Various optimizations to stroke tessellation shaders
Bug: skia:10419 Change-Id: I1544113b6ea2327674a48a0430146a859a547723 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/322796 Commit-Queue: Chris Dalton <csmartdalton@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com>
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@ -18,8 +18,11 @@ constexpr static float kLinearizationIntolerance =
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class GrStrokeTessellateShader::Impl : public GrGLSLGeometryProcessor {
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class GrStrokeTessellateShader::Impl : public GrGLSLGeometryProcessor {
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public:
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public:
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const char* getTessControlArgsUniformName(const GrGLSLUniformHandler& uniformHandler) const {
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const char* getTessArgs1UniformName(const GrGLSLUniformHandler& uniformHandler) const {
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return uniformHandler.getUniformCStr(fTessControlArgsUniform);
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return uniformHandler.getUniformCStr(fTessArgs1Uniform);
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}
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const char* getTessArgs2UniformName(const GrGLSLUniformHandler& uniformHandler) const {
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return uniformHandler.getUniformCStr(fTessArgs2Uniform);
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}
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}
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const char* getTranslateUniformName(const GrGLSLUniformHandler& uniformHandler) const {
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const char* getTranslateUniformName(const GrGLSLUniformHandler& uniformHandler) const {
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return uniformHandler.getUniformCStr(fTranslateUniform);
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return uniformHandler.getUniformCStr(fTranslateUniform);
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@ -31,19 +34,23 @@ public:
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private:
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private:
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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const auto& shader = args.fGP.cast<GrStrokeTessellateShader>();
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const auto& shader = args.fGP.cast<GrStrokeTessellateShader>();
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auto* uniHandler = args.fUniformHandler;
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args.fVaryingHandler->emitAttributes(shader);
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args.fVaryingHandler->emitAttributes(shader);
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auto* uniHandler = args.fUniformHandler;
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// uNumSegmentsInJoin, uCubicConstantPow2, uNumRadialSegmentsPerRadian, uMiterLimitInvPow2.
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fTessControlArgsUniform = uniHandler->addUniform(nullptr,
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fTessArgs1Uniform = uniHandler->addUniform(nullptr, kTessControl_GrShaderFlag,
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kTessControl_GrShaderFlag |
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kFloat4_GrSLType, "tessArgs1", nullptr);
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kTessEvaluation_GrShaderFlag,
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// uRadialTolerancePow2, uStrokeRadius.
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kFloat4_GrSLType, "tessControlArgs",
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fTessArgs2Uniform = uniHandler->addUniform(nullptr, kTessControl_GrShaderFlag |
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nullptr);
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kTessEvaluation_GrShaderFlag,
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kFloat2_GrSLType,
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"tessArgs2", nullptr);
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if (!shader.viewMatrix().isIdentity()) {
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if (!shader.viewMatrix().isIdentity()) {
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fTranslateUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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fTranslateUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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kFloat2_GrSLType, "translate", nullptr);
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kFloat2_GrSLType, "translate", nullptr);
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fAffineMatrixUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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fAffineMatrixUniform = uniHandler->addUniform(nullptr, kTessEvaluation_GrShaderFlag,
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kFloat2x2_GrSLType, "affineMatrix",
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kFloat4_GrSLType, "affineMatrix",
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nullptr);
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nullptr);
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}
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}
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const char* colorUniformName;
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const char* colorUniformName;
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@ -78,12 +85,14 @@ private:
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// form the original input points or else the seams might crack.
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// form the original input points or else the seams might crack.
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float2 tan0 = (P[1] == P[0]) ? P[2] - P[0] : P[1] - P[0];
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float2 tan0 = (P[1] == P[0]) ? P[2] - P[0] : P[1] - P[0];
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float2 tan1 = (P[3] == P[2]) ? P[3] - P[1] : P[3] - P[2];
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float2 tan1 = (P[3] == P[2]) ? P[3] - P[1] : P[3] - P[2];
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if (tan1 == float2(0)) {
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if (tan1 == float2(0)) {
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// [p0, p3, p3, p3] is a reserved pattern that means this patch is a join only.
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// [p0, p3, p3, p3] is a reserved pattern that means this patch is a join only.
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P[1] = P[2] = P[3] = P[0]; // Colocate all the curve's points.
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P[1] = P[2] = P[3] = P[0]; // Colocate all the curve's points.
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// This will disable the (co-located) curve sections by making their tangents equal.
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// This will disable the (co-located) curve sections by making their tangents equal.
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tan1 = tan0;
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tan1 = tan0;
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}
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}
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if (tan0 == float2(0)) {
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if (tan0 == float2(0)) {
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// [p0, p0, p0, p3] is a reserved pattern that means this patch is a cusp point.
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// [p0, p0, p0, p3] is a reserved pattern that means this patch is a cusp point.
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P[3] = P[0]; // Colocate all the points on the cusp.
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P[3] = P[0]; // Colocate all the points on the cusp.
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@ -116,7 +125,8 @@ private:
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float a = cross(A, B);
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float a = cross(A, B);
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float b = cross(A, C);
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float b = cross(A, C);
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float c = cross(B, C);
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float c = cross(B, C);
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float discr = b*b - 4*a*c;
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float b_over_2 = b*.5;
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float discr_over_4 = b_over_2*b_over_2 - a*c;
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float2x2 innerTangents = float2x2(0);
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float2x2 innerTangents = float2x2(0);
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if (float3(a,b,c) == float3(0)) {
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if (float3(a,b,c) == float3(0)) {
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@ -131,11 +141,11 @@ private:
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//
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//
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float3 coeffs = tan0 * float3x2(A,B,C);
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float3 coeffs = tan0 * float3x2(A,B,C);
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a = coeffs.x;
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a = coeffs.x;
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b = coeffs.y*2;
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b_over_2 = coeffs.y;
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c = coeffs.z;
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c = coeffs.z;
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discr = max(b*b - 4*a*c, 0);
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discr_over_4 = max(b_over_2*b_over_2 - a*c, 0);
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innerTangents = float2x2(-tan0, -tan0);
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innerTangents = float2x2(-tan0, -tan0);
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} else if (discr <= 0) {
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} else if (discr_over_4 <= 0) {
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// The curve does not inflect. This means it might rotate more than 180 degrees instead.
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// The curve does not inflect. This means it might rotate more than 180 degrees instead.
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// Craft a quadratic whose roots are the points were rotation == 180 deg and 0. (These
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// Craft a quadratic whose roots are the points were rotation == 180 deg and 0. (These
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// are the points where the tangent is parallel to tan0.)
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// are the points where the tangent is parallel to tan0.)
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@ -148,18 +158,19 @@ private:
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// NOTE: When P0 == P1 then C != tan0, C == 0 and these roots will be undefined. But
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// NOTE: When P0 == P1 then C != tan0, C == 0 and these roots will be undefined. But
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// that's ok because when P0 == P1 the curve cannot rotate more than 180 degrees anyway.
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// that's ok because when P0 == P1 the curve cannot rotate more than 180 degrees anyway.
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a = b;
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a = b;
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b = c*2;
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b_over_2 = c;
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c = 0;
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c = 0;
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discr = b*b;
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discr_over_4 = b_over_2*b_over_2;
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innerTangents[0] = -C;
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innerTangents[0] = -C;
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}
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}
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// Solve our quadratic equation for the chop points.
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// Solve our quadratic equation for the chop points. This is inspired by the quadratic
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float x = sqrt(discr);
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// formula from Numerical Recipes in C.
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if (b < 0) {
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float q = sqrt(discr_over_4);
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x = -x;
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if (b_over_2 > 0) {
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q = -q;
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}
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}
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float q = -.5 * (b + x);
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q -= b_over_2;
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float2 chopT = float2((a != 0) ? q/a : 0,
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float2 chopT = float2((a != 0) ? q/a : 0,
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(q != 0) ? c/q : 0);
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(q != 0) ? c/q : 0);
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@ -194,37 +205,29 @@ private:
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innerTangents = float2x2(tan0, tan0);
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innerTangents = float2x2(tan0, tan0);
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}
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}
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// Chop the curve at chopT[0].
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// Chop the curve at chopT[0] and chopT[1].
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float2 ab = mix(P[0], P[1], chopT[0]);
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float4 ab = mix(P[0].xyxy, P[1].xyxy, chopT.sstt);
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float2 bc = mix(P[1], P[2], chopT[0]);
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float4 bc = mix(P[1].xyxy, P[2].xyxy, chopT.sstt);
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float2 cd = mix(P[2], P[3], chopT[0]);
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float4 cd = mix(P[2].xyxy, P[3].xyxy, chopT.sstt);
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float2 abc = mix(ab, bc, chopT[0]);
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float4 abc = mix(ab, bc, chopT.sstt);
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float2 bcd = mix(bc, cd, chopT[0]);
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float4 bcd = mix(bc, cd, chopT.sstt);
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float2 abcd = mix(abc, bcd, chopT[0]);
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float4 abcd = mix(abc, bcd, chopT.sstt);
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float4 middle = mix(abc, bcd, chopT.ttss);
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// Chop the curve at chopT[1].
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float2 xy = mix(P[0], P[1], chopT[1]);
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float2 yz = mix(P[1], P[2], chopT[1]);
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float2 zw = mix(P[2], P[3], chopT[1]);
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float2 xyz = mix(xy, yz, chopT[1]);
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float2 yzw = mix(yz, zw, chopT[1]);
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float2 xyzw = mix(xyz, yzw, chopT[1]);
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// Find tangents at the chop points if an inner tangent wasn't specified.
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// Find tangents at the chop points if an inner tangent wasn't specified.
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if (innerTangents[0] == float2(0)) {
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if (innerTangents[0] == float2(0)) {
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innerTangents[0] = bcd - abc;
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innerTangents[0] = bcd.xy - abc.xy;
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}
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}
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if (innerTangents[1] == float2(0)) {
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if (innerTangents[1] == float2(0)) {
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innerTangents[1] = yzw - xyz;
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innerTangents[1] = bcd.zw - abc.zw;
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}
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}
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// Package arguments for the tessellation control stage.
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// Package arguments for the tessellation control stage.
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vsPts01 = float4(P[0], ab);
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vsPts01 = float4(P[0], ab.xy);
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vsPts23 = float4(abc, abcd);
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vsPts23 = float4(abc.xy, abcd.xy);
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vsPts45 = float4(mix(abcd, bcd, (chopT[1] - chopT[0]) / (1 - chopT[0])),
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vsPts45 = middle;
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mix(xyz, xyzw, (chopT[1] != 0) ? chopT[0] / chopT[1] : 0));
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vsPts67 = float4(abcd.zw, bcd.zw);
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vsPts67 = float4(xyzw, yzw);
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vsPts89 = float4(cd.zw, P[3]);
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vsPts89 = float4(zw, P[3]);
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vsTans01 = float4(tan0, innerTangents[0]);
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vsTans01 = float4(tan0, innerTangents[0]);
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vsTans23 = float4(innerTangents[1], tan1);
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vsTans23 = float4(innerTangents[1], tan1);
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vsPrevJoinTangent = (prevJoinTangent == float2(0)) ? tan0 : prevJoinTangent;
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vsPrevJoinTangent = (prevJoinTangent == float2(0)) ? tan0 : prevJoinTangent;
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@ -250,21 +253,30 @@ private:
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numSegmentsInJoin = 0; // Use the rotation to calculate the number of segments.
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numSegmentsInJoin = 0; // Use the rotation to calculate the number of segments.
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break;
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break;
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}
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}
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pdman.set4f(fTessControlArgsUniform,
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float intolerance = kLinearizationIntolerance * shader.fMatrixScale;
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shader.fStroke.getWidth() * .5, // uStrokeRadius.
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float cubicConstant = GrWangsFormula::cubic_constant(intolerance);
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numSegmentsInJoin, // uNumSegmentsInJoin
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float strokeRadius = shader.fStroke.getWidth() * .5;
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kLinearizationIntolerance * shader.fMatrixScale, // uIntolerance in path space.
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float radialIntolerance = 1 / (strokeRadius * intolerance);
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1/(shader.fStroke.getMiter()*shader.fStroke.getMiter())); // uMiterLimitPowMinus2.
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float miterLimit = shader.fStroke.getMiter();
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pdman.set4f(fTessArgs1Uniform,
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numSegmentsInJoin, // uNumSegmentsInJoin
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cubicConstant * cubicConstant, // uCubicConstantPow2 in path space.
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.5f / acosf(std::max(1 - radialIntolerance, -1.f)), // uNumRadialSegmentsPerRadian
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1 / (miterLimit * miterLimit)); // uMiterLimitInvPow2.
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pdman.set2f(fTessArgs2Uniform,
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radialIntolerance * radialIntolerance, // uRadialTolerancePow2.
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strokeRadius); // uStrokeRadius.
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const SkMatrix& m = shader.viewMatrix();
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const SkMatrix& m = shader.viewMatrix();
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if (!m.isIdentity()) {
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if (!m.isIdentity()) {
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
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float affineMatrix[4] = {m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY()};
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pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
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pdman.setMatrix2f(fAffineMatrixUniform, affineMatrix);
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m.getScaleY());
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}
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}
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pdman.set4fv(fColorUniform, 1, shader.fColor.vec());
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pdman.set4fv(fColorUniform, 1, shader.fColor.vec());
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}
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}
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GrGLSLUniformHandler::UniformHandle fTessControlArgsUniform;
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GrGLSLUniformHandler::UniformHandle fTessArgs1Uniform;
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GrGLSLUniformHandler::UniformHandle fTessArgs2Uniform;
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GrGLSLUniformHandler::UniformHandle fTranslateUniform;
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GrGLSLUniformHandler::UniformHandle fTranslateUniform;
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GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
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GrGLSLUniformHandler::UniformHandle fColorUniform;
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GrGLSLUniformHandler::UniformHandle fColorUniform;
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@ -284,12 +296,16 @@ SkString GrStrokeTessellateShader::getTessControlShaderGLSL(
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code.appendf("const float kMaxTessellationSegments = %i;\n",
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code.appendf("const float kMaxTessellationSegments = %i;\n",
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shaderCaps.maxTessellationSegments());
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shaderCaps.maxTessellationSegments());
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const char* tessControlArgsName = impl->getTessControlArgsUniformName(uniformHandler);
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const char* tessArgs1Name = impl->getTessArgs1UniformName(uniformHandler);
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code.appendf("uniform vec4 %s;\n", tessControlArgsName);
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code.appendf("uniform vec4 %s;\n", tessArgs1Name);
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code.appendf("#define uStrokeRadius %s.x\n", tessControlArgsName);
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code.appendf("#define uNumSegmentsInJoin %s.x\n", tessArgs1Name);
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code.appendf("#define uNumSegmentsInJoin %s.y\n", tessControlArgsName);
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code.appendf("#define uCubicConstantPow2 %s.y\n", tessArgs1Name);
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code.appendf("#define uIntolerance %s.z\n", tessControlArgsName);
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code.appendf("#define uNumRadialSegmentsPerRadian %s.z\n", tessArgs1Name);
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code.appendf("#define uMiterLimitPowMinus2 %s.w\n", tessControlArgsName);
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code.appendf("#define uMiterLimitInvPow2 %s.w\n", tessArgs1Name);
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const char* tessArgs2Name = impl->getTessArgs2UniformName(uniformHandler);
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code.appendf("uniform vec2 %s;\n", tessArgs2Name);
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code.appendf("#define uRadialTolerancePow2 %s.x\n", tessArgs2Name);
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code.append(R"(
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code.append(R"(
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in vec4 vsPts01[];
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in vec4 vsPts01[];
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@ -322,6 +338,10 @@ SkString GrStrokeTessellateShader::getTessControlShaderGLSL(
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return determinant(mat2(a,b));
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return determinant(mat2(a,b));
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}
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}
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float length_pow2(vec2 v) {
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return dot(v, v);
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}
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void main() {
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void main() {
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// Unpack the input arguments from the vertex shader.
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// Unpack the input arguments from the vertex shader.
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mat4x2 P;
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mat4x2 P;
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@ -348,15 +368,14 @@ SkString GrStrokeTessellateShader::getTessControlShaderGLSL(
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// section of the curve into. (See GrWangsFormula::cubic() for more documentation on this
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// section of the curve into. (See GrWangsFormula::cubic() for more documentation on this
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// formula.) The final tessellated strip will be a composition of these parametric segments
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// formula.) The final tessellated strip will be a composition of these parametric segments
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// as well as radial segments.
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// as well as radial segments.
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float numParametricSegments = sqrt(
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float w = length_pow2(max(abs(P[2] - P[1]*2.0 + P[0]),
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.75*uIntolerance * length(max(abs(P[2] - P[1]*2.0 + P[0]),
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abs(P[3] - P[2]*2.0 + P[1]))) * uCubicConstantPow2;
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abs(P[3] - P[2]*2.0 + P[1]))));
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float numParametricSegments = ceil(inversesqrt(inversesqrt(max(w, 1e-2))));
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if (P[0] == P[1] && P[2] == P[3]) {
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if (P[0] == P[1] && P[2] == P[3]) {
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// This is how the patch builder articulates lineTos but Wang's formula returns
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// This is how the patch builder articulates lineTos but Wang's formula returns
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// >>1 segment in this scenario. Assign 1 parametric segment.
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// >>1 segment in this scenario. Assign 1 parametric segment.
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numParametricSegments = 1;
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numParametricSegments = 1;
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}
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}
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numParametricSegments = max(ceil(numParametricSegments), 1);
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// Determine the curve's start angle.
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// Determine the curve's start angle.
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float angle0 = atan2(tangents[0]);
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float angle0 = atan2(tangents[0]);
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@ -382,28 +401,27 @@ SkString GrStrokeTessellateShader::getTessControlShaderGLSL(
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// Calculate the number of evenly spaced radial segments to chop this section of the curve
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// Calculate the number of evenly spaced radial segments to chop this section of the curve
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// into. Radial segments divide the curve's rotation into even steps. The final tessellated
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// into. Radial segments divide the curve's rotation into even steps. The final tessellated
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// strip will be a composition of both parametric and radial segments.
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// strip will be a composition of both parametric and radial segments.
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float radialTolerance = 1 / (uStrokeRadius * uIntolerance);
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float numRadialSegments = abs(rotation) * uNumRadialSegmentsPerRadian;
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float numRadialSegments = abs(rotation) / (2 * acos(max(1 - radialTolerance, -1)));
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numRadialSegments = max(ceil(numRadialSegments), 1);
|
numRadialSegments = max(ceil(numRadialSegments), 1);
|
||||||
|
|
||||||
if (gl_InvocationID == 0) {
|
if (gl_InvocationID == 0) {
|
||||||
// Set up joins.
|
// Set up joins.
|
||||||
numParametricSegments = 1; // Joins don't have parametric segments.
|
numParametricSegments = 1; // Joins don't have parametric segments.
|
||||||
numRadialSegments = (uNumSegmentsInJoin == 0) ? numRadialSegments : uNumSegmentsInJoin;
|
numRadialSegments = (uNumSegmentsInJoin == 0) ? numRadialSegments : uNumSegmentsInJoin;
|
||||||
float innerStrokeRadius = uStrokeRadius;
|
float innerStrokeRadiusMultiplier = 1;
|
||||||
if (uNumSegmentsInJoin == 2) {
|
if (uNumSegmentsInJoin == 2) {
|
||||||
// Miter join: extend the middle radius to either the miter point or the bevel edge.
|
// Miter join: extend the middle radius to either the miter point or the bevel edge.
|
||||||
float x = fma(cosTheta, .5, .5);
|
float x = fma(cosTheta, .5, .5);
|
||||||
innerStrokeRadius *= (x >= uMiterLimitPowMinus2) ? inversesqrt(x) : sqrt(x);
|
innerStrokeRadiusMultiplier = (x >= uMiterLimitInvPow2) ? inversesqrt(x) : sqrt(x);
|
||||||
}
|
}
|
||||||
vec2 strokeOutsetClamp = vec2(-1, 1);
|
vec2 strokeOutsetClamp = vec2(-1, 1);
|
||||||
if (distance(tan0norm, tan1norm) > radialTolerance) {
|
if (length_pow2(tan1norm - tan0norm) > uRadialTolerancePow2) {
|
||||||
// Clamp the join to the exterior side of its junction. We only do this if the join
|
// Clamp the join to the exterior side of its junction. We only do this if the join
|
||||||
// angle is large enough to guarantee there won't be cracks on the interior side of
|
// angle is large enough to guarantee there won't be cracks on the interior side of
|
||||||
// the junction.
|
// the junction.
|
||||||
strokeOutsetClamp = (rotation > 0) ? vec2(-1,0) : vec2(0,1);
|
strokeOutsetClamp = (rotation > 0) ? vec2(-1,0) : vec2(0,1);
|
||||||
}
|
}
|
||||||
tcsJoinArgs = vec3(innerStrokeRadius, strokeOutsetClamp);
|
tcsJoinArgs = vec3(innerStrokeRadiusMultiplier, strokeOutsetClamp);
|
||||||
}
|
}
|
||||||
|
|
||||||
// The first and last edges are shared by both the parametric and radial sets of edges, so
|
// The first and last edges are shared by both the parametric and radial sets of edges, so
|
||||||
@ -482,16 +500,16 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
|
|
||||||
code.appendf("const float kPI = 3.141592653589793238;\n");
|
code.appendf("const float kPI = 3.141592653589793238;\n");
|
||||||
|
|
||||||
const char* tessControlArgsName = impl->getTessControlArgsUniformName(uniformHandler);
|
const char* tessArgs2Name = impl->getTessArgs2UniformName(uniformHandler);
|
||||||
code.appendf("uniform vec4 %s;\n", tessControlArgsName);
|
code.appendf("uniform vec2 %s;\n", tessArgs2Name);
|
||||||
code.appendf("#define uStrokeRadius %s.x\n", tessControlArgsName);
|
code.appendf("#define uStrokeRadius %s.y\n", tessArgs2Name);
|
||||||
|
|
||||||
if (!this->viewMatrix().isIdentity()) {
|
if (!this->viewMatrix().isIdentity()) {
|
||||||
const char* translateName = impl->getTranslateUniformName(uniformHandler);
|
const char* translateName = impl->getTranslateUniformName(uniformHandler);
|
||||||
code.appendf("uniform vec2 %s;\n", translateName);
|
code.appendf("uniform vec2 %s;\n", translateName);
|
||||||
code.appendf("#define uTranslate %s\n", translateName);
|
code.appendf("#define uTranslate %s\n", translateName);
|
||||||
const char* affineMatrixName = impl->getAffineMatrixUniformName(uniformHandler);
|
const char* affineMatrixName = impl->getAffineMatrixUniformName(uniformHandler);
|
||||||
code.appendf("uniform mat2x2 %s;\n", affineMatrixName);
|
code.appendf("uniform vec4 %s;\n", affineMatrixName);
|
||||||
code.appendf("#define uAffineMatrix %s\n", affineMatrixName);
|
code.appendf("#define uAffineMatrix %s\n", affineMatrixName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -526,7 +544,7 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
P = mat4x2(tcsPts01[0], tcsPt2Tan0[0].xy, tcsPts01[1].xy);
|
P = mat4x2(tcsPts01[0], tcsPt2Tan0[0].xy, tcsPts01[1].xy);
|
||||||
tan0 = tcsPt2Tan0[0].zw;
|
tan0 = tcsPt2Tan0[0].zw;
|
||||||
tessellationArgs = tcsTessArgs[0].yzw;
|
tessellationArgs = tcsTessArgs[0].yzw;
|
||||||
strokeRadius = (localEdgeID == 1) ? tcsJoinArgs.x : strokeRadius;
|
strokeRadius *= (localEdgeID == 1) ? tcsJoinArgs.x : 1;
|
||||||
strokeOutsetClamp = tcsJoinArgs.yz;
|
strokeOutsetClamp = tcsJoinArgs.yz;
|
||||||
} else if ((localEdgeID -= tcsTessArgs[0].x) < tcsTessArgs[1].x) {
|
} else if ((localEdgeID -= tcsTessArgs[0].x) < tcsTessArgs[1].x) {
|
||||||
// Our edge belongs to the first curve section.
|
// Our edge belongs to the first curve section.
|
||||||
@ -549,24 +567,25 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
float angle0 = tessellationArgs.y;
|
float angle0 = tessellationArgs.y;
|
||||||
float radsPerSegment = tessellationArgs.z;
|
float radsPerSegment = tessellationArgs.z;
|
||||||
|
|
||||||
// Find a tangent matrix C' in power basis form. (This gives the derivative scaled by 1/3.)
|
// Start by finding the cubic's power basis coefficients. These define a tangent direction
|
||||||
//
|
// (scaled by a uniform 1/3) as:
|
||||||
// |T^2|
|
// |T^2|
|
||||||
// dx,dy (divided by 3) = tangent = C_ * | T|
|
// Tangent_Direction(T) = dx,dy = |A 2B C| * |T |
|
||||||
// | 1|
|
// |. . .| |1 |
|
||||||
mat3x2 C_ = P * mat3x4(-1, 3, -3, 1,
|
vec2 C = P[1] - P[0];
|
||||||
2, -4, 2, 0,
|
vec2 D = P[2] - P[1];
|
||||||
-1, 1, 0, 0);
|
vec2 E = P[3] - P[0];
|
||||||
|
vec2 B = D - C;
|
||||||
|
vec2 A = fma(vec2(-3), D, E);
|
||||||
|
|
||||||
// Find the matrix C_s that produces an (arbitrarily scaled) tangent vector from a
|
// Now find the coefficients that give a tangent direction from a parametric edge ID:
|
||||||
// parametric edge ID:
|
|
||||||
//
|
//
|
||||||
// |parametricEdgeId^2|
|
// |parametricEdgeID^2|
|
||||||
// C_s * | parametricEdgeId| = tangent * s
|
// Tangent_Direction(parametricEdgeID) = dx,dy = |A B_ C_| * |parametricEdgeID |
|
||||||
// | 1|
|
// |. . .| |1 |
|
||||||
//
|
//
|
||||||
mat3x2 C_s = mat3x2(C_[0], C_[1] * numParametricSegments,
|
vec2 B_ = B * (numParametricSegments * 2);
|
||||||
C_[2] * (numParametricSegments * numParametricSegments));
|
vec2 C_ = C * (numParametricSegments * numParametricSegments);
|
||||||
|
|
||||||
// Run an O(log N) search to determine the highest parametric edge that is located on or
|
// Run an O(log N) search to determine the highest parametric edge that is located on or
|
||||||
// before the localEdgeID. A local edge ID is determined by the sum of complete parametric
|
// before the localEdgeID. A local edge ID is determined by the sum of complete parametric
|
||||||
@ -583,8 +602,8 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
// Test the parametric edge at lastParametricEdgeID + 2^exp.
|
// Test the parametric edge at lastParametricEdgeID + 2^exp.
|
||||||
float testParametricID = lastParametricEdgeID + (1 << exp);
|
float testParametricID = lastParametricEdgeID + (1 << exp);
|
||||||
if (testParametricID <= maxParametricEdgeID) {
|
if (testParametricID <= maxParametricEdgeID) {
|
||||||
vec2 testTan = fma(vec2(testParametricID), C_s[0], C_s[1]);
|
vec2 testTan = fma(vec2(testParametricID), A, B_);
|
||||||
testTan = fma(vec2(testParametricID), testTan, C_s[2]);
|
testTan = fma(vec2(testParametricID), testTan, C_);
|
||||||
float cosRotation = dot(normalize(testTan), tan0norm);
|
float cosRotation = dot(normalize(testTan), tan0norm);
|
||||||
float maxRotation = fma(testParametricID, negAbsRadsPerSegment, maxRotation0);
|
float maxRotation = fma(testParametricID, negAbsRadsPerSegment, maxRotation0);
|
||||||
maxRotation = min(maxRotation, kPI);
|
maxRotation = min(maxRotation, kPI);
|
||||||
@ -605,35 +624,34 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
// Now that we've identified the highest parametric edge on or before the localEdgeID, the
|
// Now that we've identified the highest parametric edge on or before the localEdgeID, the
|
||||||
// highest radial edge is easy:
|
// highest radial edge is easy:
|
||||||
float lastRadialEdgeID = localEdgeID - lastParametricEdgeID;
|
float lastRadialEdgeID = localEdgeID - lastParametricEdgeID;
|
||||||
float radialAngle = fma(lastRadialEdgeID, radsPerSegment, angle0);
|
|
||||||
|
|
||||||
// Find the T value of the edge at lastRadialEdgeID. This is the point whose tangent angle
|
// Find the tangent vector on the edge at lastRadialEdgeID.
|
||||||
// is equal to radialAngle, or whose tangent vector is orthogonal to "norm".
|
float radialAngle = fma(lastRadialEdgeID, radsPerSegment, angle0);
|
||||||
vec2 tangent = vec2(cos(radialAngle), sin(radialAngle));
|
vec2 tangent = vec2(cos(radialAngle), sin(radialAngle));
|
||||||
vec2 norm = vec2(-tangent.y, tangent.x);
|
vec2 norm = vec2(-tangent.y, tangent.x);
|
||||||
|
|
||||||
// Find the T value where the cubic's tangent is orthogonal to norm:
|
// Find the T value where the cubic's tangent is orthogonal to norm. This is a quadratic:
|
||||||
//
|
//
|
||||||
// |T^2|
|
// dot(norm, Tangent_Direction(T)) == 0
|
||||||
// dot(tangent, norm) == 0: norm * C_ * | T| == 0
|
|
||||||
// | 1|
|
|
||||||
//
|
//
|
||||||
// The coeffs for the quadratic equation we need to solve are therefore: norm * C_.
|
// |T^2|
|
||||||
vec3 coeffs = norm * C_;
|
// norm * |A 2B C| * |T | == 0
|
||||||
float a=coeffs.x, b=coeffs.y, c=coeffs.z;
|
// |. . .| |1 |
|
||||||
|
//
|
||||||
// Quadratic formula from Numerical Recipes in C.
|
vec3 coeffs = norm * mat3x2(A,B,C);
|
||||||
float x = sqrt(max(b*b - 4*a*c, 0));
|
float a=coeffs.x, b_over_2=coeffs.y, c=coeffs.z;
|
||||||
if (b < 0) {
|
float discr_over_4 = max(b_over_2*b_over_2 - a*c, 0);
|
||||||
x = -x;
|
float q = sqrt(discr_over_4);
|
||||||
|
if (b_over_2 > 0) {
|
||||||
|
q = -q;
|
||||||
}
|
}
|
||||||
float q = -.5 * (b + x);
|
q -= b_over_2;
|
||||||
|
|
||||||
// Roots are q/a and c/q. Since each curve section does not inflect or rotate more than 180
|
// Roots are q/a and c/q. Since each curve section does not inflect or rotate more than 180
|
||||||
// degrees, there can only be one tangent orthogonal to "norm" inside 0..1. Pick the root
|
// degrees, there can only be one tangent orthogonal to "norm" inside 0..1. Pick the root
|
||||||
// nearest 0.5.
|
// nearest .5.
|
||||||
float _5qa = .5*q*a;
|
float _5qa = -.5*q*a;
|
||||||
vec2 root = (abs(q*q - _5qa) < abs(a*c - _5qa)) ? vec2(q,a) : vec2(c,q);
|
vec2 root = (abs(fma(q,q,_5qa)) < abs(fma(a,c,_5qa))) ? vec2(q,a) : vec2(c,q);
|
||||||
float radialT = (root.t != 0) ? root.s / root.t : 0;
|
float radialT = (root.t != 0) ? root.s / root.t : 0;
|
||||||
radialT = clamp(radialT, 0, 1);
|
radialT = clamp(radialT, 0, 1);
|
||||||
|
|
||||||
@ -688,7 +706,7 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
|
|||||||
// Transform after tessellation. Stroke widths and normals are defined in (pre-transform) local
|
// Transform after tessellation. Stroke widths and normals are defined in (pre-transform) local
|
||||||
// path space.
|
// path space.
|
||||||
if (!this->viewMatrix().isIdentity()) {
|
if (!this->viewMatrix().isIdentity()) {
|
||||||
code.append("vertexPos = uAffineMatrix * vertexPos + uTranslate;");
|
code.append("vertexPos = mat2(uAffineMatrix) * vertexPos + uTranslate;");
|
||||||
}
|
}
|
||||||
|
|
||||||
code.append(R"(
|
code.append(R"(
|
||||||
|
@ -81,7 +81,7 @@ void GrTessellationPathRenderer::initAtlasFlags(GrRecordingContext* rContext) {
|
|||||||
// GrWangsFormula::worst_case_cubic(kLinearizationIntolerance, w, kMaxAtlasPathHeight^2 / w)
|
// GrWangsFormula::worst_case_cubic(kLinearizationIntolerance, w, kMaxAtlasPathHeight^2 / w)
|
||||||
// == maxTessellationSegments
|
// == maxTessellationSegments
|
||||||
//
|
//
|
||||||
float k = GrWangsFormula::cubic_k(kLinearizationIntolerance);
|
float k = GrWangsFormula::cubic_constant(kLinearizationIntolerance);
|
||||||
float h = kMaxAtlasPathHeight;
|
float h = kMaxAtlasPathHeight;
|
||||||
float s = caps.shaderCaps()->maxTessellationSegments();
|
float s = caps.shaderCaps()->maxTessellationSegments();
|
||||||
// Quadratic formula from Numerical Recipes in C:
|
// Quadratic formula from Numerical Recipes in C:
|
||||||
|
@ -28,7 +28,7 @@ SK_ALWAYS_INLINE static int ceil_log2_sqrt_sqrt(float x) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Constant term for the quatratic formula.
|
// Constant term for the quatratic formula.
|
||||||
constexpr float quadratic_k(float intolerance) {
|
constexpr float quadratic_constant(float intolerance) {
|
||||||
return .25f * intolerance;
|
return .25f * intolerance;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -43,7 +43,7 @@ SK_ALWAYS_INLINE static float quadratic_pow4(float intolerance, const SkPoint pt
|
|||||||
Sk2f v = p0 + p1*-2 + p2;
|
Sk2f v = p0 + p1*-2 + p2;
|
||||||
v = vectorXform(v);
|
v = vectorXform(v);
|
||||||
Sk2f vv = v*v;
|
Sk2f vv = v*v;
|
||||||
float k = quadratic_k(intolerance);
|
float k = quadratic_constant(intolerance);
|
||||||
return k*k * (vv[0] + vv[1]);
|
return k*k * (vv[0] + vv[1]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -62,7 +62,7 @@ SK_ALWAYS_INLINE static int quadratic_log2(float intolerance, const SkPoint pts[
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Constant term for the cubic formula.
|
// Constant term for the cubic formula.
|
||||||
constexpr float cubic_k(float intolerance) {
|
constexpr float cubic_constant(float intolerance) {
|
||||||
return .75f * intolerance;
|
return .75f * intolerance;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -78,7 +78,7 @@ SK_ALWAYS_INLINE static float cubic_pow4(float intolerance, const SkPoint pts[],
|
|||||||
v = vectorXform(v);
|
v = vectorXform(v);
|
||||||
Sk4f vv = v*v;
|
Sk4f vv = v*v;
|
||||||
vv = Sk4f::Max(vv, SkNx_shuffle<2,3,0,1>(vv));
|
vv = Sk4f::Max(vv, SkNx_shuffle<2,3,0,1>(vv));
|
||||||
float k = cubic_k(intolerance);
|
float k = cubic_constant(intolerance);
|
||||||
return k*k * (vv[0] + vv[1]);
|
return k*k * (vv[0] + vv[1]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -100,7 +100,7 @@ SK_ALWAYS_INLINE static int cubic_log2(float intolerance, const SkPoint pts[],
|
|||||||
// would ever need to be divided into. This is simply a special case of the cubic formula where we
|
// would ever need to be divided into. This is simply a special case of the cubic formula where we
|
||||||
// maximize its value by placing control points on specific corners of the bounding box.
|
// maximize its value by placing control points on specific corners of the bounding box.
|
||||||
SK_ALWAYS_INLINE static float worst_case_cubic(float intolerance, float devWidth, float devHeight) {
|
SK_ALWAYS_INLINE static float worst_case_cubic(float intolerance, float devWidth, float devHeight) {
|
||||||
float k = cubic_k(intolerance);
|
float k = cubic_constant(intolerance);
|
||||||
return SkScalarSqrt(2*k * SkVector::Length(devWidth, devHeight));
|
return SkScalarSqrt(2*k * SkVector::Length(devWidth, devHeight));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -108,7 +108,7 @@ SK_ALWAYS_INLINE static float worst_case_cubic(float intolerance, float devWidth
|
|||||||
// size would ever need to be divided into.
|
// size would ever need to be divided into.
|
||||||
SK_ALWAYS_INLINE static int worst_case_cubic_log2(float intolerance, float devWidth,
|
SK_ALWAYS_INLINE static int worst_case_cubic_log2(float intolerance, float devWidth,
|
||||||
float devHeight) {
|
float devHeight) {
|
||||||
float k = cubic_k(intolerance);
|
float k = cubic_constant(intolerance);
|
||||||
return ceil_log2_sqrt_sqrt(4*k*k * (devWidth * devWidth + devHeight * devHeight));
|
return ceil_log2_sqrt_sqrt(4*k*k * (devWidth * devWidth + devHeight * devHeight));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -30,7 +30,7 @@ static float wangs_formula_quadratic_reference_impl(float intolerance, const SkP
|
|||||||
Sk2f p0 = Sk2f::Load(pts);
|
Sk2f p0 = Sk2f::Load(pts);
|
||||||
Sk2f p1 = Sk2f::Load(pts + 1);
|
Sk2f p1 = Sk2f::Load(pts + 1);
|
||||||
Sk2f p2 = Sk2f::Load(pts + 2);
|
Sk2f p2 = Sk2f::Load(pts + 2);
|
||||||
float k = GrWangsFormula::quadratic_k(intolerance);
|
float k = GrWangsFormula::quadratic_constant(intolerance);
|
||||||
return SkScalarSqrt(k * length(p0 - p1*2 + p2));
|
return SkScalarSqrt(k * length(p0 - p1*2 + p2));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -39,7 +39,7 @@ static float wangs_formula_cubic_reference_impl(float intolerance, const SkPoint
|
|||||||
Sk2f p1 = Sk2f::Load(pts + 1);
|
Sk2f p1 = Sk2f::Load(pts + 1);
|
||||||
Sk2f p2 = Sk2f::Load(pts + 2);
|
Sk2f p2 = Sk2f::Load(pts + 2);
|
||||||
Sk2f p3 = Sk2f::Load(pts + 3);
|
Sk2f p3 = Sk2f::Load(pts + 3);
|
||||||
float k = GrWangsFormula::cubic_k(intolerance);
|
float k = GrWangsFormula::cubic_constant(intolerance);
|
||||||
return SkScalarSqrt(k * length(Sk2f::Max((p0 - p1*2 + p2).abs(),
|
return SkScalarSqrt(k * length(Sk2f::Max((p0 - p1*2 + p2).abs(),
|
||||||
(p1 - p2*2 + p3).abs())));
|
(p1 - p2*2 + p3).abs())));
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user