CCPR: Initial semi-optimized vertex shader Impl
TBR=bsalomon@google.com Bug: skia: Change-Id: I24173e146d8c95cec5f29e8cb4fa5e2c28f9a33c Reviewed-on: https://skia-review.googlesource.com/89120 Reviewed-by: Chris Dalton <csmartdalton@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
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@ -301,6 +301,7 @@ skia_gpu_sources = [
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"$_src/gpu/ccpr/GrCCPRCoverageOp.h",
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"$_src/gpu/ccpr/GrCCPRCoverageProcessor.cpp",
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"$_src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp",
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"$_src/gpu/ccpr/GrCCPRCoverageProcessor_VSImpl.cpp",
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"$_src/gpu/ccpr/GrCCPRCoverageProcessor.h",
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"$_src/gpu/ccpr/GrCCPRCubicShader.cpp",
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"$_src/gpu/ccpr/GrCCPRCubicShader.h",
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@ -236,6 +236,10 @@ void CCPRGeometryView::updateGpuData() {
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GrCCPRGeometry::Verb::kEndClosedContour == verb) {
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continue;
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}
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if (GrCCPRGeometry::Verb::kLineTo == verb) {
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++ptsIdx;
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continue;
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}
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SkASSERT(GrCCPRGeometry::Verb::kMonotonicQuadraticTo == verb);
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fTriangleInstances.push_back().set(&geometry.points()[ptsIdx], Sk2f(0, 0));
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ptsIdx += 2;
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@ -251,10 +255,14 @@ void CCPRGeometryView::Op::onExecute(GrOpFlushState* state) {
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GrGLGpu* glGpu = kOpenGL_GrBackend == context->contextPriv().getBackend() ?
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static_cast<GrGLGpu*>(state->gpu()) : nullptr;
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GrCCPRCoverageProcessor proc(fView->fRenderPass);
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if (!GrCCPRCoverageProcessor::DoesRenderPass(fView->fRenderPass, *state->caps().shaderCaps())) {
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return;
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}
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GrCCPRCoverageProcessor proc(rp, fView->fRenderPass, *state->caps().shaderCaps());
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SkDEBUGCODE(proc.enableDebugVisualizations(kDebugBloat);)
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SkSTArray<1, GrMesh, true> mesh;
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SkSTArray<1, GrMesh> mesh;
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if (GrCCPRCoverageProcessor::RenderPassIsCubic(fView->fRenderPass)) {
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sk_sp<GrBuffer> instBuff(rp->createBuffer(fView->fCubicInstances.count() *
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sizeof(CubicInstance), kVertex_GrBufferType,
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@ -7,6 +7,7 @@
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#include "GrCCPRCoverageOp.h"
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#include "GrCaps.h"
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#include "GrGpuCommandBuffer.h"
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#include "GrOnFlushResourceProvider.h"
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#include "GrOpFlushState.h"
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@ -396,7 +397,7 @@ void GrCCPRCoverageOp::onExecute(GrOpFlushState* flushState) {
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this->drawMaskPrimitives(flushState, pipeline, RenderPass::kTriangleHulls,
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&PrimitiveTallies::fTriangles);
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this->drawMaskPrimitives(flushState, pipeline, RenderPass::kTriangleEdges,
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&PrimitiveTallies::fTriangles);
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&PrimitiveTallies::fTriangles); // Might get skipped.
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this->drawMaskPrimitives(flushState, pipeline, RenderPass::kTriangleCorners,
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&PrimitiveTallies::fTriangles);
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@ -419,14 +420,19 @@ void GrCCPRCoverageOp::drawMaskPrimitives(GrOpFlushState* flushState, const GrPi
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using ScissorMode = GrCCPRCoverageOpsBuilder::ScissorMode;
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SkASSERT(pipeline.getScissorState().enabled());
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if (!GrCCPRCoverageProcessor::DoesRenderPass(renderPass, *flushState->caps().shaderCaps())) {
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return;
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}
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fMeshesScratchBuffer.reset();
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fDynamicStatesScratchBuffer.reset();
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GrCCPRCoverageProcessor proc(renderPass);
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GrCCPRCoverageProcessor proc(flushState->resourceProvider(), renderPass,
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*flushState->caps().shaderCaps());
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if (const int instanceCount = fInstanceCounts[(int)ScissorMode::kNonScissored].*instanceType) {
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if (int instanceCount = fInstanceCounts[(int)ScissorMode::kNonScissored].*instanceType) {
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SkASSERT(instanceCount > 0);
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const int baseInstance = fBaseInstances[(int)ScissorMode::kNonScissored].*instanceType;
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int baseInstance = fBaseInstances[(int)ScissorMode::kNonScissored].*instanceType;
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proc.appendMesh(fInstanceBuffer.get(), instanceCount, baseInstance, &fMeshesScratchBuffer);
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fDynamicStatesScratchBuffer.push_back().fScissorRect.setXYWH(0, 0, fDrawBounds.width(),
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fDrawBounds.height());
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@ -167,7 +167,7 @@ private:
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const SkTArray<ScissorBatch, true> fScissorBatches;
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const SkISize fDrawBounds;
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mutable SkTArray<GrMesh, true> fMeshesScratchBuffer;
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mutable SkTArray<GrMesh> fMeshesScratchBuffer;
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mutable SkTArray<GrPipeline::DynamicState, true> fDynamicStatesScratchBuffer;
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friend class GrCCPRCoverageOpsBuilder;
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@ -11,17 +11,21 @@
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#include "ccpr/GrCCPRCubicShader.h"
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#include "ccpr/GrCCPRQuadraticShader.h"
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#include "ccpr/GrCCPRTriangleShader.h"
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#include "glsl/GrGLSLVertexGeoBuilder.h"
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#include "glsl/GrGLSLFragmentShaderBuilder.h"
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#include "glsl/GrGLSLVertexGeoBuilder.h"
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void GrCCPRCoverageProcessor::Shader::emitVaryings(GrGLSLVaryingHandler* varyingHandler,
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SkString* code, const char* position,
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const char* coverage, const char* wind) {
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WindHandling windHandling = this->onEmitVaryings(varyingHandler, code, position, coverage,
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wind);
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GrGLSLVarying::Scope scope, SkString* code,
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const char* position, const char* coverage,
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const char* wind) {
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SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
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WindHandling windHandling = this->onEmitVaryings(varyingHandler, scope, code, position,
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coverage, wind);
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if (WindHandling::kNotHandled == windHandling) {
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fWind.reset(kHalf_GrSLType, scope);
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varyingHandler->addFlatVarying("wind", &fWind);
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code->appendf("%s = %s;", fWind.gsOut(), wind);
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code->appendf("%s = %s;", OutName(fWind), wind);
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}
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}
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@ -80,7 +84,16 @@ int GrCCPRCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentB
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void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
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GrProcessorKeyBuilder* b) const {
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b->add32((int)fRenderPass);
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int key = (int)fRenderPass << 1;
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if (Impl::kGeometryShader == fImpl) {
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key |= 1;
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}
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#ifdef SK_DEBUG
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uint32_t bloatBits;
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memcpy(&bloatBits, &fDebugBloat, 4);
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b->add32(bloatBits);
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#endif
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b->add32(key);
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}
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GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
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@ -106,5 +119,6 @@ GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrSh
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shader = skstd::make_unique<GrCCPRCubicCornerShader>();
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break;
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}
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return this->createGSImpl(std::move(shader));
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return Impl::kGeometryShader == fImpl ? this->createGSImpl(std::move(shader))
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: this->createVSImpl(std::move(shader));
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}
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@ -9,6 +9,7 @@
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#define GrCCPRCoverageProcessor_DEFINED
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#include "GrGeometryProcessor.h"
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#include "GrShaderCaps.h"
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#include "SkNx.h"
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#include "glsl/GrGLSLGeometryProcessor.h"
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#include "glsl/GrGLSLVarying.h"
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@ -52,14 +53,15 @@ public:
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// render pass. Here we enumerate every render pass needed in order to produce a complete
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// coverage count mask. This is an exhaustive list of all ccpr coverage shaders.
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//
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// During a render pass, the "Impl" (currently only GSImpl) generates conservative geometry for
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// During a render pass, the "Impl" (GSImpl or VSimpl) generates conservative geometry for
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// rasterization, and the Shader decides the coverage value at each pixel.
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enum class RenderPass {
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// For a Hull, the Impl generates a "conservative raster hull" around the input points. This
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// is the geometry that causes a pixel to be rasterized if it is touched anywhere by the
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// input polygon. Initial coverage values sent to the Shader at each vertex will be null.
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// Logically, the conservative raster hull is equivalent to the convex hull of pixel size
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// boxes centered on each input point.
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// input polygon. The initial coverage values sent to the Shader at each vertex are either
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// null, or +1 all around if the Impl combines this pass with kTriangleEdges. Logically,
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// the conservative raster hull is equivalent to the convex hull of pixel size boxes
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// centered on each input point.
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kTriangleHulls,
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kQuadraticHulls,
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kCubicHulls,
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@ -70,6 +72,9 @@ public:
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// edge geometry and 0 on the inside. This is the only geometry type that associates
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// coverage values with the output vertices. Interpolated, these coverage values convert
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// jagged conservative raster edges into a smooth antialiased edge.
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//
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// NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass()
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// will be false for kTriangleEdges and it must not be used.
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kTriangleEdges,
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// For Corners, the Impl Generates the conservative rasters of corner points (i.e.
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@ -82,10 +87,20 @@ public:
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static bool RenderPassIsCubic(RenderPass);
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static const char* RenderPassName(RenderPass);
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GrCCPRCoverageProcessor(RenderPass pass)
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constexpr static bool DoesRenderPass(RenderPass renderPass, const GrShaderCaps& caps) {
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return RenderPass::kTriangleEdges != renderPass || caps.geometryShaderSupport();
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}
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GrCCPRCoverageProcessor(GrResourceProvider* rp, RenderPass pass, const GrShaderCaps& caps)
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: INHERITED(kGrCCPRCoverageProcessor_ClassID)
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, fRenderPass(pass) {
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, fRenderPass(pass)
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, fImpl(caps.geometryShaderSupport() ? Impl::kGeometryShader : Impl::kVertexShader) {
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SkASSERT(DoesRenderPass(pass, caps));
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if (Impl::kGeometryShader == fImpl) {
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this->initGS();
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} else {
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this->initVS(rp);
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}
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}
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// Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
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@ -94,8 +109,12 @@ public:
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//
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// NOTE: Quadratics use TriangleInstance since both have 3 points.
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void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
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SkTArray<GrMesh, true>* out) {
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SkTArray<GrMesh>* out) {
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if (Impl::kGeometryShader == fImpl) {
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this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out);
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} else {
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this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out);
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}
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}
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// GrPrimitiveProcessor overrides.
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@ -140,8 +159,8 @@ public:
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const char* repetitionID, const char* wind,
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GeometryVars*) const {}
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void emitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
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const char* coverage, const char* wind);
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void emitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
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const char* position, const char* coverage, const char* wind);
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void emitFragmentCode(const GrCCPRCoverageProcessor& proc, GrGLSLPPFragmentBuilder*,
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const char* skOutputColor, const char* skOutputCoverage) const;
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@ -169,15 +188,23 @@ public:
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//
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// NOTE: the coverage parameter is only relevant for edges (see comments in RenderPass).
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// Otherwise it is +1 all around.
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virtual WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code,
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const char* position, const char* coverage,
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const char* wind) = 0;
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virtual WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope,
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SkString* code, const char* position,
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const char* coverage, const char* wind) = 0;
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// Emits the fragment code that calculates a pixel's coverage value. If using
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// WindHandling::kHandled, this value must be signed appropriately.
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virtual void onEmitFragmentCode(GrGLSLPPFragmentBuilder*,
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const char* outputCoverage) const = 0;
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// Returns the name of a Shader's internal varying at the point where where its value is
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// assigned. This is intended to work whether called for a vertex or a geometry shader.
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const char* OutName(const GrGLSLVarying& varying) const {
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using Scope = GrGLSLVarying::Scope;
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SkASSERT(Scope::kVertToGeo != varying.scope());
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return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
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}
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// Defines a global float2 array that contains MSAA sample locations as offsets from pixel
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// center. Subclasses can use this for software multisampling.
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//
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@ -185,10 +212,11 @@ public:
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static int DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f, const char* samplesName);
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private:
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GrGLSLVarying fWind{kHalf_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
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GrGLSLVarying fWind;
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};
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class GSImpl;
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class VSImpl;
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private:
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// Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
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@ -198,12 +226,26 @@ private:
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// Number of bezier points for curves, or 3 for triangles.
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int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; }
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enum class Impl : bool {
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kGeometryShader,
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kVertexShader
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};
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void initGS();
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void initVS(GrResourceProvider*);
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void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
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SkTArray<GrMesh, true>* out) const;
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SkTArray<GrMesh>* out) const;
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void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
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SkTArray<GrMesh>* out) const;
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GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
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GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const;
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const RenderPass fRenderPass;
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const Impl fImpl;
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sk_sp<const GrBuffer> fVertexBuffer; // Used by VSImpl.
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sk_sp<const GrBuffer> fIndexBuffer; // Used by VSImpl.
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SkDEBUGCODE(float fDebugBloat = 0;)
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typedef GrGeometryProcessor INHERITED;
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@ -72,7 +72,8 @@ protected:
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}
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g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
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SkString fnBody;
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fShader->emitVaryings(varyingHandler, &fnBody, position, coverage, wind.c_str());
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fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
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position, coverage, wind.c_str());
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g->emitVertex(&fnBody, position, rtAdjust);
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return fnBody;
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}().c_str(), &emitVertexFn);
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@ -292,7 +293,7 @@ public:
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};
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/**
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* Generates conservatives around corners. (See comments for RenderPass)
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* Generates conservative rasters around corners. (See comments for RenderPass)
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*/
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class GSCornerImpl : public GrCCPRCoverageProcessor::GSImpl {
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public:
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@ -320,6 +321,7 @@ private:
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};
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void GrCCPRCoverageProcessor::initGS() {
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SkASSERT(Impl::kGeometryShader == fImpl);
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if (RenderPassIsCubic(fRenderPass)) {
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this->addVertexAttrib("x_or_y_values", kFloat4_GrVertexAttribType); // (See appendMesh.)
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SkASSERT(sizeof(CubicInstance) == this->getVertexStride() * 2);
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@ -331,11 +333,12 @@ void GrCCPRCoverageProcessor::initGS() {
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}
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void GrCCPRCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount,
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int baseInstance, SkTArray<GrMesh, true>* out) const {
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int baseInstance, SkTArray<GrMesh>* out) const {
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// GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
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// values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
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// invocation receives either the shape's x or y values as inputs, which it forwards to the
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// geometry shader.
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SkASSERT(Impl::kGeometryShader == fImpl);
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GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
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mesh.setNonIndexedNonInstanced(instanceCount * 2);
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mesh.setVertexData(instanceBuffer, baseInstance * 2);
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441
src/gpu/ccpr/GrCCPRCoverageProcessor_VSImpl.cpp
Normal file
441
src/gpu/ccpr/GrCCPRCoverageProcessor_VSImpl.cpp
Normal file
@ -0,0 +1,441 @@
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/*
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* Copyright 2017 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 "GrCCPRCoverageProcessor.h"
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#include "GrMesh.h"
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#include "glsl/GrGLSLVertexGeoBuilder.h"
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using Shader = GrCCPRCoverageProcessor::Shader;
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static constexpr int kAttribIdx_X = 0;
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static constexpr int kAttribIdx_Y = 1;
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static constexpr int kAttribIdx_VertexData = 2;
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/**
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* This class and its subclasses implement the coverage processor with vertex shaders.
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*/
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class GrCCPRCoverageProcessor::VSImpl : public GrGLSLGeometryProcessor {
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protected:
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VSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
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void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
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FPCoordTransformIter&& transformIter) final {
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this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
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}
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
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const GrCCPRCoverageProcessor& proc = args.fGP.cast<GrCCPRCoverageProcessor>();
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// Vertex shader.
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GrGLSLVertexBuilder* v = args.fVertBuilder;
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int numInputPoints = proc.numInputPoints();
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v->codeAppendf("float%ix2 pts = transpose(float2x%i(%s, %s));",
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numInputPoints, numInputPoints, proc.getAttrib(kAttribIdx_X).fName,
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proc.getAttrib(kAttribIdx_Y).fName);
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v->codeAppend ("float area_x2 = determinant(float2x2(pts[0] - pts[1], pts[0] - pts[2]));");
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if (4 == numInputPoints) {
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v->codeAppend ("area_x2 += determinant(float2x2(pts[0] - pts[2], pts[0] - pts[3]));");
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}
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v->codeAppend ("half wind = sign(area_x2);");
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float bloat = kAABloatRadius;
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#ifdef SK_DEBUG
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if (proc.debugVisualizationsEnabled()) {
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bloat *= proc.debugBloat();
|
||||
}
|
||||
#endif
|
||||
v->defineConstant("bloat", bloat);
|
||||
|
||||
const char* coverage = this->emitVertexPosition(proc, v, gpArgs);
|
||||
SkASSERT(kFloat2_GrSLType == gpArgs->fPositionVar.getType());
|
||||
|
||||
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
|
||||
SkString varyingCode;
|
||||
fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kVertToFrag, &varyingCode,
|
||||
gpArgs->fPositionVar.c_str(), coverage, "wind");
|
||||
v->codeAppend(varyingCode.c_str());
|
||||
|
||||
varyingHandler->emitAttributes(proc);
|
||||
SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
|
||||
|
||||
// Fragment shader.
|
||||
fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
|
||||
}
|
||||
|
||||
virtual const char* emitVertexPosition(const GrCCPRCoverageProcessor&, GrGLSLVertexBuilder*,
|
||||
GrGPArgs*) const = 0;
|
||||
|
||||
virtual ~VSImpl() {}
|
||||
|
||||
const std::unique_ptr<Shader> fShader;
|
||||
|
||||
typedef GrGLSLGeometryProcessor INHERITED;
|
||||
};
|
||||
|
||||
/**
|
||||
* Vertex data tells the shader how to offset vertices for conservative raster, and how/whether to
|
||||
* calculate initial coverage values for edges. See VSHullAndEdgeImpl.
|
||||
*/
|
||||
static constexpr int32_t pack_vertex_data(int32_t bloatIdx, int32_t edgeData,
|
||||
int32_t cornerVertexID, int32_t cornerIdx) {
|
||||
return (bloatIdx << 6) | (edgeData << 4) | (cornerVertexID << 2) | cornerIdx;
|
||||
}
|
||||
|
||||
static constexpr int32_t hull_vertex_data(int32_t cornerIdx, int32_t cornerVertexID, int n) {
|
||||
return pack_vertex_data((cornerIdx + (2 == cornerVertexID ? 1 : n - 1)) % n, 0, cornerVertexID,
|
||||
cornerIdx);
|
||||
}
|
||||
|
||||
static constexpr int32_t edge_vertex_data(int32_t edgeID, int32_t endptIdx, int32_t endptVertexID,
|
||||
int n) {
|
||||
return pack_vertex_data(0 == endptIdx ? (edgeID + 1) % n : edgeID, (endptIdx << 1) | 1,
|
||||
endptVertexID, 0 == endptIdx ? edgeID : (edgeID + 1) % n);
|
||||
}
|
||||
|
||||
static constexpr int32_t kHull3AndEdgeVertices[] = {
|
||||
hull_vertex_data(0, 0, 3),
|
||||
hull_vertex_data(0, 1, 3),
|
||||
hull_vertex_data(0, 2, 3),
|
||||
hull_vertex_data(1, 0, 3),
|
||||
hull_vertex_data(1, 1, 3),
|
||||
hull_vertex_data(1, 2, 3),
|
||||
hull_vertex_data(2, 0, 3),
|
||||
hull_vertex_data(2, 1, 3),
|
||||
hull_vertex_data(2, 2, 3),
|
||||
|
||||
edge_vertex_data(0, 0, 0, 3),
|
||||
edge_vertex_data(0, 0, 1, 3),
|
||||
edge_vertex_data(0, 0, 2, 3),
|
||||
edge_vertex_data(0, 1, 0, 3),
|
||||
edge_vertex_data(0, 1, 1, 3),
|
||||
edge_vertex_data(0, 1, 2, 3),
|
||||
|
||||
edge_vertex_data(1, 0, 0, 3),
|
||||
edge_vertex_data(1, 0, 1, 3),
|
||||
edge_vertex_data(1, 0, 2, 3),
|
||||
edge_vertex_data(1, 1, 0, 3),
|
||||
edge_vertex_data(1, 1, 1, 3),
|
||||
edge_vertex_data(1, 1, 2, 3),
|
||||
|
||||
edge_vertex_data(2, 0, 0, 3),
|
||||
edge_vertex_data(2, 0, 1, 3),
|
||||
edge_vertex_data(2, 0, 2, 3),
|
||||
edge_vertex_data(2, 1, 0, 3),
|
||||
edge_vertex_data(2, 1, 1, 3),
|
||||
edge_vertex_data(2, 1, 2, 3),
|
||||
};
|
||||
|
||||
GR_DECLARE_STATIC_UNIQUE_KEY(gHull3AndEdgeVertexBufferKey);
|
||||
|
||||
static constexpr uint16_t kHull3AndEdgeIndices[] = {
|
||||
// First corner and main body of the hull.
|
||||
1, 2, 0,
|
||||
2, 3, 0,
|
||||
0, 3, 8, // Main body.
|
||||
|
||||
// Opposite side and corners of the hull.
|
||||
4, 5, 3,
|
||||
5, 6, 3,
|
||||
3, 6, 8,
|
||||
6, 7, 8,
|
||||
|
||||
// First edge.
|
||||
10, 9, 11,
|
||||
9, 14, 11,
|
||||
11, 14, 12,
|
||||
14, 13, 12,
|
||||
|
||||
// Second edge.
|
||||
16, 15, 17,
|
||||
15, 20, 17,
|
||||
17, 20, 18,
|
||||
20, 19, 18,
|
||||
|
||||
// Third edge.
|
||||
22, 21, 23,
|
||||
21, 26, 23,
|
||||
23, 26, 24,
|
||||
26, 25, 24,
|
||||
};
|
||||
|
||||
GR_DECLARE_STATIC_UNIQUE_KEY(gHull3AndEdgeIndexBufferKey);
|
||||
|
||||
static constexpr int32_t kHull4Vertices[] = {
|
||||
hull_vertex_data(0, 0, 4),
|
||||
hull_vertex_data(0, 1, 4),
|
||||
hull_vertex_data(0, 2, 4),
|
||||
hull_vertex_data(1, 0, 4),
|
||||
hull_vertex_data(1, 1, 4),
|
||||
hull_vertex_data(1, 2, 4),
|
||||
hull_vertex_data(2, 0, 4),
|
||||
hull_vertex_data(2, 1, 4),
|
||||
hull_vertex_data(2, 2, 4),
|
||||
hull_vertex_data(3, 0, 4),
|
||||
hull_vertex_data(3, 1, 4),
|
||||
hull_vertex_data(3, 2, 4),
|
||||
|
||||
// No edges for now (beziers don't use edges).
|
||||
};
|
||||
|
||||
GR_DECLARE_STATIC_UNIQUE_KEY(gHull4VertexBufferKey);
|
||||
|
||||
static constexpr uint16_t kHull4Indices[] = {
|
||||
// First half of the hull (split diagonally).
|
||||
1, 0, 2,
|
||||
0, 11, 2,
|
||||
2, 11, 3,
|
||||
11, 5, 3,
|
||||
3, 5, 4,
|
||||
|
||||
// Second half of the hull.
|
||||
7, 6, 8,
|
||||
6, 5, 8,
|
||||
8, 5, 9,
|
||||
5, 11, 9,
|
||||
9, 11, 10,
|
||||
};
|
||||
|
||||
GR_DECLARE_STATIC_UNIQUE_KEY(gHull4IndexBufferKey);
|
||||
|
||||
/**
|
||||
* Generates a conservative raster hull around a convex polygon. For triangles, we also generate
|
||||
* independent conservative rasters around each edge. (See comments for RenderPass)
|
||||
*/
|
||||
class VSHullAndEdgeImpl : public GrCCPRCoverageProcessor::VSImpl {
|
||||
public:
|
||||
VSHullAndEdgeImpl(std::unique_ptr<Shader> shader, int numSides)
|
||||
: VSImpl(std::move(shader)), fNumSides(numSides) {}
|
||||
|
||||
const char* emitVertexPosition(const GrCCPRCoverageProcessor& proc, GrGLSLVertexBuilder* v,
|
||||
GrGPArgs* gpArgs) const override {
|
||||
Shader::GeometryVars vars;
|
||||
fShader->emitSetupCode(v, "pts", nullptr, "wind", &vars);
|
||||
|
||||
const char* hullPts = vars.fHullVars.fAlternatePoints;
|
||||
if (!hullPts) {
|
||||
hullPts = "pts";
|
||||
}
|
||||
|
||||
// Reverse all indices if the wind is counter-clockwise: [0, 1, 2] -> [2, 1, 0].
|
||||
v->codeAppendf("int clockwise_indices = wind > 0 ? %s : 0x%x - %s;",
|
||||
proc.getAttrib(kAttribIdx_VertexData).fName,
|
||||
((fNumSides - 1) << 6) | (0xf << 2) | (fNumSides - 1),
|
||||
proc.getAttrib(kAttribIdx_VertexData).fName);
|
||||
|
||||
// Here we generate conservative raster geometry for the input polygon. It is the convex
|
||||
// hull of N pixel-size boxes, one centered on each the input points. Each corner has three
|
||||
// vertices, where one or two may cause degenerate triangles. The vertex data tells us how
|
||||
// to offset each vertex. Triangle edges are also handled here (see kHull3AndEdgeIndices).
|
||||
// For more details on conservative raster, see:
|
||||
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
|
||||
v->codeAppendf("float2 corner = %s[clockwise_indices & 3];", hullPts);
|
||||
v->codeAppendf("float2 bloatpoint = %s[clockwise_indices >> 6];", hullPts);
|
||||
v->codeAppend ("float2 vertexbloat = float2(bloatpoint.y > corner.y ? -bloat : +bloat, "
|
||||
"bloatpoint.x > corner.x ? +bloat : -bloat);");
|
||||
|
||||
v->codeAppendf("if ((1 << 2) == (%s & (3 << 2))) {",
|
||||
proc.getAttrib(kAttribIdx_VertexData).fName);
|
||||
// We are the corner's middle vertex (of 3).
|
||||
v->codeAppend ( "vertexbloat = float2(-vertexbloat.y, vertexbloat.x);");
|
||||
v->codeAppend ("}");
|
||||
|
||||
v->codeAppendf("if ((2 << 2) == (%s & (3 << 2))) {",
|
||||
proc.getAttrib(kAttribIdx_VertexData).fName);
|
||||
// We are the corner's third vertex (of 3).
|
||||
v->codeAppend ( "vertexbloat = -vertexbloat;");
|
||||
v->codeAppend ("}");
|
||||
|
||||
v->codeAppend ("float2 vertex = corner + vertexbloat;");
|
||||
gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertex");
|
||||
|
||||
if (4 == fNumSides) {
|
||||
// We don't generate edges around 4-sided polygons.
|
||||
return nullptr; // Known hull vertices don't need an initial coverage value.
|
||||
}
|
||||
|
||||
// Find coverage for edge vertices.
|
||||
Shader::EmitEdgeDistanceEquation(v, "bloatpoint", "corner",
|
||||
"float3 edge_distance_equation");
|
||||
v->codeAppend ("half coverage = dot(edge_distance_equation.xy, vertex) + "
|
||||
"edge_distance_equation.z;");
|
||||
v->codeAppendf("if (0 == (%s & (1 << 5))) {", proc.getAttrib(kAttribIdx_VertexData).fName);
|
||||
// We are the opposite endpoint. Invert coverage.
|
||||
v->codeAppend ( "coverage = -1 - coverage;");
|
||||
v->codeAppend ("}");
|
||||
v->codeAppendf("if (0 == (%s & (1 << 4))) {", proc.getAttrib(kAttribIdx_VertexData).fName);
|
||||
// We are actually a hull vertex. Hull coverage is +1 all around.
|
||||
v->codeAppend ( "coverage = +1;");
|
||||
v->codeAppend ("}");
|
||||
|
||||
return "coverage";
|
||||
}
|
||||
|
||||
private:
|
||||
const int fNumSides;
|
||||
};
|
||||
|
||||
static constexpr uint16_t kCornerIndices[] = {
|
||||
// First corner.
|
||||
0, 1, 2,
|
||||
1, 3, 2,
|
||||
|
||||
// Second corner.
|
||||
4, 5, 6,
|
||||
5, 7, 6,
|
||||
|
||||
// Third corner.
|
||||
8, 9, 10,
|
||||
9, 11, 10,
|
||||
};
|
||||
|
||||
GR_DECLARE_STATIC_UNIQUE_KEY(gCornerIndexBufferKey);
|
||||
|
||||
/**
|
||||
* Generates conservative rasters around corners. (See comments for RenderPass)
|
||||
*/
|
||||
class VSCornerImpl : public GrCCPRCoverageProcessor::VSImpl {
|
||||
public:
|
||||
VSCornerImpl(std::unique_ptr<Shader> shader) : VSImpl(std::move(shader)) {}
|
||||
|
||||
const char* emitVertexPosition(const GrCCPRCoverageProcessor&, GrGLSLVertexBuilder* v,
|
||||
GrGPArgs* gpArgs) const override {
|
||||
Shader::GeometryVars vars;
|
||||
v->codeAppend ("int corner_id = sk_VertexID / 4;");
|
||||
fShader->emitSetupCode(v, "pts", "corner_id", "wind", &vars);
|
||||
|
||||
v->codeAppendf("float2 vertex = %s;", vars.fCornerVars.fPoint);
|
||||
v->codeAppend ("vertex.x += (0 == (sk_VertexID & 2)) ? -bloat : +bloat;");
|
||||
v->codeAppend ("vertex.y += (0 == (sk_VertexID & 1)) ? -bloat : +bloat;");
|
||||
|
||||
gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertex");
|
||||
return nullptr; // Corner vertices don't have an initial coverage value.
|
||||
}
|
||||
};
|
||||
|
||||
void GrCCPRCoverageProcessor::initVS(GrResourceProvider* rp) {
|
||||
SkASSERT(Impl::kVertexShader == fImpl);
|
||||
|
||||
GrVertexAttribType inputPtsType = RenderPassIsCubic(fRenderPass) ?
|
||||
kFloat4_GrVertexAttribType : kFloat3_GrVertexAttribType;
|
||||
|
||||
SkASSERT(kAttribIdx_X == this->numAttribs());
|
||||
this->addInstanceAttrib("X", inputPtsType);
|
||||
|
||||
SkASSERT(kAttribIdx_Y == this->numAttribs());
|
||||
this->addInstanceAttrib("Y", inputPtsType);
|
||||
|
||||
switch (fRenderPass) {
|
||||
case RenderPass::kTriangleHulls: {
|
||||
GR_DEFINE_STATIC_UNIQUE_KEY(gHull3AndEdgeVertexBufferKey);
|
||||
fVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType,
|
||||
sizeof(kHull3AndEdgeVertices),
|
||||
kHull3AndEdgeVertices,
|
||||
gHull3AndEdgeVertexBufferKey);
|
||||
GR_DEFINE_STATIC_UNIQUE_KEY(gHull3AndEdgeIndexBufferKey);
|
||||
fIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType,
|
||||
sizeof(kHull3AndEdgeIndices),
|
||||
kHull3AndEdgeIndices,
|
||||
gHull3AndEdgeIndexBufferKey);
|
||||
SkASSERT(kAttribIdx_VertexData == this->numAttribs());
|
||||
this->addVertexAttrib("vertexdata", kInt_GrVertexAttribType);
|
||||
break;
|
||||
}
|
||||
case RenderPass::kQuadraticHulls:
|
||||
case RenderPass::kCubicHulls: {
|
||||
GR_DEFINE_STATIC_UNIQUE_KEY(gHull4VertexBufferKey);
|
||||
fVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType, sizeof(kHull4Vertices),
|
||||
kHull4Vertices, gHull4VertexBufferKey);
|
||||
GR_DEFINE_STATIC_UNIQUE_KEY(gHull4IndexBufferKey);
|
||||
fIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType, sizeof(kHull4Indices),
|
||||
kHull4Indices, gHull4IndexBufferKey);
|
||||
SkASSERT(kAttribIdx_VertexData == this->numAttribs());
|
||||
this->addVertexAttrib("vertexdata", kInt_GrVertexAttribType);
|
||||
break;
|
||||
}
|
||||
case RenderPass::kTriangleEdges:
|
||||
SK_ABORT("kTriangleEdges RenderPass is not used by VSImpl.");
|
||||
break;
|
||||
case RenderPass::kTriangleCorners:
|
||||
case RenderPass::kQuadraticCorners:
|
||||
case RenderPass::kCubicCorners: {
|
||||
GR_DEFINE_STATIC_UNIQUE_KEY(gCornerIndexBufferKey);
|
||||
fIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType, sizeof(kCornerIndices),
|
||||
kCornerIndices, gCornerIndexBufferKey);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef SK_DEBUG
|
||||
if (RenderPassIsCubic(fRenderPass)) {
|
||||
SkASSERT(offsetof(CubicInstance, fX) == this->getAttrib(kAttribIdx_X).fOffsetInRecord);
|
||||
SkASSERT(offsetof(CubicInstance, fY) == this->getAttrib(kAttribIdx_Y).fOffsetInRecord);
|
||||
SkASSERT(sizeof(CubicInstance) == this->getInstanceStride());
|
||||
} else {
|
||||
SkASSERT(offsetof(TriangleInstance, fX) == this->getAttrib(kAttribIdx_X).fOffsetInRecord);
|
||||
SkASSERT(offsetof(TriangleInstance, fY) == this->getAttrib(kAttribIdx_Y).fOffsetInRecord);
|
||||
SkASSERT(sizeof(TriangleInstance) == this->getInstanceStride());
|
||||
}
|
||||
if (fVertexBuffer) {
|
||||
SkASSERT(sizeof(int32_t) == this->getVertexStride());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
static int num_indices_per_instance(GrCCPRCoverageProcessor::RenderPass pass) {
|
||||
switch (pass) {
|
||||
using RenderPass = GrCCPRCoverageProcessor::RenderPass;
|
||||
case RenderPass::kTriangleHulls:
|
||||
return SK_ARRAY_COUNT(kHull3AndEdgeIndices);
|
||||
case RenderPass::kQuadraticHulls:
|
||||
case RenderPass::kCubicHulls:
|
||||
return SK_ARRAY_COUNT(kHull4Indices);
|
||||
case RenderPass::kTriangleEdges:
|
||||
SK_ABORT("kTriangleEdges RenderPass is not used by VSImpl.");
|
||||
return 0;
|
||||
case RenderPass::kTriangleCorners:
|
||||
return SK_ARRAY_COUNT(kCornerIndices);
|
||||
case RenderPass::kQuadraticCorners:
|
||||
case RenderPass::kCubicCorners:
|
||||
return SK_ARRAY_COUNT(kCornerIndices) * 2/3;
|
||||
}
|
||||
SK_ABORT("Invalid RenderPass");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void GrCCPRCoverageProcessor::appendVSMesh(GrBuffer* instanceBuffer, int instanceCount,
|
||||
int baseInstance, SkTArray<GrMesh>* out) const {
|
||||
SkASSERT(Impl::kVertexShader == fImpl);
|
||||
GrMesh& mesh = out->emplace_back(GrPrimitiveType::kTriangles);
|
||||
mesh.setIndexedInstanced(fIndexBuffer.get(), num_indices_per_instance(fRenderPass),
|
||||
instanceBuffer, instanceCount, baseInstance);
|
||||
if (fVertexBuffer) {
|
||||
mesh.setVertexData(fVertexBuffer.get(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
GrGLSLPrimitiveProcessor*
|
||||
GrCCPRCoverageProcessor::createVSImpl(std::unique_ptr<Shader> shader) const {
|
||||
switch (fRenderPass) {
|
||||
case RenderPass::kTriangleHulls:
|
||||
return new VSHullAndEdgeImpl(std::move(shader), 3);
|
||||
case RenderPass::kQuadraticHulls:
|
||||
case RenderPass::kCubicHulls:
|
||||
return new VSHullAndEdgeImpl(std::move(shader), 4);
|
||||
case RenderPass::kTriangleEdges:
|
||||
SK_ABORT("kTriangleEdges RenderPass is not used by VSImpl.");
|
||||
return nullptr;
|
||||
case RenderPass::kTriangleCorners:
|
||||
case RenderPass::kQuadraticCorners:
|
||||
case RenderPass::kCubicCorners:
|
||||
return new VSCornerImpl(std::move(shader));
|
||||
}
|
||||
SK_ABORT("Invalid RenderPass");
|
||||
return nullptr;
|
||||
}
|
@ -76,25 +76,29 @@ void GrCCPRCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts
|
||||
}
|
||||
|
||||
Shader::WindHandling GrCCPRCubicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope,
|
||||
SkString* code, const char* position,
|
||||
const char* coverage, const char* /*wind*/) {
|
||||
SkASSERT(!coverage);
|
||||
|
||||
fKLMD.reset(kFloat4_GrSLType, scope);
|
||||
varyingHandler->addVarying("klmd", &fKLMD);
|
||||
code->appendf("float3 klm = float3(%s, 1) * %s;", position, fKLMMatrix.c_str());
|
||||
code->appendf("float d = dot(float3(%s, 1), %s);", position, fEdgeDistanceEquation.c_str());
|
||||
code->appendf("%s = float4(klm, d);", fKLMD.gsOut());
|
||||
code->appendf("%s = float4(klm, d);", OutName(fKLMD));
|
||||
|
||||
this->onEmitVaryings(varyingHandler, code);
|
||||
this->onEmitVaryings(varyingHandler, scope, code);
|
||||
return WindHandling::kNotHandled;
|
||||
}
|
||||
|
||||
void GrCCPRCubicHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString* code) {
|
||||
// "klm" was just defined by the base class.
|
||||
void GrCCPRCubicHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope, SkString* code) {
|
||||
fGradMatrix.reset(kFloat2x2_GrSLType, scope);
|
||||
varyingHandler->addVarying("grad_matrix", &fGradMatrix);
|
||||
code->appendf("%s[0] = 3 * klm[0] * %s[0].xy;", fGradMatrix.gsOut(), fKLMMatrix.c_str());
|
||||
// "klm" was just defined by the base class.
|
||||
code->appendf("%s[0] = 3 * klm[0] * %s[0].xy;", OutName(fGradMatrix), fKLMMatrix.c_str());
|
||||
code->appendf("%s[1] = -klm[1] * %s[2].xy - klm[2] * %s[1].xy;",
|
||||
fGradMatrix.gsOut(), fKLMMatrix.c_str(), fKLMMatrix.c_str());
|
||||
OutName(fGradMatrix), fKLMMatrix.c_str(), fKLMMatrix.c_str());
|
||||
}
|
||||
|
||||
void GrCCPRCubicHullShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f,
|
||||
@ -113,15 +117,18 @@ void GrCCPRCubicCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const c
|
||||
vars->fCornerVars.fPoint = "corner";
|
||||
}
|
||||
|
||||
void GrCCPRCubicCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString* code) {
|
||||
void GrCCPRCubicCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope, SkString* code) {
|
||||
fdKLMDdx.reset(kFloat4_GrSLType, scope);
|
||||
varyingHandler->addFlatVarying("dklmddx", &fdKLMDdx);
|
||||
code->appendf("%s = float4(%s[0].x, %s[1].x, %s[2].x, %s.x);",
|
||||
fdKLMDdx.gsOut(), fKLMMatrix.c_str(), fKLMMatrix.c_str(),
|
||||
OutName(fdKLMDdx), fKLMMatrix.c_str(), fKLMMatrix.c_str(),
|
||||
fKLMMatrix.c_str(), fEdgeDistanceEquation.c_str());
|
||||
|
||||
fdKLMDdy.reset(kFloat4_GrSLType, scope);
|
||||
varyingHandler->addFlatVarying("dklmddy", &fdKLMDdy);
|
||||
code->appendf("%s = float4(%s[0].y, %s[1].y, %s[2].y, %s.y);",
|
||||
fdKLMDdy.gsOut(), fKLMMatrix.c_str(), fKLMMatrix.c_str(),
|
||||
OutName(fdKLMDdy), fKLMMatrix.c_str(), fKLMMatrix.c_str(),
|
||||
fKLMMatrix.c_str(), fEdgeDistanceEquation.c_str());
|
||||
}
|
||||
|
||||
|
@ -29,31 +29,31 @@ protected:
|
||||
virtual void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
GeometryVars*) const {}
|
||||
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
|
||||
const char* coverage, const char* wind) final;
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
|
||||
const char* position, const char* coverage, const char* wind) final;
|
||||
|
||||
virtual void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) = 0;
|
||||
virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) = 0;
|
||||
|
||||
GrShaderVar fKLMMatrix{"klm_matrix", kFloat3x3_GrSLType};
|
||||
GrShaderVar fEdgeDistanceEquation{"edge_distance_equation", kFloat3_GrSLType};
|
||||
GrGLSLVarying fKLMD{kFloat4_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fKLMD;
|
||||
};
|
||||
|
||||
class GrCCPRCubicHullShader : public GrCCPRCubicShader {
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
|
||||
|
||||
GrGLSLVarying fGradMatrix{kFloat2x2_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fGradMatrix;
|
||||
};
|
||||
|
||||
class GrCCPRCubicCornerShader : public GrCCPRCubicShader {
|
||||
void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
GeometryVars*) const override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
|
||||
|
||||
GrGLSLVarying fdKLMDdx{kFloat4_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fdKLMDdy{kFloat4_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fdKLMDdx;
|
||||
GrGLSLVarying fdKLMDdy;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -7,6 +7,7 @@
|
||||
|
||||
#include "GrCCPRQuadraticShader.h"
|
||||
|
||||
#include "glsl/GrGLSLVertexGeoBuilder.h"
|
||||
#include "glsl/GrGLSLFragmentShaderBuilder.h"
|
||||
#include "glsl/GrGLSLVertexGeoBuilder.h"
|
||||
|
||||
@ -33,19 +34,21 @@ void GrCCPRQuadraticShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char*
|
||||
}
|
||||
|
||||
Shader::WindHandling GrCCPRQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope,
|
||||
SkString* code, const char* position,
|
||||
const char* coverage,
|
||||
const char* /*wind*/) {
|
||||
SkASSERT(!coverage);
|
||||
|
||||
fXYD.reset(kFloat3_GrSLType, scope);
|
||||
varyingHandler->addVarying("xyd", &fXYD);
|
||||
code->appendf("%s.xy = (%s * float3(%s, 1)).xy;",
|
||||
fXYD.gsOut(), fCanonicalMatrix.c_str(), position);
|
||||
OutName(fXYD), fCanonicalMatrix.c_str(), position);
|
||||
code->appendf("%s.z = dot(%s.xy, %s) + %s.z;",
|
||||
fXYD.gsOut(), fEdgeDistanceEquation.c_str(), position,
|
||||
OutName(fXYD), fEdgeDistanceEquation.c_str(), position,
|
||||
fEdgeDistanceEquation.c_str());
|
||||
|
||||
this->onEmitVaryings(varyingHandler, code);
|
||||
this->onEmitVaryings(varyingHandler, scope, code);
|
||||
return WindHandling::kNotHandled;
|
||||
}
|
||||
|
||||
@ -69,10 +72,11 @@ void GrCCPRQuadraticHullShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const
|
||||
}
|
||||
|
||||
void GrCCPRQuadraticHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
SkString* code) {
|
||||
GrGLSLVarying::Scope scope, SkString* code) {
|
||||
fGrad.reset(kFloat2_GrSLType, scope);
|
||||
varyingHandler->addVarying("grad", &fGrad);
|
||||
code->appendf("%s = float2(2 * %s.x, -1) * float2x2(%s);",
|
||||
fGrad.gsOut(), fXYD.gsOut(), fCanonicalMatrix.c_str());
|
||||
OutName(fGrad), OutName(fXYD), fCanonicalMatrix.c_str());
|
||||
}
|
||||
|
||||
void GrCCPRQuadraticHullShader::onEmitFragmentCode(GrGLSLPPFragmentBuilder* f,
|
||||
@ -91,15 +95,17 @@ void GrCCPRQuadraticCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, con
|
||||
}
|
||||
|
||||
void GrCCPRQuadraticCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
SkString* code) {
|
||||
GrGLSLVarying::Scope scope, SkString* code) {
|
||||
fdXYDdx.reset(kFloat3_GrSLType, scope);
|
||||
varyingHandler->addFlatVarying("dXYDdx", &fdXYDdx);
|
||||
code->appendf("%s = float3(%s[0].x, %s[0].y, %s.x);",
|
||||
fdXYDdx.gsOut(), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
|
||||
OutName(fdXYDdx), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
|
||||
fEdgeDistanceEquation.c_str());
|
||||
|
||||
fdXYDdy.reset(kFloat3_GrSLType, scope);
|
||||
varyingHandler->addFlatVarying("dXYDdy", &fdXYDdy);
|
||||
code->appendf("%s = float3(%s[1].x, %s[1].y, %s.y);",
|
||||
fdXYDdy.gsOut(), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
|
||||
OutName(fdXYDdy), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
|
||||
fEdgeDistanceEquation.c_str());
|
||||
}
|
||||
|
||||
|
@ -28,14 +28,14 @@ protected:
|
||||
virtual void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
GeometryVars*) const = 0;
|
||||
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
|
||||
const char* coverage, const char* wind) final;
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
|
||||
const char* position, const char* coverage, const char* wind) final;
|
||||
|
||||
virtual void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) = 0;
|
||||
virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) {}
|
||||
|
||||
const GrShaderVar fCanonicalMatrix{"canonical_matrix", kFloat3x3_GrSLType};
|
||||
const GrShaderVar fEdgeDistanceEquation{"edge_distance_equation", kFloat3_GrSLType};
|
||||
GrGLSLVarying fXYD{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fXYD;
|
||||
};
|
||||
|
||||
/**
|
||||
@ -47,10 +47,10 @@ protected:
|
||||
class GrCCPRQuadraticHullShader : public GrCCPRQuadraticShader {
|
||||
void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
GeometryVars*) const override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
|
||||
|
||||
GrGLSLVarying fGrad{kFloat2_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fGrad;
|
||||
};
|
||||
|
||||
/**
|
||||
@ -59,11 +59,11 @@ class GrCCPRQuadraticHullShader : public GrCCPRQuadraticShader {
|
||||
class GrCCPRQuadraticCornerShader : public GrCCPRQuadraticShader {
|
||||
void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
GeometryVars*) const override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
|
||||
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
|
||||
|
||||
GrGLSLVarying fdXYDdx{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fdXYDdy{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fdXYDdx;
|
||||
GrGLSLVarying fdXYDdy;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -13,14 +13,16 @@
|
||||
using Shader = GrCCPRCoverageProcessor::Shader;
|
||||
|
||||
Shader::WindHandling GrCCPRTriangleShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope,
|
||||
SkString* code, const char* /*position*/,
|
||||
const char* coverage, const char* wind) {
|
||||
fCoverageTimesWind.reset(kHalf_GrSLType, scope);
|
||||
if (!coverage) {
|
||||
varyingHandler->addFlatVarying("wind", &fCoverageTimesWind);
|
||||
code->appendf("%s = %s;", fCoverageTimesWind.gsOut(), wind);
|
||||
code->appendf("%s = %s;", OutName(fCoverageTimesWind), wind);
|
||||
} else {
|
||||
varyingHandler->addVarying("coverage_times_wind", &fCoverageTimesWind);
|
||||
code->appendf("%s = %s * %s;", fCoverageTimesWind.gsOut(), coverage, wind);
|
||||
code->appendf("%s = %s * %s;", OutName(fCoverageTimesWind), coverage, wind);
|
||||
}
|
||||
return WindHandling::kHandled;
|
||||
}
|
||||
@ -85,18 +87,23 @@ void GrCCPRTriangleCornerShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const
|
||||
}
|
||||
|
||||
Shader::WindHandling
|
||||
GrCCPRTriangleCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, SkString* code,
|
||||
GrCCPRTriangleCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
|
||||
GrGLSLVarying::Scope scope, SkString* code,
|
||||
const char* position, const char* coverage,
|
||||
const char* /*wind*/) {
|
||||
SkASSERT(!coverage);
|
||||
|
||||
fCornerLocationInAABoxes.reset(kFloat2x2_GrSLType, scope);
|
||||
varyingHandler->addVarying("corner_location_in_aa_boxes", &fCornerLocationInAABoxes);
|
||||
|
||||
fBisectInAABoxes.reset(kFloat2x2_GrSLType, scope);
|
||||
varyingHandler->addFlatVarying("bisect_in_aa_boxes", &fBisectInAABoxes);
|
||||
|
||||
code->appendf("for (int i = 0; i < 2; ++i) {");
|
||||
code->appendf( "%s[i] = %s * %s[i] + %s[i];",
|
||||
fCornerLocationInAABoxes.gsOut(), position, fAABoxMatrices.c_str(),
|
||||
OutName(fCornerLocationInAABoxes), position, fAABoxMatrices.c_str(),
|
||||
fAABoxTranslates.c_str());
|
||||
code->appendf( "%s[i] = %s[i];", fBisectInAABoxes.gsOut(), fGeoShaderBisects.c_str());
|
||||
code->appendf( "%s[i] = %s[i];", OutName(fBisectInAABoxes), fGeoShaderBisects.c_str());
|
||||
code->appendf("}");
|
||||
|
||||
return WindHandling::kNotHandled;
|
||||
|
@ -11,35 +11,38 @@
|
||||
#include "ccpr/GrCCPRCoverageProcessor.h"
|
||||
|
||||
/**
|
||||
* Passes 1 & 2: Draw the triangle's conservative raster hull with a coverage of 1, then smooth the
|
||||
* Steps 1 & 2: Draw the triangle's conservative raster hull with a coverage of +1, then smooth the
|
||||
* edges by drawing the conservative rasters of all 3 edges and interpolating from
|
||||
* coverage=-1 on the outside to coverage=0 on the inside.
|
||||
* coverage=-1 on the outside to coverage=0 on the inside. The Impl may choose to
|
||||
* implement these steps in either one or two actual render passes.
|
||||
*/
|
||||
class GrCCPRTriangleShader : public GrCCPRCoverageProcessor::Shader {
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
|
||||
const char* coverage, const char* wind) override;
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
|
||||
const char* position, const char* coverage,
|
||||
const char* wind) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
|
||||
|
||||
GrGLSLVarying fCoverageTimesWind{kHalf_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fCoverageTimesWind;
|
||||
};
|
||||
|
||||
/**
|
||||
* Pass 3: Touch up the corner pixels. Here we fix the simple distance-to-edge coverage analysis
|
||||
* Step 3: Touch up the corner pixels. Here we fix the simple distance-to-edge coverage analysis
|
||||
* done previously so that it takes into account the region that is outside both edges at
|
||||
* the same time.
|
||||
*/
|
||||
class GrCCPRTriangleCornerShader : public GrCCPRCoverageProcessor::Shader {
|
||||
void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
|
||||
const char* wind, GeometryVars*) const override;
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
|
||||
const char* coverage, const char* wind) override;
|
||||
WindHandling onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
|
||||
const char* position, const char* coverage,
|
||||
const char* wind) override;
|
||||
void onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, const char* outputCoverage) const override;
|
||||
|
||||
GrShaderVar fAABoxMatrices{"aa_box_matrices", kFloat2x2_GrSLType, 2};
|
||||
GrShaderVar fAABoxTranslates{"aa_box_translates", kFloat2_GrSLType, 2};
|
||||
GrShaderVar fGeoShaderBisects{"bisects", kFloat2_GrSLType, 2};
|
||||
GrGLSLVarying fCornerLocationInAABoxes{kFloat2x2_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fBisectInAABoxes{kFloat2x2_GrSLType, GrGLSLVarying::Scope::kGeoToFrag};
|
||||
GrGLSLVarying fCornerLocationInAABoxes;
|
||||
GrGLSLVarying fBisectInAABoxes;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -38,14 +38,12 @@ static void crop_path(const SkPath& path, const SkIRect& cropbox, SkPath* out) {
|
||||
|
||||
bool GrCoverageCountingPathRenderer::IsSupported(const GrCaps& caps) {
|
||||
const GrShaderCaps& shaderCaps = *caps.shaderCaps();
|
||||
return shaderCaps.geometryShaderSupport() &&
|
||||
shaderCaps.integerSupport() &&
|
||||
return shaderCaps.integerSupport() &&
|
||||
shaderCaps.flatInterpolationSupport() &&
|
||||
caps.instanceAttribSupport() &&
|
||||
GrCaps::kNone_MapFlags != caps.mapBufferFlags() &&
|
||||
caps.isConfigTexturable(kAlpha_half_GrPixelConfig) &&
|
||||
caps.isConfigRenderable(kAlpha_half_GrPixelConfig, /*withMSAA=*/false) &&
|
||||
GrCaps::kNone_MapFlags != caps.mapBufferFlags() &&
|
||||
!caps.blacklistCoverageCounting();
|
||||
}
|
||||
|
||||
|
@ -37,6 +37,7 @@ void GrGLSLVaryingHandler::internalAddVarying(const char* name, GrGLSLVarying* v
|
||||
VaryingInfo& v = fVaryings.push_back();
|
||||
|
||||
SkASSERT(varying);
|
||||
SkASSERT(kVoid_GrSLType != varying->fType);
|
||||
v.fType = varying->fType;
|
||||
v.fIsFlat = flat;
|
||||
fProgramBuilder->nameVariable(&v.fVsOut, 'v', name);
|
||||
|
@ -24,8 +24,15 @@ public:
|
||||
kGeoToFrag
|
||||
};
|
||||
|
||||
GrGLSLVarying() = default;
|
||||
GrGLSLVarying(GrSLType type, Scope scope = Scope::kVertToFrag) : fType(type), fScope(scope) {}
|
||||
|
||||
void reset(GrSLType type, Scope scope = Scope::kVertToFrag) {
|
||||
*this = GrGLSLVarying();
|
||||
fType = type;
|
||||
fScope = scope;
|
||||
}
|
||||
|
||||
GrSLType type() const { return fType; }
|
||||
Scope scope() const { return fScope; }
|
||||
bool isInVertexShader() const { return Scope::kGeoToFrag != fScope; }
|
||||
@ -37,8 +44,8 @@ public:
|
||||
const char* fsIn() const { SkASSERT(this->isInFragmentShader()); return fFsIn; }
|
||||
|
||||
private:
|
||||
const GrSLType fType;
|
||||
const Scope fScope;
|
||||
GrSLType fType = kVoid_GrSLType;
|
||||
Scope fScope = Scope::kVertToFrag;
|
||||
const char* fVsOut = nullptr;
|
||||
const char* fGsIn = nullptr;
|
||||
const char* fGsOut = nullptr;
|
||||
|
Loading…
Reference in New Issue
Block a user