
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Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d);
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Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt();
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Sk4f s = SkNx_shuffle<0, 0, 1, 1>((len + kOutset) / len);
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Sk4f sOpW = s * opW;
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Sk4f t = sOpW / (sOpW + (1.f - s) * (*w));
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Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
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GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f);
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t = t * mask + (1.f - mask);
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*x = opX + t * (*x - opX);
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*y = opY + t * (*y - opY);
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*w = opW + t * (*w - opW);
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if (uvrChannelCount > 0) {
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Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(*u);
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Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(*v);
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*u = opU + t * (*u - opU);
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*v = opV + t * (*v - opV);
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if (uvrChannelCount == 3) {
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Sk4f opR = SkNx_shuffle<1, 0, 3, 2>(*r);
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*r = opR + t * (*r - opR);
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}
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}
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}
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}
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// Fast path for non-AA quads batched into an AA op. Since they are part of the AA op, the vertices
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// need to have valid edge equations that ensure coverage is set to 1. To get perspective
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// interpolation of the edge distance, the vertex shader outputs d*w and then multiplies by 1/w in
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// the fragment shader. For non-AA edges, the edge equation can be simplified to 0*x/w + y/w + c >=
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// 1, so the vertex shader outputs c*w. The quad is sent as two triangles, so a fragment is the
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// interpolation between 3 of the 4 vertices. If iX are the weights for the 3 involved quad
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// vertices, then the fragment shader's state is:
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// f_cw = c * (iA*wA + iB*wB + iC*wC) and f_1/w = iA/wA + iB/wB + iC/wC
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// (where A,B,C are chosen from {1,2,3, 4})
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// When there's no perspective, then f_cw*f_1/w = c and setting c = 1 guarantees a proper non-AA
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// edge. Unfortunately when there is perspective, f_cw*f_1/w != c unless the fragment is at a
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// vertex. We must pick a c such that f_cw*f_1/w >= 1 across the whole primitive.
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// Let n = min(w1,w2,w3,w4) and m = max(w1,w2,w3,w4) and rewrite
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// f_1/w=(iA*wB*wC + iB*wA*wC + iC*wA*wB) / (wA*wB*wC)
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// Since the iXs are weights for the interior of the primitive, then we have:
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// n <= (iA*wA + iB*wB + iC*wC) <= m and
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// n^2 <= (iA*wB*wC + iB*wA*wC + iC*wA*wB) <= m^2 and
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// n^3 <= wA*wB*wC <= m^3 regardless of the choice of A,B, and C
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// Thus if we set c = m^3/n^3, it guarantees f_cw*f_1/w >= 1 for any perspective.
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static SkPoint3 compute_non_aa_persp_edge_coeffs(const Sk4f& w) {
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float n = w.min();
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float m = w.max();
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return {0.f, 0.f, (m * m * m) / (n * n * n)};
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}
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// When there's guaranteed no perspective, the edge coefficients for non-AA quads is constant
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static constexpr SkPoint3 kNonAANoPerspEdgeCoeffs = {0, 0, 1};
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// This packs the four quad vertices' values for a given channel (the data) into a block. Returns
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// the offset for the next block to be written to localStorage
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static int store(const Sk4f& data, float* localStorage, int offset) {
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data.store(localStorage + offset);
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return offset + 4;
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}
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// This unpacks dimCt values from a series of channels. By initializing offset from 0 to 3 (plus
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// any channels' offsets to skip over), the particular quad vertex can be accessed. Returns the
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// offset for the next channel of data in localStorage.
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static int load(const float* localStorage, int offset, float* coordOut, int dimCt) {
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for (int i = 0; i < dimCt; i++) {
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coordOut[i] = localStorage[offset];
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offset += 4;
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}
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return offset;
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}
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} // anonymous namespace
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void GrQuadPerEdgeAA::TessellateImpl(void* vertices, size_t vertexSize, float* localStorage,
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const GrPerspQuad& deviceQuad, int posDim, size_t posOffset, size_t posSize,
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const void* color, size_t colorOffset, size_t colorSize,
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const GrPerspQuad& srcQuad, int srcDim, size_t srcOffset, size_t srcSize,
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const void* domain, size_t domainOffset, size_t domainSize,
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GrQuadAAFlags aaFlags, size_t aaOffset, size_t aaSize) {
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// Make sure the device and local positions are dimensions that are supported
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SkASSERT(posDim == 2 || posDim == 3);
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SkASSERT(srcDim == 0 || srcDim == 2 || srcDim == 3);
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// Make sure that the position sizes are the proper multiples of sizeof(float) since we copy
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// floats directly into the block without converting types
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SkASSERT(posSize == posDim * sizeof(float));
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SkASSERT(srcSize == srcDim * sizeof(float));
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// Make sure the component sizes completely fill the vertex
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SkASSERT(vertexSize == posSize + colorSize + srcSize + domainSize + aaSize);
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// Load position data into Sk4fs (always x, y and maybe w)
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Sk4f x = deviceQuad.x4f();
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Sk4f y = deviceQuad.y4f();
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Sk4f w;
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if (posDim == 3) {
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w = deviceQuad.w4f();
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}
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// Load local position data into Sk4fs (either none, just u,v or all three)
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Sk4f u, v, r;
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if (srcDim > 0) {
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u = srcQuad.x4f();
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v = srcQuad.y4f();
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if (srcDim == 3) {
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r = srcQuad.w4f();
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}
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}
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Sk4f a, b, c;
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if (aaSize) {
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// Must calculate edges and possibly outside the positions
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if (aaFlags == GrQuadAAFlags::kNone) {
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// A non-AA quad that got batched into an AA group, so its edges will be the same for
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// all four vertices and it does not need to be outset
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SkPoint3 edgeCoeffs;
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if (posDim == 3) {
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edgeCoeffs = compute_non_aa_persp_edge_coeffs(w);
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} else {
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edgeCoeffs = kNonAANoPerspEdgeCoeffs;
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}
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// Copy the coefficients into all four equations
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a = edgeCoeffs.fX;
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b = edgeCoeffs.fY;
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c = edgeCoeffs.fZ;
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} else if (posDim == 2) {
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// For simplicity, pointers to u, v, and r are always provided, but srcDim
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// ensures that only loaded Sk4fs are modified in the compute functions.
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compute_quad_edges_and_outset_vertices(
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aaFlags, &x, &y, &a, &b, &c, &u, &v, &r, srcDim, /* outset */ true);
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} else {
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compute_quad_edges_and_outset_persp_vertices(
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aaFlags, &x, &y, &w, &a, &b, &c, &u, &v, &r, srcDim);
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}
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}
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// It is faster to unpack the Sk4fs all at once than access their components out of order.
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int offset = store(x, localStorage, 0);
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offset = store(y, localStorage, offset);
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if (posDim == 3) {
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offset = store(w, localStorage, offset);
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}
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if (srcDim > 0) {
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offset = store(u, localStorage, offset);
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offset = store(v, localStorage, offset);
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if (srcDim == 3) {
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offset = store(w, localStorage, offset);
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}
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}
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int edgeOffset = offset; // The 4 edges are separate from the 4 vertices
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if (aaSize) {
|
||||
offset = store(a, localStorage, offset);
|
||||
offset = store(b, localStorage, offset);
|
||||
offset = store(c, localStorage, offset);
|
||||
}
|
||||
// Now rearrange the unpacked buffer into the vertex layout
|
||||
char* vb = reinterpret_cast<char*>(vertices);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
// Starting the offset at i makes sure that all loads read the data for the i^th vertex
|
||||
offset = i;
|
||||
|
||||
// NOTE: while this code uses explicit offsets to make it independent of the actual
|
||||
// vertex layout, it is a good idea to keep the writes in the same order as the fields
|
||||
|
||||
// save position
|
||||
offset = load(localStorage, offset, reinterpret_cast<float*>(vb + posOffset), posDim);
|
||||
// save color
|
||||
if (colorSize) {
|
||||
memcpy(vb + colorOffset, color, colorSize);
|
||||
}
|
||||
// save local position
|
||||
if (srcDim) {
|
||||
offset = load(localStorage, offset, reinterpret_cast<float*>(vb + srcOffset), srcDim);
|
||||
}
|
||||
// save the domain
|
||||
if (domainSize) {
|
||||
memcpy(vb + domainOffset, domain, domainSize);
|
||||
}
|
||||
|
||||
// save the edges
|
||||
if (aaSize) {
|
||||
float* edgeBuffer = reinterpret_cast<float*>(vb + aaOffset);
|
||||
for (int j = 0; j < 4; j++) {
|
||||
load(localStorage, edgeOffset + j, edgeBuffer, 3);
|
||||
edgeBuffer += 3;
|
||||
}
|
||||
}
|
||||
|
||||
vb += vertexSize;
|
||||
}
|
||||
}
|
100
src/gpu/ops/GrQuadPerEdgeAA.h
Normal file
100
src/gpu/ops/GrQuadPerEdgeAA.h
Normal file
@ -0,0 +1,100 @@
|
||||
/*
|
||||
* Copyright 2018 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#ifndef GrQuadPerEdgeAA_DEFINED
|
||||
#define GrQuadPerEdgeAA_DEFINED
|
||||
|
||||
#include "GrColor.h"
|
||||
#include "GrSamplerState.h"
|
||||
#include "GrTypesPriv.h"
|
||||
#include "SkPoint.h"
|
||||
#include "SkPoint3.h"
|
||||
|
||||
class GrPerspQuad;
|
||||
|
||||
class GrQuadPerEdgeAA {
|
||||
public:
|
||||
enum class Domain : bool { kNo = false, kYes = true };
|
||||
|
||||
// The vertex template provides a clean way of specifying the layout and components of a vertex
|
||||
// for a per-edge aa quad. However, because there are so many permutations possible, the struct
|
||||
// is defined this way to take away all layout control from the compiler and make
|
||||
// sure that it matches what we need to send to the GPU.
|
||||
//
|
||||
// It is expected that most code using these vertices will only need to call the templated
|
||||
// Tessellate() function with an appropriately sized vertex buffer and not need to modify or
|
||||
// read the fields of a particular vertex.
|
||||
template <int PosDim, typename C, int LocalPosDim, Domain D, GrAA AA>
|
||||
struct Vertex {
|
||||
using Color = C;
|
||||
static constexpr GrAA kAA = AA;
|
||||
static constexpr Domain kDomain = D;
|
||||
static constexpr size_t kPositionDim = PosDim;
|
||||
static constexpr size_t kLocalPositionDim = LocalPosDim;
|
||||
|
||||
static constexpr size_t kPositionOffset = 0;
|
||||
static constexpr size_t kPositionSize = PosDim * sizeof(float);
|
||||
|
||||
static constexpr size_t kColorOffset = kPositionOffset + kPositionSize;
|
||||
static constexpr size_t kColorSize = sizeof(Color);
|
||||
|
||||
static constexpr size_t kLocalPositionOffset = kColorOffset + kColorSize;
|
||||
static constexpr size_t kLocalPositionSize = LocalPosDim * sizeof(float);
|
||||
|
||||
static constexpr size_t kDomainOffset = kLocalPositionOffset + kLocalPositionSize;
|
||||
static constexpr size_t kDomainSize = D == Domain::kYes ? sizeof(SkRect) : 0;
|
||||
|
||||
static constexpr size_t kAAOffset = kDomainOffset + kDomainSize;
|
||||
static constexpr size_t kAASize = AA == GrAA::kYes ? 4 * sizeof(SkPoint3) : 0;
|
||||
|
||||
static constexpr size_t kVertexSize = kAAOffset + kAASize;
|
||||
|
||||
// Make sure sizeof(Vertex<...>) == kVertexSize
|
||||
char fData[kVertexSize];
|
||||
};
|
||||
|
||||
// Tessellate the given quad specification into the vertices buffer. If the specific vertex
|
||||
// type does not use color, local positions, domain, etc. then the passed in values used for
|
||||
// that field will be ignored.
|
||||
template<typename V>
|
||||
static void Tessellate(V* vertices, const GrPerspQuad& deviceQuad, typename V::Color color,
|
||||
const GrPerspQuad& srcQuad, const SkRect& domain, GrQuadAAFlags aa) {
|
||||
static_assert(sizeof(V) == V::kVertexSize, "Incorrect vertex size");
|
||||
static constexpr bool useCoverageAA = V::kAA == GrAA::kYes;
|
||||
float localStorage[4 * (V::kPositionDim + V::kLocalPositionDim + (useCoverageAA ? 3 : 0))];
|
||||
TessellateImpl(vertices, V::kVertexSize, localStorage,
|
||||
deviceQuad, V::kPositionDim, V::kPositionOffset, V::kPositionSize,
|
||||
&color, V::kColorOffset, V::kColorSize,
|
||||
srcQuad, V::kLocalPositionDim, V::kLocalPositionOffset, V::kLocalPositionSize,
|
||||
&domain, V::kDomainOffset, V::kDomainSize,
|
||||
aa, V::kAAOffset, V::kAASize);
|
||||
}
|
||||
|
||||
private:
|
||||
// Don't let the "namespace" class be instantiated
|
||||
GrQuadPerEdgeAA();
|
||||
|
||||
// Internal implementation that can handle all vertex template variations without being
|
||||
// replicated by the template in order to keep code size down.
|
||||
//
|
||||
// This uses the field sizes to determine if particular data needs to be computed. The arguments
|
||||
// are arranged so that the data and field specification match the field declaration order of
|
||||
// the vertex type (pos, color, localPos, domain, aa).
|
||||
//
|
||||
// localStorage must be have a length > 4 * (devDimCt + srcDimCt + (aa ? 3 : 0)) and is assumed
|
||||
// to be a pointer to a local variable in the wrapping template's stack. This is done instead of
|
||||
// always allocating 36 floats in this function (36 is maximum needed). The minimum needed for a
|
||||
// non-AA 2D quad with no local coordinates is just 8.
|
||||
static void TessellateImpl(void* vertices, size_t vertexSize, float* localStorage,
|
||||
const GrPerspQuad& deviceQuad, int posDim, size_t posOffset, size_t posSize,
|
||||
const void* color, size_t colorOffset, size_t colorSize,
|
||||
const GrPerspQuad& srcQuad, int srcDim, size_t srcOffset, size_t srcSize,
|
||||
const void* domain, size_t domainOffset, size_t domainSize,
|
||||
GrQuadAAFlags aaFlags, size_t aaOffset, size_t aaSize);
|
||||
};
|
||||
|
||||
#endif // GrQuadPerEdgeAA_DEFINED
|
@ -17,6 +17,7 @@
|
||||
#include "GrMeshDrawOp.h"
|
||||
#include "GrOpFlushState.h"
|
||||
#include "GrQuad.h"
|
||||
#include "GrQuadPerEdgeAA.h"
|
||||
#include "GrResourceProvider.h"
|
||||
#include "GrShaderCaps.h"
|
||||
#include "GrTexture.h"
|
||||
@ -37,7 +38,7 @@
|
||||
|
||||
namespace {
|
||||
|
||||
enum class Domain : bool { kNo = false, kYes = true };
|
||||
using Domain = GrQuadPerEdgeAA::Domain;
|
||||
|
||||
/**
|
||||
* Geometry Processor that draws a texture modulated by a vertex color (though, this is meant to be
|
||||
@ -46,44 +47,13 @@ enum class Domain : bool { kNo = false, kYes = true };
|
||||
*/
|
||||
class TextureGeometryProcessor : public GrGeometryProcessor {
|
||||
public:
|
||||
template <typename Pos> struct VertexCommon {
|
||||
using Position = Pos;
|
||||
Position fPosition;
|
||||
GrColor fColor;
|
||||
SkPoint fTextureCoords;
|
||||
};
|
||||
|
||||
template <typename Pos, Domain D> struct OptionalDomainVertex;
|
||||
template <typename Pos>
|
||||
struct OptionalDomainVertex<Pos, Domain::kNo> : VertexCommon<Pos> {
|
||||
static constexpr Domain kDomain = Domain::kNo;
|
||||
};
|
||||
template <typename Pos>
|
||||
struct OptionalDomainVertex<Pos, Domain::kYes> : VertexCommon<Pos> {
|
||||
static constexpr Domain kDomain = Domain::kYes;
|
||||
SkRect fTextureDomain;
|
||||
};
|
||||
|
||||
template <typename Pos, Domain D, GrAA> struct OptionalAAVertex;
|
||||
template <typename Pos, Domain D>
|
||||
struct OptionalAAVertex<Pos, D, GrAA::kNo> : OptionalDomainVertex<Pos, D> {
|
||||
static constexpr GrAA kAA = GrAA::kNo;
|
||||
};
|
||||
template <typename Pos, Domain D>
|
||||
struct OptionalAAVertex<Pos, D, GrAA::kYes> : OptionalDomainVertex<Pos, D> {
|
||||
static constexpr GrAA kAA = GrAA::kYes;
|
||||
SkPoint3 fEdges[4];
|
||||
};
|
||||
|
||||
template <typename Pos, Domain D, GrAA AA>
|
||||
using Vertex = OptionalAAVertex<Pos, D, AA>;
|
||||
|
||||
static sk_sp<GrGeometryProcessor> Make(GrTextureType textureType, GrPixelConfig textureConfig,
|
||||
const GrSamplerState::Filter filter,
|
||||
sk_sp<GrColorSpaceXform> textureColorSpaceXform,
|
||||
sk_sp<GrColorSpaceXform> paintColorSpaceXform,
|
||||
bool coverageAA, bool perspective, Domain domain,
|
||||
const GrShaderCaps& caps) {
|
||||
bool coverageAA, bool perspective,
|
||||
Domain domain, const GrShaderCaps& caps) {
|
||||
return sk_sp<TextureGeometryProcessor>(new TextureGeometryProcessor(
|
||||
textureType, textureConfig, filter, std::move(textureColorSpaceXform),
|
||||
std::move(paintColorSpaceXform), coverageAA, perspective, domain, caps));
|
||||
@ -265,334 +235,6 @@ private:
|
||||
typedef GrGeometryProcessor INHERITED;
|
||||
};
|
||||
|
||||
// This computes the four edge equations for a quad, then outsets them and optionally computes a new
|
||||
// quad as the intersection points of the outset edges. 'x' and 'y' contain the original points as
|
||||
// input and the outset points as output. 'a', 'b', and 'c' are the edge equation coefficients on
|
||||
// output. If outsetCorners is true then 'u' and 'v' should hold the texture coordinates on input
|
||||
// and will also be outset.
|
||||
static void compute_quad_edges_and_outset_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y, Sk4f* a,
|
||||
Sk4f* b, Sk4f* c, bool outsetCorners = false,
|
||||
Sk4f* u = nullptr, Sk4f* v = nullptr) {
|
||||
static constexpr auto fma = SkNx_fma<4, float>;
|
||||
// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
|
||||
// order.
|
||||
auto nextCW = [](const Sk4f& v) { return SkNx_shuffle<2, 0, 3, 1>(v); };
|
||||
auto nextCCW = [](const Sk4f& v) { return SkNx_shuffle<1, 3, 0, 2>(v); };
|
||||
|
||||
// Compute edge equations for the quad.
|
||||
auto xnext = nextCCW(*x);
|
||||
auto ynext = nextCCW(*y);
|
||||
// xdiff and ydiff will comprise the normalized vectors pointing along each quad edge.
|
||||
auto xdiff = xnext - *x;
|
||||
auto ydiff = ynext - *y;
|
||||
auto invLengths = fma(xdiff, xdiff, ydiff * ydiff).rsqrt();
|
||||
xdiff *= invLengths;
|
||||
ydiff *= invLengths;
|
||||
|
||||
// Use above vectors to compute edge equations.
|
||||
*c = fma(xnext, *y, -ynext * *x) * invLengths;
|
||||
// Make sure the edge equations have their normals facing into the quad in device space.
|
||||
auto test = fma(ydiff, nextCW(*x), fma(-xdiff, nextCW(*y), *c));
|
||||
if ((test < Sk4f(0)).anyTrue()) {
|
||||
*a = -ydiff;
|
||||
*b = xdiff;
|
||||
*c = -*c;
|
||||
} else {
|
||||
*a = ydiff;
|
||||
*b = -xdiff;
|
||||
}
|
||||
// Outset the edge equations so aa coverage evaluates to zero half a pixel away from the
|
||||
// original quad edge.
|
||||
*c += 0.5f;
|
||||
|
||||
if (aaFlags != GrQuadAAFlags::kAll) {
|
||||
// This order is the same order the edges appear in xdiff/ydiff and therefore as the
|
||||
// edges in a/b/c.
|
||||
auto mask = Sk4f(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f);
|
||||
// Outset edge equations for masked out edges another pixel so that they always evaluate
|
||||
// >= 1.
|
||||
*c += (1.f - mask);
|
||||
if (outsetCorners) {
|
||||
// Do the vertex outset.
|
||||
mask *= 0.5f;
|
||||
auto maskCW = nextCW(mask);
|
||||
*x += maskCW * -xdiff + mask * nextCW(xdiff);
|
||||
*y += maskCW * -ydiff + mask * nextCW(ydiff);
|
||||
// We want to extend the texture coords by the same proportion as the positions.
|
||||
maskCW *= invLengths;
|
||||
mask *= nextCW(invLengths);
|
||||
Sk4f udiff = nextCCW(*u) - *u;
|
||||
Sk4f vdiff = nextCCW(*v) - *v;
|
||||
*u += maskCW * -udiff + mask * nextCW(udiff);
|
||||
*v += maskCW * -vdiff + mask * nextCW(vdiff);
|
||||
}
|
||||
} else if (outsetCorners) {
|
||||
*x += 0.5f * (-xdiff + nextCW(xdiff));
|
||||
*y += 0.5f * (-ydiff + nextCW(ydiff));
|
||||
Sk4f t = 0.5f * invLengths;
|
||||
Sk4f udiff = nextCCW(*u) - *u;
|
||||
Sk4f vdiff = nextCCW(*v) - *v;
|
||||
*u += t * -udiff + nextCW(t) * nextCW(udiff);
|
||||
*v += t * -vdiff + nextCW(t) * nextCW(vdiff);
|
||||
}
|
||||
}
|
||||
|
||||
namespace {
|
||||
// This is a class soley so it can be partially specialized (functions cannot be).
|
||||
template <typename V, GrAA AA = V::kAA, typename Position = typename V::Position>
|
||||
class VertexAAHandler;
|
||||
|
||||
template<typename V> class VertexAAHandler<V, GrAA::kNo, SkPoint> {
|
||||
public:
|
||||
static void AssignPositionsAndTexCoords(V* vertices, const GrPerspQuad& quad,
|
||||
GrQuadAAFlags aaFlags, const SkRect& texRect) {
|
||||
// Should be kNone for non-AA and kAll for MSAA.
|
||||
SkASSERT(aaFlags == GrQuadAAFlags::kNone || aaFlags == GrQuadAAFlags::kAll);
|
||||
SkASSERT(!quad.hasPerspective());
|
||||
SkPointPriv::SetRectTriStrip(&vertices[0].fTextureCoords, texRect, sizeof(V));
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = {quad.x(i), quad.y(i)};
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename V> class VertexAAHandler<V, GrAA::kNo, SkPoint3> {
|
||||
public:
|
||||
static void AssignPositionsAndTexCoords(V* vertices, const GrPerspQuad& quad,
|
||||
GrQuadAAFlags aaFlags, const SkRect& texRect) {
|
||||
// Should be kNone for non-AA and kAll for MSAA.
|
||||
SkASSERT(aaFlags == GrQuadAAFlags::kNone || aaFlags == GrQuadAAFlags::kAll);
|
||||
SkPointPriv::SetRectTriStrip(&vertices[0].fTextureCoords, texRect, sizeof(V));
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = quad.point(i);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename V> class VertexAAHandler<V, GrAA::kYes, SkPoint> {
|
||||
public:
|
||||
static void AssignPositionsAndTexCoords(V* vertices, const GrPerspQuad& quad,
|
||||
GrQuadAAFlags aaFlags, const SkRect& texRect) {
|
||||
SkASSERT(!quad.hasPerspective());
|
||||
if (aaFlags == GrQuadAAFlags::kNone) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = {quad.x(i), quad.y(i)};
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
// This works because the position w components are known to be 1.
|
||||
vertices[i].fEdges[j] = {0, 0, 1};
|
||||
}
|
||||
}
|
||||
SkPointPriv::SetRectTriStrip(&vertices[0].fTextureCoords, texRect, sizeof(V));
|
||||
return;
|
||||
}
|
||||
auto x = quad.x4f();
|
||||
auto y = quad.y4f();
|
||||
Sk4f a, b, c;
|
||||
Sk4f u{texRect.fLeft, texRect.fLeft, texRect.fRight, texRect.fRight};
|
||||
Sk4f v{texRect.fTop, texRect.fBottom, texRect.fTop, texRect.fBottom};
|
||||
compute_quad_edges_and_outset_vertices(aaFlags, &x, &y, &a, &b, &c, true, &u, &v);
|
||||
|
||||
// Faster to store the Sk4fs all at once rather than element-by-element into vertices.
|
||||
float xs[4], ys[4], as[4], bs[4], cs[4], us[4], vs[4];
|
||||
x.store(xs);
|
||||
y.store(ys);
|
||||
a.store(as);
|
||||
b.store(bs);
|
||||
c.store(cs);
|
||||
u.store(us);
|
||||
v.store(vs);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = {xs[i], ys[i]};
|
||||
vertices[i].fTextureCoords = {us[i], vs[i]};
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
vertices[i].fEdges[j] = {as[j], bs[j], cs[j]};
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename V> class VertexAAHandler<V, GrAA::kYes, SkPoint3> {
|
||||
public:
|
||||
static void AssignPositionsAndTexCoords(V* vertices, const GrPerspQuad& quad,
|
||||
GrQuadAAFlags aaFlags, const SkRect& texRect) {
|
||||
auto x = quad.x4f();
|
||||
auto y = quad.y4f();
|
||||
auto iw = quad.iw4f();
|
||||
|
||||
if ((iw == Sk4f(1)).allTrue() && aaFlags == GrQuadAAFlags::kNone) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = quad.point(i);
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
// This works because the position w components are known to be 1.
|
||||
vertices[i].fEdges[j] = {0, 0, 1};
|
||||
}
|
||||
}
|
||||
SkPointPriv::SetRectTriStrip(&vertices[0].fTextureCoords, texRect, sizeof(V));
|
||||
return;
|
||||
}
|
||||
Sk4f a, b, c;
|
||||
auto x2d = x * iw;
|
||||
auto y2d = y * iw;
|
||||
compute_quad_edges_and_outset_vertices(aaFlags, &x2d, &y2d, &a, &b, &c);
|
||||
auto w = quad.w4f();
|
||||
static const float kOutset = 0.5f;
|
||||
Sk4f u{texRect.fLeft, texRect.fLeft, texRect.fRight, texRect.fRight};
|
||||
Sk4f v{texRect.fTop, texRect.fBottom, texRect.fTop, texRect.fBottom};
|
||||
if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) {
|
||||
// For each entry in x the equivalent entry in opX is the left/right opposite and so on.
|
||||
Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(x);
|
||||
Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(w);
|
||||
Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(y);
|
||||
// vx/vy holds the device space left-to-right vectors along top and bottom of the quad.
|
||||
Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d);
|
||||
Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d);
|
||||
Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt();
|
||||
// For each device space corner, devP, label its left/right opposite device space point
|
||||
// opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is
|
||||
// (length(devPt - opDevPt) + 0.5) / length(devPt - opDevPt);
|
||||
Sk4f s = SkNx_shuffle<0, 1, 0, 1>((len + kOutset) / len);
|
||||
// Compute t in homogeneous space from s using similar triangles so that we can produce
|
||||
// homogeneous outset vertices for perspective-correct interpolation.
|
||||
Sk4f sOpW = s * opW;
|
||||
Sk4f t = sOpW / (sOpW + (1.f - s) * w);
|
||||
// mask is used to make the t values be 1 when the left/right side is not antialiased.
|
||||
Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f);
|
||||
t = t * mask + (1.f - mask);
|
||||
x = opX + t * (x - opX);
|
||||
y = opY + t * (y - opY);
|
||||
w = opW + t * (w - opW);
|
||||
|
||||
Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(u);
|
||||
Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(v);
|
||||
u = opU + t * (u - opU);
|
||||
v = opV + t * (v - opV);
|
||||
if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
|
||||
// Update the 2D points for the top/bottom calculation.
|
||||
iw = w.invert();
|
||||
x2d = x * iw;
|
||||
y2d = y * iw;
|
||||
}
|
||||
}
|
||||
|
||||
if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) {
|
||||
// This operates the same as above but for top/bottom rather than left/right.
|
||||
Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(x);
|
||||
Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(w);
|
||||
Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(y);
|
||||
|
||||
Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d);
|
||||
Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d);
|
||||
Sk2f len = SkNx_fma(vx, vx, vy * vy).sqrt();
|
||||
|
||||
Sk4f s = SkNx_shuffle<0, 0, 1, 1>((len + kOutset) / len);
|
||||
|
||||
Sk4f sOpW = s * opW;
|
||||
Sk4f t = sOpW / (sOpW + (1.f - s) * w);
|
||||
|
||||
Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f,
|
||||
GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f);
|
||||
t = t * mask + (1.f - mask);
|
||||
x = opX + t * (x - opX);
|
||||
y = opY + t * (y - opY);
|
||||
w = opW + t * (w - opW);
|
||||
|
||||
Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(u);
|
||||
Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(v);
|
||||
u = opU + t * (u - opU);
|
||||
v = opV + t * (v - opV);
|
||||
}
|
||||
// Faster to store the Sk4fs all at once rather than element-by-element into vertices.
|
||||
float xs[4], ys[4], ws[4], as[4], bs[4], cs[4], us[4], vs[4];
|
||||
x.store(xs);
|
||||
y.store(ys);
|
||||
w.store(ws);
|
||||
a.store(as);
|
||||
b.store(bs);
|
||||
c.store(cs);
|
||||
u.store(us);
|
||||
v.store(vs);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fPosition = {xs[i], ys[i], ws[i]};
|
||||
vertices[i].fTextureCoords = {us[i], vs[i]};
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
vertices[i].fEdges[j] = {as[j], bs[j], cs[j]};
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template <typename V, Domain D = V::kDomain> struct DomainAssigner;
|
||||
|
||||
template <typename V> struct DomainAssigner<V, Domain::kYes> {
|
||||
static void Assign(V* vertices, Domain domain, GrSamplerState::Filter filter,
|
||||
const SkRect& srcRect, GrSurfaceOrigin origin, float iw, float ih) {
|
||||
static constexpr SkRect kLargeRect = {-2, -2, 2, 2};
|
||||
SkRect domainRect;
|
||||
if (domain == Domain::kYes) {
|
||||
auto ltrb = Sk4f::Load(&srcRect);
|
||||
if (filter == GrSamplerState::Filter::kBilerp) {
|
||||
auto rblt = SkNx_shuffle<2, 3, 0, 1>(ltrb);
|
||||
auto whwh = (rblt - ltrb).abs();
|
||||
auto c = (rblt + ltrb) * 0.5f;
|
||||
static const Sk4f kOffsets = {0.5f, 0.5f, -0.5f, -0.5f};
|
||||
ltrb = (whwh < 1.f).thenElse(c, ltrb + kOffsets);
|
||||
}
|
||||
ltrb *= Sk4f(iw, ih, iw, ih);
|
||||
if (origin == kBottomLeft_GrSurfaceOrigin) {
|
||||
static const Sk4f kMul = {1.f, -1.f, 1.f, -1.f};
|
||||
static const Sk4f kAdd = {0.f, 1.f, 0.f, 1.f};
|
||||
ltrb = SkNx_shuffle<0, 3, 2, 1>(kMul * ltrb + kAdd);
|
||||
}
|
||||
ltrb.store(&domainRect);
|
||||
} else {
|
||||
domainRect = kLargeRect;
|
||||
}
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
vertices[i].fTextureDomain = domainRect;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template <typename V> struct DomainAssigner<V, Domain::kNo> {
|
||||
static void Assign(V*, Domain domain, GrSamplerState::Filter, const SkRect&, GrSurfaceOrigin,
|
||||
float iw, float ih) {
|
||||
SkASSERT(domain == Domain::kNo);
|
||||
}
|
||||
};
|
||||
|
||||
} // anonymous namespace
|
||||
|
||||
template <typename V>
|
||||
static void tessellate_quad(const GrPerspQuad& devQuad, GrQuadAAFlags aaFlags,
|
||||
const SkRect& srcRect, GrColor color, GrSurfaceOrigin origin,
|
||||
GrSamplerState::Filter filter, V* vertices, SkScalar iw, SkScalar ih,
|
||||
Domain domain) {
|
||||
SkRect texRect = {
|
||||
iw * srcRect.fLeft,
|
||||
ih * srcRect.fTop,
|
||||
iw * srcRect.fRight,
|
||||
ih * srcRect.fBottom
|
||||
};
|
||||
if (origin == kBottomLeft_GrSurfaceOrigin) {
|
||||
texRect.fTop = 1.f - texRect.fTop;
|
||||
texRect.fBottom = 1.f - texRect.fBottom;
|
||||
}
|
||||
VertexAAHandler<V>::AssignPositionsAndTexCoords(vertices, devQuad, aaFlags, texRect);
|
||||
vertices[0].fColor = color;
|
||||
vertices[1].fColor = color;
|
||||
vertices[2].fColor = color;
|
||||
vertices[3].fColor = color;
|
||||
DomainAssigner<V>::Assign(vertices, domain, filter, srcRect, origin, iw, ih);
|
||||
}
|
||||
|
||||
static bool filter_has_effect_for_rect_stays_rect(const GrPerspQuad& quad, const SkRect& srcRect) {
|
||||
SkASSERT(quad.quadType() == GrQuadType::kRect_QuadType);
|
||||
float ql = quad.x(0);
|
||||
@ -607,6 +249,52 @@ static bool filter_has_effect_for_rect_stays_rect(const GrPerspQuad& quad, const
|
||||
SkScalarFraction(qt) != SkScalarFraction(srcRect.fTop);
|
||||
}
|
||||
|
||||
static SkRect compute_domain(Domain domain, GrSamplerState::Filter filter,
|
||||
GrSurfaceOrigin origin, const SkRect& srcRect, float iw, float ih) {
|
||||
static constexpr SkRect kLargeRect = {-2, -2, 2, 2};
|
||||
if (domain == Domain::kNo) {
|
||||
// Either the quad has no domain constraint and is batched with a domain constrained op
|
||||
// (in which case we want a domain that doesn't restrict normalized tex coords), or the
|
||||
// entire op doesn't use the domain, in which case the returned value is ignored.
|
||||
return kLargeRect;
|
||||
}
|
||||
|
||||
auto ltrb = Sk4f::Load(&srcRect);
|
||||
if (filter == GrSamplerState::Filter::kBilerp) {
|
||||
auto rblt = SkNx_shuffle<2, 3, 0, 1>(ltrb);
|
||||
auto whwh = (rblt - ltrb).abs();
|
||||
auto c = (rblt + ltrb) * 0.5f;
|
||||
static const Sk4f kOffsets = {0.5f, 0.5f, -0.5f, -0.5f};
|
||||
ltrb = (whwh < 1.f).thenElse(c, ltrb + kOffsets);
|
||||
}
|
||||
ltrb *= Sk4f(iw, ih, iw, ih);
|
||||
if (origin == kBottomLeft_GrSurfaceOrigin) {
|
||||
static const Sk4f kMul = {1.f, -1.f, 1.f, -1.f};
|
||||
static const Sk4f kAdd = {0.f, 1.f, 0.f, 1.f};
|
||||
ltrb = SkNx_shuffle<0, 3, 2, 1>(kMul * ltrb + kAdd);
|
||||
}
|
||||
|
||||
SkRect domainRect;
|
||||
ltrb.store(&domainRect);
|
||||
return domainRect;
|
||||
}
|
||||
|
||||
static GrPerspQuad compute_src_quad(GrSurfaceOrigin origin, const SkRect& srcRect,
|
||||
float iw, float ih) {
|
||||
// Convert the pixel-space src rectangle into normalized texture coordinates
|
||||
SkRect texRect = {
|
||||
iw * srcRect.fLeft,
|
||||
ih * srcRect.fTop,
|
||||
iw * srcRect.fRight,
|
||||
ih * srcRect.fBottom
|
||||
};
|
||||
if (origin == kBottomLeft_GrSurfaceOrigin) {
|
||||
texRect.fTop = 1.f - texRect.fTop;
|
||||
texRect.fBottom = 1.f - texRect.fBottom;
|
||||
}
|
||||
return GrPerspQuad(texRect, SkMatrix::I());
|
||||
}
|
||||
|
||||
/**
|
||||
* Op that implements GrTextureOp::Make. It draws textured quads. Each quad can modulate against a
|
||||
* the texture by color. The blend with the destination is always src-over. The edges are non-AA.
|
||||
@ -808,11 +496,11 @@ private:
|
||||
fDomain = static_cast<unsigned>(false);
|
||||
}
|
||||
|
||||
template <typename Pos, Domain D, GrAA AA>
|
||||
template <int PosDim, Domain D, GrAA AA>
|
||||
void tess(void* v, const GrGeometryProcessor* gp, const GrTextureProxy* proxy, int start,
|
||||
int cnt) const {
|
||||
TRACE_EVENT0("skia", TRACE_FUNC);
|
||||
using Vertex = TextureGeometryProcessor::Vertex<Pos, D, AA>;
|
||||
using Vertex = GrQuadPerEdgeAA::Vertex<PosDim, GrColor, 2, D, AA>;
|
||||
SkASSERT(gp->debugOnly_vertexStride() == sizeof(Vertex));
|
||||
auto vertices = static_cast<Vertex*>(v);
|
||||
auto origin = proxy->origin();
|
||||
@ -822,8 +510,10 @@ private:
|
||||
|
||||
for (int i = start; i < start + cnt; ++i) {
|
||||
const auto q = fQuads[i];
|
||||
tessellate_quad<Vertex>(q.quad(), q.aaFlags(), q.srcRect(), q.color(), origin,
|
||||
this->filter(), vertices, iw, ih, q.domain());
|
||||
GrPerspQuad srcQuad = compute_src_quad(origin, q.srcRect(), iw, ih);
|
||||
SkRect domain = compute_domain(q.domain(), this->filter(), origin, q.srcRect(), iw, ih);
|
||||
GrQuadPerEdgeAA::Tessellate<Vertex>(
|
||||
vertices, q.quad(), q.color(), srcQuad, domain, q.aaFlags());
|
||||
vertices += 4;
|
||||
}
|
||||
}
|
||||
@ -886,24 +576,24 @@ private:
|
||||
}
|
||||
const auto* pipeline =
|
||||
target->allocPipeline(args, GrProcessorSet::MakeEmptySet(), std::move(clip));
|
||||
using TessFn = decltype(&TextureOp::tess<SkPoint, Domain::kNo, GrAA::kNo>);
|
||||
using TessFn = decltype(&TextureOp::tess<2, Domain::kNo, GrAA::kNo>);
|
||||
#define TESS_FN_AND_VERTEX_SIZE(Point, Domain, AA) \
|
||||
{ \
|
||||
&TextureOp::tess<Point, Domain, AA>, \
|
||||
sizeof(TextureGeometryProcessor::Vertex<Point, Domain, AA>) \
|
||||
sizeof(GrQuadPerEdgeAA::Vertex<Point, GrColor, 2, Domain, AA>) \
|
||||
}
|
||||
static constexpr struct {
|
||||
TessFn fTessFn;
|
||||
size_t fVertexSize;
|
||||
} kTessFnsAndVertexSizes[] = {
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint, Domain::kNo, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint, Domain::kNo, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint, Domain::kYes, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint, Domain::kYes, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint3, Domain::kNo, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint3, Domain::kNo, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint3, Domain::kYes, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(SkPoint3, Domain::kYes, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(2, Domain::kNo, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(2, Domain::kNo, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(2, Domain::kYes, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(2, Domain::kYes, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(3, Domain::kNo, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(3, Domain::kNo, GrAA::kYes),
|
||||
TESS_FN_AND_VERTEX_SIZE(3, Domain::kYes, GrAA::kNo),
|
||||
TESS_FN_AND_VERTEX_SIZE(3, Domain::kYes, GrAA::kYes),
|
||||
};
|
||||
#undef TESS_FN_AND_VERTEX_SIZE
|
||||
int tessFnIdx = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user