Bugfixes for corner cases in per-edge AA
Specifically, it fixes non-aa perspective quads batched with aa quads getting an unsafe edge distance that leads to bleeding on certain GPUs. Additionally, it tweaks the rectilinear distance optimization to add .5 for masked edge and .5 for opposite masked edge, instead of adding 1 for just the masked edge. Leads to no change when all edges have AA, but preserves the rate-of-change of the edge distance attribute when opposite edges differ in their AA state. Bug: skia: Change-Id: Ie55042e74ef44a8d33b4ae16e1e63eecdb2f24e1 Reviewed-on: https://skia-review.googlesource.com/c/173420 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Michael Ludwig <michaelludwig@google.com>
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@ -176,13 +176,13 @@ static void compute_rectilinear_dists_and_outset_vertices(GrQuadAAFlags aaFlags,
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// Update opposite corner distances by 1 (when enabled by the mask). The distance
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// calculations used in compute_quad_edges_... calculates the edge equations from original
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// positions and then shifts the coefficient by 0.5, and the final distance is calculated
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// from the outset positions, which adds a further 0.5. Thus, in this optimization we add a
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// net 1.f
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edgeDistances[0] += Sk4f(0.f, 1.f, 0.f, 1.f) * mask;
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edgeDistances[1] += Sk4f(0.f, 0.f, 1.f, 1.f) * mask;
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edgeDistances[2] += Sk4f(1.f, 1.f, 0.f, 0.f) * mask;
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edgeDistances[3] += Sk4f(1.f, 0.f, 1.f, 0.f) * mask;
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// positions and then shifts the coefficient by 0.5. If the opposite edges are also outset
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// then must add an additional 0.5 to account for its shift away from that edge.
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Sk4f maskWithOpposites = mask + SkNx_shuffle<3, 2, 1, 0>(mask);
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edgeDistances[0] += Sk4f(0.f, 0.5f, 0.f, 0.5f) * maskWithOpposites;
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edgeDistances[1] += Sk4f(0.f, 0.f, 0.5f, 0.5f) * maskWithOpposites;
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edgeDistances[2] += Sk4f(0.5f, 0.5f, 0.f, 0.f) * maskWithOpposites;
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edgeDistances[3] += Sk4f(0.5f, 0.f, 0.5f, 0.f) * maskWithOpposites;
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// Outset edge equations for masked out edges another pixel so that they always evaluate
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// So add 1-mask to each point's edge distances vector so that coverage >= 1 on non-aa
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@ -308,6 +308,37 @@ static void compute_quad_dists_and_outset_persp_vertices(GrQuadAAFlags aaFlags,
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compute_edge_distances(a, b, c, *x, *y, *w, edgeDistances);
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}
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// Calculate safe edge distances for non-aa quads that have been batched with aa quads. Since the
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// fragment shader multiples by 1/w, so the edge distance cannot just be set to 1. It cannot just
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// be set to w either due to interpolation across the triangle. If iA, iB, and iC are the
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// barycentric weights of the triangle, and we set the edge distance to w, the fragment shader
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// actually sees d = (iA*wA + iB*wB + iC*wC) * (iA/wA + iB/wB + iC/wC). Without perspective this
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// simplifies to 1 as necessary, but we must choose something other than w when there is perspective
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// to ensure that d >= 1 and the edge shows as non-aa.
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static void compute_nonaa_edge_distances(const Sk4f& w, bool hasPersp, Sk4f edgeDistances[4]) {
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// Let n = min(w1,w2,w3,w4) and m = max(w1,w2,w3,w4) and rewrite
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// d = (iA*wA + iB*wB + iC*wC) * (iA*wB*wC + iB*wA*wC + iC*wA*wB) / (wA*wB*wC)
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// | e=attr from VS | | fragCoord.w = 1/w |
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// Since the weights are 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 verts in the quad
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// Thus if we set e = m^3/n^3, it guarantees d >= 1 for any perspective.
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float e;
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if (hasPersp) {
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float m = w.max();
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float n = w.min();
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e = (m * m * m) / (n * n * n);
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} else {
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e = 1.f;
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}
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// All edge distances set to the same
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for (int i = 0; i < 4; ++i) {
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edgeDistances[i] = e;
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}
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}
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} // anonymous namespace
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namespace GrQuadPerEdgeAA {
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@ -343,11 +374,7 @@ void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& devi
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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 it should have full coverage
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// everywhere, so set the edge distances to w for each vertex (so that after perspective
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// division, it is equal to 1).
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for (int i = 0; i < 4; ++i) {
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edgeDistances[i] = w[i];
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}
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compute_nonaa_edge_distances(w, deviceHasPerspective, edgeDistances);
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} else if (deviceHasPerspective) {
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// For simplicity, pointers to u, v, and r are always provided, but the local dim param
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// ensures that only loaded Sk4fs are modified in the compute functions.
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