Delete identity matrix shaders from tessellation
Every shader always has a matrix now. The 4 FMAs (literally) that this saved by specializing the shader weren't worth it. Bug: skia:10419 Change-Id: I506dbd6d723f6dd022345956fdb5b60b0dd94932 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/412416 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
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@ -17,14 +17,18 @@ public:
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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auto& shader = args.fGeomProc.cast<GrFillPathShader>();
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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.fVaryingHandler->emitAttributes(shader);
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const char* affineMatrix, *translate;
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fAffineMatrixUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "affineMatrix", &affineMatrix);
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fTranslateUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "translate", &translate);
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args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);", affineMatrix);
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args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;", translate);
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args.fVertBuilder->codeAppend("float2 localcoord, vertexpos;");
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shader.emitVertexCode(this, args.fVertBuilder, viewMatrix, args.fUniformHandler);
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shader.emitVertexCode(this, args.fVertBuilder, args.fUniformHandler);
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertexpos");
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gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "localcoord");
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@ -41,13 +45,16 @@ public:
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const GrShaderCaps&,
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const GrGeometryProcessor& geomProc) override {
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const GrFillPathShader& shader = geomProc.cast<GrFillPathShader>();
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pdman.setSkMatrix(fViewMatrixUniform, shader.viewMatrix());
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const SkMatrix& m = shader.viewMatrix();
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pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY());
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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const SkPMColor4f& color = shader.fColor;
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pdman.set4f(fColorUniform, color.fR, color.fG, color.fB, color.fA);
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}
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GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fTranslateUniform;
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GrGLSLUniformHandler::UniformHandle fColorUniform;
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};
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@ -55,14 +62,14 @@ GrGLSLGeometryProcessor* GrFillPathShader::createGLSLInstance(const GrShaderCaps
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return new Impl;
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}
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void GrFillTriangleShader::emitVertexCode(Impl*, GrGLSLVertexBuilder* v, const char* viewMatrix,
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void GrFillTriangleShader::emitVertexCode(Impl*, GrGLSLVertexBuilder* v,
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GrGLSLUniformHandler* uniformHandler) const {
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v->codeAppendf(R"(
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v->codeAppend(R"(
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localcoord = input_point;
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vertexpos = (%s * float3(localcoord, 1)).xy;)", viewMatrix);
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vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;)");
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}
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void GrFillCubicHullShader::emitVertexCode(Impl*, GrGLSLVertexBuilder* v, const char* viewMatrix,
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void GrFillCubicHullShader::emitVertexCode(Impl*, GrGLSLVertexBuilder* v,
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GrGLSLUniformHandler* uniformHandler) const {
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v->codeAppend(R"(
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float4x2 P = float4x2(input_points_0_1, input_points_2_3);
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@ -118,21 +125,19 @@ void GrFillCubicHullShader::emitVertexCode(Impl*, GrGLSLVertexBuilder* v, const
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vertexidx = (vertexidx + 1) & 3;
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}
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localcoord = P[vertexidx];)");
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v->codeAppendf("vertexpos = (%s * float3(localcoord, 1)).xy;", viewMatrix);
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localcoord = P[vertexidx];
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vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;)");
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}
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void GrFillBoundingBoxShader::emitVertexCode(Impl* impl, GrGLSLVertexBuilder* v,
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const char* viewMatrix,
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GrGLSLUniformHandler* uniformHandler) const {
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v->codeAppendf(R"(
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// Bloat the bounding box by 1/4px to avoid potential T-junctions at the edges.
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float2x2 M_ = inverse(float2x2(%s));
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float2x2 M_ = inverse(AFFINE_MATRIX);
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float2 bloat = float2(abs(M_[0]) + abs(M_[1])) * .25;
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// Find the vertex position.
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float2 T = float2(sk_VertexID & 1, sk_VertexID >> 1);
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localcoord = mix(pathBounds.xy - bloat, pathBounds.zw + bloat, T);
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vertexpos = (%s * float3(localcoord, 1)).xy;)", viewMatrix, viewMatrix);
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vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;)");
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}
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@ -56,8 +56,7 @@ public:
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protected:
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class Impl;
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virtual void emitVertexCode(Impl*, GrGLSLVertexBuilder*, const char* viewMatrix,
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GrGLSLUniformHandler*) const = 0;
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virtual void emitVertexCode(Impl*, GrGLSLVertexBuilder*, GrGLSLUniformHandler*) const = 0;
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private:
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const SkPMColor4f fColor;
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@ -76,8 +75,7 @@ public:
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private:
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const char* name() const override { return "GrFillTriangleShader"; }
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, const char* viewMatrix,
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GrGLSLUniformHandler*) const override;
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, GrGLSLUniformHandler*) const override;
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};
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// Fills an array of convex hulls surrounding 4-point cubic instances.
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@ -94,8 +92,7 @@ public:
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private:
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const char* name() const override { return "GrFillCubicHullShader"; }
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, const char* viewMatrix,
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GrGLSLUniformHandler*) const override;
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, GrGLSLUniformHandler*) const override;
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};
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// Fills a path's bounding box, with subpixel outset to avoid possible T-junctions with extreme
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@ -114,8 +111,7 @@ public:
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private:
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const char* name() const override { return "GrFillBoundingBoxShader"; }
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, const char* viewMatrix,
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GrGLSLUniformHandler*) const override;
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void emitVertexCode(Impl*, GrGLSLVertexBuilder*, GrGLSLUniformHandler*) const override;
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};
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#endif
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@ -57,24 +57,23 @@ protected:
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args.fVaryingHandler->emitAttributes(shader);
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auto v = args.fVertBuilder;
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GrShaderVar vertexPos = (*shader.vertexAttributes().begin()).asShaderVar();
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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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v->codeAppendf("float2 vertexpos = (%s * float3(inputPoint, 1)).xy;", viewMatrix);
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if (shader.willUseTessellationShaders()) {
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// If y is infinity then x is a conic weight. Don't transform.
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v->codeAppendf("vertexpos = (isinf(inputPoint.y)) ? inputPoint : vertexpos;");
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}
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vertexPos.set(kFloat2_GrSLType, "vertexpos");
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const char* affineMatrix, *translate;
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fAffineMatrixUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "affineMatrix", &affineMatrix);
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fTranslateUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "translate", &translate);
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v->codeAppendf("float2 vertexpos = float2x2(%s) * inputPoint + %s;",
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affineMatrix, translate);
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if (shader.willUseTessellationShaders()) {
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// If y is infinity then x is a conic weight. Don't transform.
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v->codeAppendf("vertexpos = (isinf(inputPoint.y)) ? inputPoint : vertexpos;");
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}
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if (!shader.willUseTessellationShaders()) { // This is the case for the triangle shader.
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gpArgs->fPositionVar = vertexPos;
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertexpos");
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} else {
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v->declareGlobal(GrShaderVar("P", kFloat2_GrSLType, GrShaderVar::TypeModifier::Out));
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v->codeAppendf("P = %s;", vertexPos.c_str());
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v->codeAppendf("P = %s;", "vertexpos");
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}
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// The fragment shader is normally disabled, but output fully opaque white.
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@ -85,13 +84,13 @@ protected:
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void setData(const GrGLSLProgramDataManager& pdman,
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const GrShaderCaps&,
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const GrGeometryProcessor& geomProc) override {
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const auto& shader = geomProc.cast<GrStencilPathShader>();
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if (!shader.viewMatrix().isIdentity()) {
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pdman.setSkMatrix(fViewMatrixUniform, shader.viewMatrix());
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}
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const SkMatrix& m = geomProc.cast<GrStencilPathShader>().viewMatrix();
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pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY());
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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}
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GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fTranslateUniform;
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};
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GrGLSLGeometryProcessor* GrStencilPathShader::createGLSLInstance(const GrShaderCaps&) const {
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@ -375,13 +374,13 @@ class GrCurveMiddleOutShader::Impl : public GrStencilPathShader::Impl {
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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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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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pos = (%s * float3(pos, 1)).xy;)", viewMatrix);
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}
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const char* affineMatrix, *translate;
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fAffineMatrixUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "affineMatrix", &affineMatrix);
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fTranslateUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "translate", &translate);
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args.fVertBuilder->codeAppendf(R"(
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pos = float2x2(%s) * pos + %s;)", affineMatrix, translate);
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos");
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// The fragment shader is normally disabled, but output fully opaque white.
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@ -85,9 +85,7 @@ public:
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protected:
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constexpr static Attribute kSinglePointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
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kFloat2_GrSLType};
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void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
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b->add32(this->viewMatrix().isIdentity());
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}
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void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {}
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GrGLSLGeometryProcessor* createGLSLInstance(const GrShaderCaps&) const override;
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class Impl;
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@ -79,17 +79,15 @@ void GrStrokeInstancedShaderImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
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}
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// View matrix uniforms.
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if (!shader.viewMatrix().isIdentity()) {
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const char* translateName, *affineMatrixName;
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fAffineMatrixUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat4_GrSLType, "affineMatrix",
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&affineMatrixName);
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fTranslateUniform = args.fUniformHandler->addUniform(
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nullptr, kVertex_GrShaderFlag, kFloat2_GrSLType, "translate", &translateName);
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args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n",
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affineMatrixName);
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args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;\n", translateName);
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}
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const char* translateName, *affineMatrixName;
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fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
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kFloat4_GrSLType, "affineMatrix",
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&affineMatrixName);
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fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
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kFloat2_GrSLType, "translate",
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&translateName);
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args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n", affineMatrixName);
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args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;\n", translateName);
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// Tessellation code.
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args.fVertBuilder->codeAppend(R"(
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@ -103,7 +101,7 @@ void GrStrokeInstancedShaderImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
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P[3] = P[2]; // Setting p3 equal to p2 works for the remaining rotational logic.
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})");
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}
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if (shader.stroke().isHairlineStyle() && !shader.viewMatrix().isIdentity()) {
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if (shader.stroke().isHairlineStyle()) {
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// Hairline case. Transform the points before tessellation. We can still hold off on the
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// translate until the end; we just need to perform the scale and skew right now.
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args.fVertBuilder->codeAppend(R"(
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@ -251,11 +251,7 @@ void GrStrokeShaderImpl::emitTessellationCode(const GrStrokeShader& shader, SkSt
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float2 ortho = normalize(float2(tangent.y, -tangent.x));
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strokeCoord += ortho * (STROKE_RADIUS * strokeOutset);)");
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if (shader.viewMatrix().isIdentity()) {
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// No transform matrix.
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "strokeCoord");
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gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "strokeCoord");
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} else if (!shader.stroke().isHairlineStyle()) {
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if (!shader.stroke().isHairlineStyle()) {
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// Normal case. Do the transform after tessellation.
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code->append(R"(
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float2 devCoord = AFFINE_MATRIX * strokeCoord + TRANSLATE;)");
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@ -322,11 +318,9 @@ void GrStrokeShaderImpl::setData(const GrGLSLProgramDataManager& pdman, const Gr
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// Set up the view matrix, if any.
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const SkMatrix& m = shader.viewMatrix();
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if (!m.isIdentity()) {
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
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m.getScaleY());
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}
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
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m.getScaleY());
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if (!shader.hasDynamicColor()) {
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pdman.set4fv(fColorUniform, 1, shader.color().vec());
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@ -344,7 +338,6 @@ void GrStrokeShader::getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuil
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key = (key << 2) | (uint32_t)fMode;
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key = (key << 2) | ((keyNeedsJoin) ? fStroke.getJoin() : 0);
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key = (key << 1) | (uint32_t)fStroke.isHairlineStyle();
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key = (key << 1) | (uint32_t)this->viewMatrix().isIdentity();
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b->add32(key);
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}
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@ -87,22 +87,20 @@ void GrStrokeTessellationShaderImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs
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float JOIN_TYPE = dynamicStrokeAttr.y;)", parametricPrecisionName);
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}
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if (!shader.viewMatrix().isIdentity()) {
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fTranslateUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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kFloat2_GrSLType, "translate", nullptr);
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const char* affineMatrixName;
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// Hairlines apply the affine matrix in their vertex shader, prior to tessellation.
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// Otherwise the entire view matrix gets applied at the end of the tess eval shader.
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auto affineMatrixVisibility = kTessEvaluation_GrShaderFlag;
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if (shader.stroke().isHairlineStyle()) {
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affineMatrixVisibility |= kVertex_GrShaderFlag;
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}
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fAffineMatrixUniform = uniHandler->addUniform(nullptr, affineMatrixVisibility,
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kFloat4_GrSLType, "affineMatrix",
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&affineMatrixName);
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if (affineMatrixVisibility & kVertex_GrShaderFlag) {
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v->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n", affineMatrixName);
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}
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fTranslateUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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kFloat2_GrSLType, "translate", nullptr);
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// View matrix uniforms.
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const char* affineMatrixName;
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// Hairlines apply the affine matrix in their vertex shader, prior to tessellation.
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// Otherwise the entire view matrix gets applied at the end of the tess eval shader.
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auto affineMatrixVisibility = kTessEvaluation_GrShaderFlag;
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if (shader.stroke().isHairlineStyle()) {
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affineMatrixVisibility |= kVertex_GrShaderFlag;
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}
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fAffineMatrixUniform = uniHandler->addUniform(nullptr, affineMatrixVisibility, kFloat4_GrSLType,
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"affineMatrix", &affineMatrixName);
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if (affineMatrixVisibility & kVertex_GrShaderFlag) {
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v->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s);\n", affineMatrixName);
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}
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v->codeAppend(R"(
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@ -110,7 +108,7 @@ void GrStrokeTessellationShaderImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs
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float2 prevControlPoint = prevCtrlPtAttr;
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float4x2 P = float4x2(pts01Attr, pts23Attr);)");
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if (shader.stroke().isHairlineStyle() && !shader.viewMatrix().isIdentity()) {
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if (shader.stroke().isHairlineStyle()) {
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// Hairline case. Transform the points before tessellation. We can still hold off on the
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// translate until the end; we just need to perform the scale and skew right now.
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if (shader.hasConics()) {
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@ -558,14 +556,12 @@ SkString GrStrokeTessellationShaderImpl::getTessEvaluationShaderGLSL(
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code.appendf("#define STROKE_RADIUS tcsStrokeRadius\n");
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}
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if (!shader.viewMatrix().isIdentity()) {
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const char* translateName = uniformHandler.getUniformCStr(fTranslateUniform);
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code.appendf("uniform vec2 %s;\n", translateName);
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code.appendf("#define TRANSLATE %s\n", translateName);
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const char* affineMatrixName = uniformHandler.getUniformCStr(fAffineMatrixUniform);
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code.appendf("uniform vec4 %s;\n", affineMatrixName);
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code.appendf("#define AFFINE_MATRIX mat2(%s)\n", affineMatrixName);
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}
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const char* translateName = uniformHandler.getUniformCStr(fTranslateUniform);
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code.appendf("uniform vec2 %s;\n", translateName);
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code.appendf("#define TRANSLATE %s\n", translateName);
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const char* affineMatrixName = uniformHandler.getUniformCStr(fAffineMatrixUniform);
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code.appendf("uniform vec4 %s;\n", affineMatrixName);
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code.appendf("#define AFFINE_MATRIX mat2(%s)\n", affineMatrixName);
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code.append(R"(
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in vec4 tcsPts01[];
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