Move tessellation math into GrQuadUtils
Change-Id: I133fb0d5e154c2f01aba7ef2a7e1b87b6089a608 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/251460 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Michael Ludwig <michaelludwig@google.com>
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@ -24,7 +24,7 @@ public:
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// certain types of matrices:
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enum class Type {
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// The 4 points remain an axis-aligned rectangle; their logical indices may not respect
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// TL, BL, TR, BR ordering if the transform was a 90 degre rotation or mirror.
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// TL, BL, TR, BR ordering if the transform was a 90 degree rotation or mirror.
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kAxisAligned,
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// The 4 points represent a rectangle subjected to a rotation, its corners are right angles.
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kRectilinear,
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@ -144,7 +144,13 @@ public:
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const float* ws() const { return fW; }
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float* ws() { return fW; }
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void setQuadType(Type newType) { fType = newType; }
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// Automatically sets ws to 1 if new type is not perspective.
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void setQuadType(Type newType) {
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if (newType != Type::kPerspective) {
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fW[0] = fW[1] = fW[2] = fW[3] = 1.f;
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}
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fType = newType;
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}
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private:
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template<typename T>
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friend class GrQuadListBase; // for access to fX, fY, fW
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@ -15,6 +15,47 @@
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using V4f = skvx::Vec<4, float>;
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using M4f = skvx::Vec<4, int32_t>;
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#define AI SK_ALWAYS_INLINE
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static constexpr float kTolerance = 1e-2f;
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// True/false bit masks for initializing an M4f
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static constexpr int32_t kTrue = ~0;
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static constexpr int32_t kFalse = 0;
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// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
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// order.
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static AI V4f next_cw(const V4f& v) {
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return skvx::shuffle<2, 0, 3, 1>(v);
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}
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static AI V4f next_ccw(const V4f& v) {
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return skvx::shuffle<1, 3, 0, 2>(v);
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}
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// Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector.
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// e3 may be null if only 2D edges need to be corrected for.
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static AI void correct_bad_edges(const M4f& bad, V4f* e1, V4f* e2, V4f* e3) {
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if (any(bad)) {
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// Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding
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*e1 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e1), *e1);
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*e2 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e2), *e2);
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if (e3) {
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*e3 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e3), *e3);
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}
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}
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}
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// Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points.
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static AI void correct_bad_coords(const M4f& bad, V4f* c1, V4f* c2, V4f* c3) {
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if (any(bad)) {
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*c1 = if_then_else(bad, next_ccw(*c1), *c1);
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*c2 = if_then_else(bad, next_ccw(*c2), *c2);
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if (c3) {
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*c3 = if_then_else(bad, next_ccw(*c3), *c3);
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}
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}
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}
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// Since the local quad may not be type kRect, this uses the opposites for each vertex when
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// interpolating, and calculates new ws in addition to new xs, ys.
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static void interpolate_local(float alpha, int v0, int v1, int v2, int v3,
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@ -343,4 +384,458 @@ bool CropToRect(const SkRect& cropRect, GrAA cropAA, GrQuadAAFlags* edgeFlags, G
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TessellationHelper implementation
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TessellationHelper::QuadMetadata TessellationHelper::getMetadata(const Vertices& vertices,
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GrQuadAAFlags aaFlags) {
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V4f dx = next_ccw(vertices.fX) - vertices.fX;
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V4f dy = next_ccw(vertices.fY) - vertices.fY;
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V4f invLengths = rsqrt(mad(dx, dx, dy * dy));
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V4f mask = aaFlags == GrQuadAAFlags::kAll ? V4f(1.f) :
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V4f{(GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f,
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(GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f,
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(GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f,
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(GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f};
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return { dx * invLengths, dy * invLengths, invLengths, mask };
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}
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TessellationHelper::Edges TessellationHelper::getEdgeEquations(const QuadMetadata& metadata,
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const Vertices& vertices) {
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V4f dx = metadata.fDX;
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V4f dy = metadata.fDY;
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// Correct for bad edges by copying adjacent edge information into the bad component
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correct_bad_edges(metadata.fInvLengths >= 1.f / kTolerance, &dx, &dy, nullptr);
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V4f c = mad(dx, vertices.fY, -dy * vertices.fX);
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// Make sure normals point into the shape
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V4f test = mad(dy, next_cw(vertices.fX), mad(-dx, next_cw(vertices.fY), c));
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if (any(test < -kTolerance)) {
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return {-dy, dx, -c, true};
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} else {
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return {dy, -dx, c, false};
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}
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}
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bool TessellationHelper::getOptimizedOutset(const QuadMetadata& metadata,
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bool rectilinear,
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V4f* outset) {
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if (rectilinear) {
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*outset = 0.5f;
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// Stay in the fast path as long as all edges are at least a pixel long (so 1/len <= 1)
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return all(metadata.fInvLengths <= 1.f);
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}
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if (any(metadata.fInvLengths >= 1.f / kTolerance)) {
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// Have an empty edge from a degenerate quad, so there's no hope
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return false;
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}
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// The distance the point needs to move is 1/2sin(theta), where theta is the angle between the
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// two edges at that point. cos(theta) is equal to dot(dxy, next_cw(dxy))
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V4f cosTheta = mad(metadata.fDX, next_cw(metadata.fDX), metadata.fDY * next_cw(metadata.fDY));
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// If the angle is too shallow between edges, go through the degenerate path, otherwise adding
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// and subtracting very large vectors in almost opposite directions leads to float errors
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if (any(abs(cosTheta) >= 0.9f)) {
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return false;
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}
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*outset = 0.5f * rsqrt(1.f - cosTheta * cosTheta); // 1/2sin(theta)
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// When outsetting or insetting, the current edge's AA adds to the length:
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// cos(pi - theta)/2sin(theta) + cos(pi-ccw(theta))/2sin(ccw(theta))
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// Moving an adjacent edge updates the length by 1/2sin(theta|ccw(theta))
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V4f halfTanTheta = -cosTheta * (*outset); // cos(pi - theta) = -cos(theta)
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V4f edgeAdjust = metadata.fMask * (halfTanTheta + next_ccw(halfTanTheta)) +
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next_ccw(metadata.fMask) * next_ccw(*outset) +
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next_cw(metadata.fMask) * (*outset);
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// If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make edgeLen negative
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// then use the slow path
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V4f threshold = 0.1f - (1.f / metadata.fInvLengths);
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return all(edgeAdjust > threshold) && all(edgeAdjust < -threshold);
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}
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void TessellationHelper::outsetVertices(const V4f& outset,
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const QuadMetadata& metadata,
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Vertices* quad) {
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// The mask is rotated compared to the outsets and edge vectors, since if the edge is "on"
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// both its points need to be moved along their other edge vectors.
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auto maskedOutset = -outset * next_cw(metadata.fMask);
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auto maskedOutsetCW = outset * metadata.fMask;
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// x = x + outset * mask * next_cw(xdiff) - outset * next_cw(mask) * xdiff
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quad->fX += mad(maskedOutsetCW, next_cw(metadata.fDX), maskedOutset * metadata.fDX);
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quad->fY += mad(maskedOutsetCW, next_cw(metadata.fDY), maskedOutset * metadata.fDY);
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if (quad->fUVRCount > 0) {
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// We want to extend the texture coords by the same proportion as the positions.
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maskedOutset *= metadata.fInvLengths;
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maskedOutsetCW *= next_cw(metadata.fInvLengths);
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V4f du = next_ccw(quad->fU) - quad->fU;
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V4f dv = next_ccw(quad->fV) - quad->fV;
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quad->fU += mad(maskedOutsetCW, next_cw(du), maskedOutset * du);
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quad->fV += mad(maskedOutsetCW, next_cw(dv), maskedOutset * dv);
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if (quad->fUVRCount == 3) {
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V4f dr = next_ccw(quad->fR) - quad->fR;
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quad->fR += mad(maskedOutsetCW, next_cw(dr), maskedOutset * dr);
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}
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}
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}
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void TessellationHelper::outsetProjectedVertices(const V4f& x2d, const V4f& y2d,
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GrQuadAAFlags aaFlags, Vertices* quad) {
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// Left to right, in device space, for each point
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V4f e1x = skvx::shuffle<2, 3, 2, 3>(quad->fX) - skvx::shuffle<0, 1, 0, 1>(quad->fX);
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V4f e1y = skvx::shuffle<2, 3, 2, 3>(quad->fY) - skvx::shuffle<0, 1, 0, 1>(quad->fY);
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V4f e1w = skvx::shuffle<2, 3, 2, 3>(quad->fW) - skvx::shuffle<0, 1, 0, 1>(quad->fW);
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correct_bad_edges(mad(e1x, e1x, e1y * e1y) < kTolerance * kTolerance, &e1x, &e1y, &e1w);
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// // Top to bottom, in device space, for each point
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V4f e2x = skvx::shuffle<1, 1, 3, 3>(quad->fX) - skvx::shuffle<0, 0, 2, 2>(quad->fX);
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V4f e2y = skvx::shuffle<1, 1, 3, 3>(quad->fY) - skvx::shuffle<0, 0, 2, 2>(quad->fY);
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V4f e2w = skvx::shuffle<1, 1, 3, 3>(quad->fW) - skvx::shuffle<0, 0, 2, 2>(quad->fW);
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correct_bad_edges(mad(e2x, e2x, e2y * e2y) < kTolerance * kTolerance, &e2x, &e2y, &e2w);
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// Can only move along e1 and e2 to reach the new 2D point, so we have
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// x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and
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// y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b
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// This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where
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// the cNx and cNy coefficients are:
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V4f c1x = e1w * x2d - e1x;
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V4f c1y = e1w * y2d - e1y;
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V4f c2x = e2w * x2d - e2x;
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V4f c2y = e2w * y2d - e2y;
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V4f c3x = quad->fW * x2d - quad->fX;
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V4f c3y = quad->fW * y2d - quad->fY;
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// Solve for a and b
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V4f a, b, denom;
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if (aaFlags == GrQuadAAFlags::kAll) {
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// When every edge is outset/inset, each corner can use both edge vectors
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denom = c1x * c2y - c2x * c1y;
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a = (c2x * c3y - c3x * c2y) / denom;
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b = (c3x * c1y - c1x * c3y) / denom;
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} else {
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// Force a or b to be 0 if that edge cannot be used due to non-AA
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M4f aMask = M4f{(aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse};
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M4f bMask = M4f{(aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
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(aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse};
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// When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case.
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// When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom
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// When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, ""
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// When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0
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M4f useC1x = abs(c1x) > abs(c1y);
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M4f useC2x = abs(c2x) > abs(c2y);
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denom = if_then_else(aMask,
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if_then_else(bMask,
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c1x * c2y - c2x * c1y, /* A & B */
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if_then_else(useC1x, c1x, c1y)), /* A & !B */
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if_then_else(bMask,
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if_then_else(useC2x, c2x, c2y), /* !A & B */
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V4f(1.f))); /* !A & !B */
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a = if_then_else(aMask,
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if_then_else(bMask,
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c2x * c3y - c3x * c2y, /* A & B */
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if_then_else(useC1x, -c3x, -c3y)), /* A & !B */
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V4f(0.f)) / denom; /* !A */
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b = if_then_else(bMask,
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if_then_else(aMask,
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c3x * c1y - c1x * c3y, /* A & B */
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if_then_else(useC2x, -c3x, -c3y)), /* !A & B */
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V4f(0.f)) / denom; /* !B */
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}
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V4f newW = quad->fW + a * e1w + b * e2w;
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// If newW < 0, scale a and b such that the point reaches the infinity plane instead of crossing
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// This breaks orthogonality of inset/outsets, but GPUs don't handle negative Ws well so this
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// is far less visually disturbing (likely not noticeable since it's at extreme perspective).
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// The alternative correction (multiply xyw by -1) has the disadvantage of changing how local
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// coordinates would be interpolated.
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static const float kMinW = 1e-6f;
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if (any(newW < 0.f)) {
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V4f scale = if_then_else(newW < kMinW, (kMinW - quad->fW) / (newW - quad->fW), V4f(1.f));
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a *= scale;
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b *= scale;
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}
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quad->fX += a * e1x + b * e2x;
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quad->fY += a * e1y + b * e2y;
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quad->fW += a * e1w + b * e2w;
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correct_bad_coords(abs(denom) < kTolerance, &quad->fX, &quad->fY, &quad->fW);
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if (quad->fUVRCount > 0) {
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// Calculate R here so it can be corrected with U and V in case it's needed later
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V4f e1u = skvx::shuffle<2, 3, 2, 3>(quad->fU) - skvx::shuffle<0, 1, 0, 1>(quad->fU);
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V4f e1v = skvx::shuffle<2, 3, 2, 3>(quad->fV) - skvx::shuffle<0, 1, 0, 1>(quad->fV);
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V4f e1r = skvx::shuffle<2, 3, 2, 3>(quad->fR) - skvx::shuffle<0, 1, 0, 1>(quad->fR);
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correct_bad_edges(mad(e1u, e1u, e1v * e1v) < kTolerance * kTolerance, &e1u, &e1v, &e1r);
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V4f e2u = skvx::shuffle<1, 1, 3, 3>(quad->fU) - skvx::shuffle<0, 0, 2, 2>(quad->fU);
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V4f e2v = skvx::shuffle<1, 1, 3, 3>(quad->fV) - skvx::shuffle<0, 0, 2, 2>(quad->fV);
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V4f e2r = skvx::shuffle<1, 1, 3, 3>(quad->fR) - skvx::shuffle<0, 0, 2, 2>(quad->fR);
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correct_bad_edges(mad(e2u, e2u, e2v * e2v) < kTolerance * kTolerance, &e2u, &e2v, &e2r);
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quad->fU += a * e1u + b * e2u;
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quad->fV += a * e1v + b * e2v;
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if (quad->fUVRCount == 3) {
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quad->fR += a * e1r + b * e2r;
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correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, &quad->fR);
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} else {
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correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, nullptr);
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}
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}
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}
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V4f TessellationHelper::getDegenerateCoverage(const V4f& px, const V4f& py, const Edges& edges) {
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// Calculate distance of the 4 inset points (px, py) to the 4 edges
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V4f d0 = mad(edges.fA[0], px, mad(edges.fB[0], py, edges.fC[0]));
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V4f d1 = mad(edges.fA[1], px, mad(edges.fB[1], py, edges.fC[1]));
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V4f d2 = mad(edges.fA[2], px, mad(edges.fB[2], py, edges.fC[2]));
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V4f d3 = mad(edges.fA[3], px, mad(edges.fB[3], py, edges.fC[3]));
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// For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal
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// axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis
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// so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage
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// at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an
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// accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not
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// mathematically accurate but qualitatively provides a stable value proportional to the size of
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// the shape.
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V4f w = max(0.f, min(1.f, d0 + d3));
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V4f h = max(0.f, min(1.f, d1 + d2));
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return w * h;
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}
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V4f TessellationHelper::computeDegenerateQuad(GrQuadAAFlags aaFlags, const V4f& mask,
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const Edges& edges, bool outset, Vertices* quad) {
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// Move the edge 1/2 pixel in or out depending on 'outset'.
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V4f oc = edges.fC + mask * (outset ? 0.5f : -0.5f);
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// There are 6 points that we care about to determine the final shape of the polygon, which
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// are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the
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// 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges).
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V4f denom = edges.fA * next_cw(edges.fB) - edges.fB * next_cw(edges.fA);
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V4f px = (edges.fB * next_cw(oc) - oc * next_cw(edges.fB)) / denom;
|
||||
V4f py = (oc * next_cw(edges.fA) - edges.fA * next_cw(oc)) / denom;
|
||||
correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr);
|
||||
|
||||
// Calculate the signed distances from these 4 corners to the other two edges that did not
|
||||
// define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and
|
||||
// p(3) to e0,e2
|
||||
V4f dists1 = px * skvx::shuffle<3, 3, 0, 0>(edges.fA) +
|
||||
py * skvx::shuffle<3, 3, 0, 0>(edges.fB) +
|
||||
skvx::shuffle<3, 3, 0, 0>(oc);
|
||||
V4f dists2 = px * skvx::shuffle<1, 2, 1, 2>(edges.fA) +
|
||||
py * skvx::shuffle<1, 2, 1, 2>(edges.fB) +
|
||||
skvx::shuffle<1, 2, 1, 2>(oc);
|
||||
|
||||
// If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as
|
||||
// the 4 points. If any point is on the wrong side of both edges, the interior has collapsed
|
||||
// and we need to use a central point to represent it. If all four points are only on the
|
||||
// wrong side of 1 edge, one edge has crossed over another and we use a line to represent it.
|
||||
// Otherwise, use a triangle that replaces the bad points with the intersections of
|
||||
// (e1, e2) or (e0, e3) as needed.
|
||||
M4f d1v0 = dists1 < kTolerance;
|
||||
M4f d2v0 = dists2 < kTolerance;
|
||||
M4f d1And2 = d1v0 & d2v0;
|
||||
M4f d1Or2 = d1v0 | d2v0;
|
||||
|
||||
V4f coverage;
|
||||
if (!any(d1Or2)) {
|
||||
// Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is
|
||||
// and use full coverage
|
||||
coverage = 1.f;
|
||||
} else if (any(d1And2)) {
|
||||
// A point failed against two edges, so reduce the shape to a single point, which we take as
|
||||
// the center of the original quad to ensure it is contained in the intended geometry. Since
|
||||
// it has collapsed, we know the shape cannot cover a pixel so update the coverage.
|
||||
SkPoint center = {0.25f * (quad->fX[0] + quad->fX[1] + quad->fX[2] + quad->fX[3]),
|
||||
0.25f * (quad->fY[0] + quad->fY[1] + quad->fY[2] + quad->fY[3])};
|
||||
px = center.fX;
|
||||
py = center.fY;
|
||||
coverage = getDegenerateCoverage(px, py, edges);
|
||||
} else if (all(d1Or2)) {
|
||||
// Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
|
||||
// that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed.
|
||||
if (dists1[2] < kTolerance && dists1[3] < kTolerance) {
|
||||
// Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
|
||||
px = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
|
||||
py = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
|
||||
} else {
|
||||
// Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
|
||||
px = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
|
||||
py = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
|
||||
}
|
||||
coverage = getDegenerateCoverage(px, py, edges);
|
||||
} else {
|
||||
// This turns into a triangle. Replace corners as needed with the intersections between
|
||||
// (e0,e3) and (e1,e2), which must now be calculated
|
||||
using V2f = skvx::Vec<2, float>;
|
||||
V2f eDenom = skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(edges.fB) -
|
||||
skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(edges.fA);
|
||||
V2f ex = (skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(oc) -
|
||||
skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fB)) / eDenom;
|
||||
V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fA) -
|
||||
skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(oc)) / eDenom;
|
||||
|
||||
if (SkScalarAbs(eDenom[0]) > kTolerance) {
|
||||
px = if_then_else(d1v0, V4f(ex[0]), px);
|
||||
py = if_then_else(d1v0, V4f(ey[0]), py);
|
||||
}
|
||||
if (SkScalarAbs(eDenom[1]) > kTolerance) {
|
||||
px = if_then_else(d2v0, V4f(ex[1]), px);
|
||||
py = if_then_else(d2v0, V4f(ey[1]), py);
|
||||
}
|
||||
|
||||
coverage = 1.f;
|
||||
}
|
||||
|
||||
outsetProjectedVertices(px, py, aaFlags, quad);
|
||||
return coverage;
|
||||
}
|
||||
|
||||
V4f TessellationHelper::computeNestedQuadVertices(GrQuadAAFlags aaFlags, bool rectilinear,
|
||||
Vertices* inner, Vertices* outer) {
|
||||
SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
|
||||
SkASSERT(outer->fUVRCount == inner->fUVRCount);
|
||||
|
||||
QuadMetadata metadata = getMetadata(*inner, aaFlags);
|
||||
|
||||
// When outsetting, we want the new edge to be .5px away from the old line, which means the
|
||||
// corners may need to be adjusted by more than .5px if the matrix had sheer. This adjustment
|
||||
// is only computed if there are no empty edges, and it may signal going through the slow path.
|
||||
V4f outset = 0.5f;
|
||||
if (getOptimizedOutset(metadata, rectilinear, &outset)) {
|
||||
// Since it's not subpixel, outsetting and insetting are trivial vector additions.
|
||||
outsetVertices(outset, metadata, outer);
|
||||
outsetVertices(-outset, metadata, inner);
|
||||
return 1.f;
|
||||
}
|
||||
|
||||
// Only compute edge equations once since they are the same for inner and outer quads
|
||||
Edges edges = getEdgeEquations(metadata, *inner);
|
||||
|
||||
// Calculate both outset and inset, returning the coverage reported for the inset, since the
|
||||
// outset will always have 0.0f.
|
||||
computeDegenerateQuad(aaFlags, metadata.fMask, edges, true, outer);
|
||||
return computeDegenerateQuad(aaFlags, metadata.fMask, edges, false, inner);
|
||||
}
|
||||
|
||||
V4f TessellationHelper::computeNestedPerspQuadVertices(const GrQuadAAFlags aaFlags,
|
||||
Vertices* inner,
|
||||
Vertices* outer) {
|
||||
SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
|
||||
SkASSERT(outer->fUVRCount == inner->fUVRCount);
|
||||
|
||||
// Calculate the projected 2D quad and use it to form projeccted inner/outer quads
|
||||
V4f iw = 1.0f / inner->fW;
|
||||
V4f x2d = inner->fX * iw;
|
||||
V4f y2d = inner->fY * iw;
|
||||
|
||||
Vertices inner2D = { x2d, y2d, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; // No uvr outsetting in 2D
|
||||
Vertices outer2D = inner2D;
|
||||
|
||||
V4f coverage = computeNestedQuadVertices(aaFlags, /* rect */ false, &inner2D, &outer2D);
|
||||
|
||||
// Now map from the 2D inset/outset back to 3D and update the local coordinates as well
|
||||
outsetProjectedVertices(inner2D.fX, inner2D.fY, aaFlags, inner);
|
||||
outsetProjectedVertices(outer2D.fX, outer2D.fY, aaFlags, outer);
|
||||
|
||||
return coverage;
|
||||
}
|
||||
|
||||
TessellationHelper::TessellationHelper(const GrQuad& deviceQuad, const GrQuad* localQuad)
|
||||
: fAAFlags(GrQuadAAFlags::kNone)
|
||||
, fCoverage(1.f)
|
||||
, fDeviceType(deviceQuad.quadType())
|
||||
, fLocalType(localQuad ? localQuad->quadType() : GrQuad::Type::kAxisAligned) {
|
||||
fOriginal.fX = deviceQuad.x4f();
|
||||
fOriginal.fY = deviceQuad.y4f();
|
||||
fOriginal.fW = deviceQuad.w4f();
|
||||
|
||||
if (localQuad) {
|
||||
fOriginal.fU = localQuad->x4f();
|
||||
fOriginal.fV = localQuad->y4f();
|
||||
fOriginal.fR = localQuad->w4f();
|
||||
fOriginal.fUVRCount = fLocalType == GrQuad::Type::kPerspective ? 3 : 2;
|
||||
} else {
|
||||
fOriginal.fUVRCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
V4f TessellationHelper::pixelCoverage() {
|
||||
// When there are no AA edges, insetting and outsetting is skipped since the original geometry
|
||||
// can just be reported directly (in which case fCoverage may be stale).
|
||||
return fAAFlags == GrQuadAAFlags::kNone ? 1.f : fCoverage;
|
||||
}
|
||||
|
||||
void TessellationHelper::inset(GrQuadAAFlags aaFlags, GrQuad* deviceInset, GrQuad* localInset) {
|
||||
if (aaFlags != fAAFlags) {
|
||||
fAAFlags = aaFlags;
|
||||
if (aaFlags != GrQuadAAFlags::kNone) {
|
||||
this->recomputeInsetAndOutset();
|
||||
}
|
||||
}
|
||||
if (fAAFlags == GrQuadAAFlags::kNone) {
|
||||
this->setQuads(fOriginal, deviceInset, localInset);
|
||||
} else {
|
||||
this->setQuads(fInset, deviceInset, localInset);
|
||||
}
|
||||
}
|
||||
|
||||
void TessellationHelper::outset(GrQuadAAFlags aaFlags, GrQuad* deviceOutset, GrQuad* localOutset) {
|
||||
if (aaFlags != fAAFlags) {
|
||||
fAAFlags = aaFlags;
|
||||
if (aaFlags != GrQuadAAFlags::kNone) {
|
||||
this->recomputeInsetAndOutset();
|
||||
}
|
||||
}
|
||||
if (fAAFlags == GrQuadAAFlags::kNone) {
|
||||
this->setQuads(fOriginal, deviceOutset, localOutset);
|
||||
} else {
|
||||
this->setQuads(fOutset, deviceOutset, localOutset);
|
||||
}
|
||||
}
|
||||
|
||||
void TessellationHelper::recomputeInsetAndOutset() {
|
||||
// Start from the original geometry
|
||||
fInset = fOriginal;
|
||||
fOutset = fOriginal;
|
||||
|
||||
if (fDeviceType == GrQuad::Type::kPerspective) {
|
||||
fCoverage = computeNestedPerspQuadVertices(fAAFlags, &fInset, &fOutset);
|
||||
} else {
|
||||
fCoverage = computeNestedQuadVertices(fAAFlags, fDeviceType <= GrQuad::Type::kRectilinear,
|
||||
&fInset, &fOutset);
|
||||
}
|
||||
}
|
||||
|
||||
void TessellationHelper::setQuads(const Vertices& vertices,
|
||||
GrQuad* deviceOut, GrQuad* localOut) const {
|
||||
SkASSERT(deviceOut);
|
||||
SkASSERT(vertices.fUVRCount == 0 || localOut);
|
||||
|
||||
vertices.fX.store(deviceOut->xs());
|
||||
vertices.fY.store(deviceOut->ys());
|
||||
if (fDeviceType == GrQuad::Type::kPerspective) {
|
||||
vertices.fW.store(deviceOut->ws());
|
||||
}
|
||||
deviceOut->setQuadType(fDeviceType); // This sets ws == 1 when device type != perspective
|
||||
|
||||
if (vertices.fUVRCount > 0) {
|
||||
vertices.fU.store(localOut->xs());
|
||||
vertices.fV.store(localOut->ys());
|
||||
if (vertices.fUVRCount == 3) {
|
||||
vertices.fR.store(localOut->ws());
|
||||
}
|
||||
localOut->setQuadType(fLocalType);
|
||||
}
|
||||
}
|
||||
|
||||
}; // namespace GrQuadUtils
|
||||
|
@ -8,10 +8,12 @@
|
||||
#ifndef GrQuadUtils_DEFINED
|
||||
#define GrQuadUtils_DEFINED
|
||||
|
||||
#include "include/private/SkVx.h"
|
||||
#include "src/gpu/geometry/GrQuad.h"
|
||||
|
||||
enum class GrQuadAAFlags;
|
||||
enum class GrAA : bool;
|
||||
enum class GrAAType : unsigned;
|
||||
class GrQuad;
|
||||
struct SkRect;
|
||||
|
||||
namespace GrQuadUtils {
|
||||
@ -38,6 +40,107 @@ namespace GrQuadUtils {
|
||||
bool CropToRect(const SkRect& cropRect, GrAA cropAA, GrQuadAAFlags* edgeFlags, GrQuad* quad,
|
||||
GrQuad* local=nullptr);
|
||||
|
||||
class TessellationHelper {
|
||||
public:
|
||||
// Provide nullptr if there are no local coordinates to track
|
||||
TessellationHelper(const GrQuad& deviceQuad, const GrQuad* localQuad);
|
||||
|
||||
skvx::Vec<4, float> pixelCoverage();
|
||||
|
||||
void inset(GrQuadAAFlags aaFlags, GrQuad* deviceInset, GrQuad* localInset);
|
||||
|
||||
void outset(GrQuadAAFlags aaFlags, GrQuad* deviceOutset, GrQuad* localOutset);
|
||||
|
||||
private:
|
||||
using V4f = skvx::Vec<4, float>;
|
||||
|
||||
struct Vertices {
|
||||
// X, Y, and W coordinates in device space. If not perspective, w should be set to 1.f
|
||||
V4f fX, fY, fW;
|
||||
// U, V, and R coordinates representing local quad.
|
||||
// Ignored depending on uvrCount (0, 1, 2).
|
||||
V4f fU, fV, fR;
|
||||
int fUVRCount;
|
||||
};
|
||||
|
||||
struct QuadMetadata {
|
||||
// Normalized edge vectors of the device space quad, ordered L, B, T, R
|
||||
// (i.e. nextCCW(x) - x).
|
||||
V4f fDX, fDY;
|
||||
// 1 / edge length of the device space quad
|
||||
V4f fInvLengths;
|
||||
// Edge mask (set to all 1s if aa flags is kAll), otherwise 1.f if edge was AA,
|
||||
// 0.f if non-AA.
|
||||
V4f fMask;
|
||||
};
|
||||
|
||||
struct Edges {
|
||||
// a * x + b * y + c = 0; positive distance is inside the quad; ordered LBTR.
|
||||
V4f fA, fB, fC;
|
||||
// Whether or not the edge normals had to be flipped to preserve positive distance on
|
||||
// the inside
|
||||
bool fFlipped;
|
||||
};
|
||||
|
||||
// Repeated calls to inset/outset with the same mask skip calculations
|
||||
GrQuadAAFlags fAAFlags;
|
||||
|
||||
Vertices fOriginal;
|
||||
Vertices fInset;
|
||||
Vertices fOutset;
|
||||
skvx::Vec<4, float> fCoverage;
|
||||
|
||||
GrQuad::Type fDeviceType;
|
||||
GrQuad::Type fLocalType;
|
||||
|
||||
void recomputeInsetAndOutset();
|
||||
void setQuads(const Vertices& vertices, GrQuad* deviceOut, GrQuad* localOut) const;
|
||||
|
||||
static QuadMetadata getMetadata(const Vertices& vertices, GrQuadAAFlags aaFlags);
|
||||
static Edges getEdgeEquations(const QuadMetadata& metadata, const Vertices& vertices);
|
||||
// Sets 'outset' to the magnitude of outset/inset to adjust each corner of a quad given the
|
||||
// edge angles and lengths. If the quad is too small, has empty edges, or too sharp of
|
||||
// angles, false is returned and the degenerate slow-path should be used.
|
||||
static bool getOptimizedOutset(const QuadMetadata& metadata,
|
||||
bool rectilinear,
|
||||
skvx::Vec<4, float>* outset);
|
||||
// Ignores the quad's fW, use outsetProjectedVertices if it's known to need 3D.
|
||||
static void outsetVertices(const skvx::Vec<4, float>& outset,
|
||||
const QuadMetadata& metadata,
|
||||
Vertices* quad);
|
||||
// Updates (x,y,w) to be at (x2d,y2d) once projected. Updates (u,v,r) to match if provided.
|
||||
// Gracefully handles 2D content if *w holds all 1s.
|
||||
static void outsetProjectedVertices(const skvx::Vec<4, float>& x2d,
|
||||
const skvx::Vec<4, float>& y2d,
|
||||
GrQuadAAFlags aaFlags,
|
||||
Vertices* quad);
|
||||
static skvx::Vec<4, float> getDegenerateCoverage(const skvx::Vec<4, float>& px,
|
||||
const skvx::Vec<4, float>& py,
|
||||
const Edges& edges);
|
||||
// Outsets or insets xs/ys in place. To be used when the interior is very small, edges are
|
||||
// near parallel, or edges are very short/zero-length. Returns coverage for each vertex.
|
||||
// Requires (dx, dy) to already be fixed for empty edges.
|
||||
static skvx::Vec<4, float> computeDegenerateQuad(GrQuadAAFlags aaFlags,
|
||||
const skvx::Vec<4, float>& mask,
|
||||
const Edges& edges,
|
||||
bool outset,
|
||||
Vertices* quad);
|
||||
// Computes the vertices for the two nested quads used to create AA edges. The original
|
||||
// single quad should be duplicated as input in 'inner' and 'outer', and the resulting quad
|
||||
// frame will be stored in-place on return. Returns per-vertex coverage for the inner
|
||||
// vertices.
|
||||
static skvx::Vec<4, float> computeNestedQuadVertices(GrQuadAAFlags aaFlags,
|
||||
bool rectilinear,
|
||||
Vertices* inner,
|
||||
Vertices* outer);
|
||||
// Generalizes computeNestedQuadVertices to extrapolate local coords such that after
|
||||
// perspective division of the device coordinates, the original local coordinate value is at
|
||||
// the original un-outset device position.
|
||||
static skvx::Vec<4, float> computeNestedPerspQuadVertices(GrQuadAAFlags aaFlags,
|
||||
Vertices* inner,
|
||||
Vertices* outer);
|
||||
};
|
||||
|
||||
}; // namespace GrQuadUtils
|
||||
|
||||
#endif
|
||||
|
@ -7,9 +7,10 @@
|
||||
|
||||
#include "src/gpu/ops/GrQuadPerEdgeAA.h"
|
||||
|
||||
#include "include/private/SkNx.h"
|
||||
#include "include/private/SkVx.h"
|
||||
#include "src/gpu/GrVertexWriter.h"
|
||||
#include "src/gpu/SkGr.h"
|
||||
#include "src/gpu/geometry/GrQuadUtils.h"
|
||||
#include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
|
||||
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
|
||||
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
|
||||
@ -17,478 +18,22 @@
|
||||
#include "src/gpu/glsl/GrGLSLVarying.h"
|
||||
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
|
||||
|
||||
#define AI SK_ALWAYS_INLINE
|
||||
|
||||
namespace {
|
||||
|
||||
// Helper data types since there is a lot of information that needs to be passed around to
|
||||
// avoid recalculation in the different procedures for tessellating an AA quad.
|
||||
|
||||
using V4f = skvx::Vec<4, float>;
|
||||
using M4f = skvx::Vec<4, int32_t>;
|
||||
|
||||
struct Vertices {
|
||||
// X, Y, and W coordinates in device space. If not perspective, w should be set to 1.f
|
||||
V4f fX, fY, fW;
|
||||
// U, V, and R coordinates representing local quad. Ignored depending on uvrCount (0, 1, 2).
|
||||
V4f fU, fV, fR;
|
||||
int fUVRCount;
|
||||
};
|
||||
|
||||
struct QuadMetadata {
|
||||
// Normalized edge vectors of the device space quad, ordered L, B, T, R (i.e. nextCCW(x) - x).
|
||||
V4f fDX, fDY;
|
||||
// 1 / edge length of the device space quad
|
||||
V4f fInvLengths;
|
||||
// Edge mask (set to all 1s if aa flags is kAll), otherwise 1.f if edge was AA, 0.f if non-AA.
|
||||
V4f fMask;
|
||||
};
|
||||
|
||||
struct Edges {
|
||||
// a * x + b * y + c = 0; positive distance is inside the quad; ordered LBTR.
|
||||
V4f fA, fB, fC;
|
||||
// Whether or not the edge normals had to be flipped to preserve positive distance on the inside
|
||||
bool fFlipped;
|
||||
};
|
||||
|
||||
static constexpr float kTolerance = 1e-2f;
|
||||
// True/false bit masks for initializing an M4f
|
||||
static constexpr int32_t kTrue = ~0;
|
||||
static constexpr int32_t kFalse = 0;
|
||||
|
||||
static AI V4f fma(const V4f& f, const V4f& m, const V4f& a) {
|
||||
return mad(f, m, a);
|
||||
}
|
||||
|
||||
// These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
|
||||
// order.
|
||||
static AI V4f nextCW(const V4f& v) {
|
||||
return skvx::shuffle<2, 0, 3, 1>(v);
|
||||
}
|
||||
|
||||
static AI V4f nextCCW(const V4f& v) {
|
||||
return skvx::shuffle<1, 3, 0, 2>(v);
|
||||
}
|
||||
|
||||
// Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector.
|
||||
// e3 may be null if only 2D edges need to be corrected for.
|
||||
static AI void correct_bad_edges(const M4f& bad, V4f* e1, V4f* e2, V4f* e3) {
|
||||
if (any(bad)) {
|
||||
// Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding
|
||||
*e1 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e1), *e1);
|
||||
*e2 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e2), *e2);
|
||||
if (e3) {
|
||||
*e3 = if_then_else(bad, -skvx::shuffle<3, 2, 1, 0>(*e3), *e3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points.
|
||||
static AI void correct_bad_coords(const M4f& bad, V4f* c1, V4f* c2, V4f* c3) {
|
||||
if (any(bad)) {
|
||||
*c1 = if_then_else(bad, nextCCW(*c1), *c1);
|
||||
*c2 = if_then_else(bad, nextCCW(*c2), *c2);
|
||||
if (c3) {
|
||||
*c3 = if_then_else(bad, nextCCW(*c3), *c3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static AI QuadMetadata get_metadata(const Vertices& vertices, GrQuadAAFlags aaFlags) {
|
||||
V4f dx = nextCCW(vertices.fX) - vertices.fX;
|
||||
V4f dy = nextCCW(vertices.fY) - vertices.fY;
|
||||
V4f invLengths = rsqrt(fma(dx, dx, dy * dy));
|
||||
|
||||
V4f mask = aaFlags == GrQuadAAFlags::kAll ? V4f(1.f) :
|
||||
V4f{(GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f,
|
||||
(GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f,
|
||||
(GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f,
|
||||
(GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f};
|
||||
return { dx * invLengths, dy * invLengths, invLengths, mask };
|
||||
}
|
||||
|
||||
static AI Edges get_edge_equations(const QuadMetadata& metadata, const Vertices& vertices) {
|
||||
V4f dx = metadata.fDX;
|
||||
V4f dy = metadata.fDY;
|
||||
// Correct for bad edges by copying adjacent edge information into the bad component
|
||||
correct_bad_edges(metadata.fInvLengths >= 1.f / kTolerance, &dx, &dy, nullptr);
|
||||
|
||||
V4f c = fma(dx, vertices.fY, -dy * vertices.fX);
|
||||
// Make sure normals point into the shape
|
||||
V4f test = fma(dy, nextCW(vertices.fX), fma(-dx, nextCW(vertices.fY), c));
|
||||
if (any(test < -kTolerance)) {
|
||||
return {-dy, dx, -c, true};
|
||||
} else {
|
||||
return {dy, -dx, c, false};
|
||||
}
|
||||
}
|
||||
|
||||
// Sets 'outset' to the magnitude of outset/inset to adjust each corner of a quad given the
|
||||
// edge angles and lengths. If the quad is too small, has empty edges, or too sharp of angles,
|
||||
// false is returned and the degenerate slow-path should be used.
|
||||
static bool get_optimized_outset(const QuadMetadata& metadata, bool rectilinear, V4f* outset) {
|
||||
if (rectilinear) {
|
||||
*outset = 0.5f;
|
||||
// Stay in the fast path as long as all edges are at least a pixel long (so 1/len <= 1)
|
||||
return all(metadata.fInvLengths <= 1.f);
|
||||
}
|
||||
|
||||
if (any(metadata.fInvLengths >= 1.f / kTolerance)) {
|
||||
// Have an empty edge from a degenerate quad, so there's no hope
|
||||
return false;
|
||||
}
|
||||
|
||||
// The distance the point needs to move is 1/2sin(theta), where theta is the angle between the
|
||||
// two edges at that point. cos(theta) is equal to dot(dxy, nextCW(dxy))
|
||||
V4f cosTheta = fma(metadata.fDX, nextCW(metadata.fDX), metadata.fDY * nextCW(metadata.fDY));
|
||||
// If the angle is too shallow between edges, go through the degenerate path, otherwise adding
|
||||
// and subtracting very large vectors in almost opposite directions leads to float errors
|
||||
if (any(abs(cosTheta) >= 0.9f)) {
|
||||
return false;
|
||||
}
|
||||
*outset = 0.5f * rsqrt(1.f - cosTheta * cosTheta); // 1/2sin(theta)
|
||||
|
||||
// When outsetting or insetting, the current edge's AA adds to the length:
|
||||
// cos(pi - theta)/2sin(theta) + cos(pi-ccw(theta))/2sin(ccw(theta))
|
||||
// Moving an adjacent edge updates the length by 1/2sin(theta|ccw(theta))
|
||||
V4f halfTanTheta = -cosTheta * (*outset); // cos(pi - theta) = -cos(theta)
|
||||
V4f edgeAdjust = metadata.fMask * (halfTanTheta + nextCCW(halfTanTheta)) +
|
||||
nextCCW(metadata.fMask) * nextCCW(*outset) +
|
||||
nextCW(metadata.fMask) * (*outset);
|
||||
// If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make edgeLen negative
|
||||
// then use the slow path
|
||||
V4f threshold = 0.1f - (1.f / metadata.fInvLengths);
|
||||
return all(edgeAdjust > threshold) && all(edgeAdjust < -threshold);
|
||||
}
|
||||
|
||||
// Ignores the quad's fW, use outset_projected_vertices if it's known to need 3D.
|
||||
static AI void outset_vertices(const V4f& outset, const QuadMetadata& metadata, Vertices* quad) {
|
||||
// The mask is rotated compared to the outsets and edge vectors, since if the edge is "on"
|
||||
// both its points need to be moved along their other edge vectors.
|
||||
auto maskedOutset = -outset * nextCW(metadata.fMask);
|
||||
auto maskedOutsetCW = outset * metadata.fMask;
|
||||
// x = x + outset * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff
|
||||
quad->fX += fma(maskedOutsetCW, nextCW(metadata.fDX), maskedOutset * metadata.fDX);
|
||||
quad->fY += fma(maskedOutsetCW, nextCW(metadata.fDY), maskedOutset * metadata.fDY);
|
||||
if (quad->fUVRCount > 0) {
|
||||
// We want to extend the texture coords by the same proportion as the positions.
|
||||
maskedOutset *= metadata.fInvLengths;
|
||||
maskedOutsetCW *= nextCW(metadata.fInvLengths);
|
||||
V4f du = nextCCW(quad->fU) - quad->fU;
|
||||
V4f dv = nextCCW(quad->fV) - quad->fV;
|
||||
quad->fU += fma(maskedOutsetCW, nextCW(du), maskedOutset * du);
|
||||
quad->fV += fma(maskedOutsetCW, nextCW(dv), maskedOutset * dv);
|
||||
if (quad->fUVRCount == 3) {
|
||||
V4f dr = nextCCW(quad->fR) - quad->fR;
|
||||
quad->fR += fma(maskedOutsetCW, nextCW(dr), maskedOutset * dr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Updates (x,y,w) to be at (x2d,y2d) once projected. Updates (u,v,r) to match if provided.
|
||||
// Gracefully handles 2D content if *w holds all 1s.
|
||||
static void outset_projected_vertices(const V4f& x2d, const V4f& y2d,
|
||||
GrQuadAAFlags aaFlags, Vertices* quad) {
|
||||
// Left to right, in device space, for each point
|
||||
V4f e1x = skvx::shuffle<2, 3, 2, 3>(quad->fX) - skvx::shuffle<0, 1, 0, 1>(quad->fX);
|
||||
V4f e1y = skvx::shuffle<2, 3, 2, 3>(quad->fY) - skvx::shuffle<0, 1, 0, 1>(quad->fY);
|
||||
V4f e1w = skvx::shuffle<2, 3, 2, 3>(quad->fW) - skvx::shuffle<0, 1, 0, 1>(quad->fW);
|
||||
correct_bad_edges(fma(e1x, e1x, e1y * e1y) < kTolerance * kTolerance, &e1x, &e1y, &e1w);
|
||||
|
||||
// // Top to bottom, in device space, for each point
|
||||
V4f e2x = skvx::shuffle<1, 1, 3, 3>(quad->fX) - skvx::shuffle<0, 0, 2, 2>(quad->fX);
|
||||
V4f e2y = skvx::shuffle<1, 1, 3, 3>(quad->fY) - skvx::shuffle<0, 0, 2, 2>(quad->fY);
|
||||
V4f e2w = skvx::shuffle<1, 1, 3, 3>(quad->fW) - skvx::shuffle<0, 0, 2, 2>(quad->fW);
|
||||
correct_bad_edges(fma(e2x, e2x, e2y * e2y) < kTolerance * kTolerance, &e2x, &e2y, &e2w);
|
||||
|
||||
// Can only move along e1 and e2 to reach the new 2D point, so we have
|
||||
// x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and
|
||||
// y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b
|
||||
// This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where
|
||||
// the cNx and cNy coefficients are:
|
||||
V4f c1x = e1w * x2d - e1x;
|
||||
V4f c1y = e1w * y2d - e1y;
|
||||
V4f c2x = e2w * x2d - e2x;
|
||||
V4f c2y = e2w * y2d - e2y;
|
||||
V4f c3x = quad->fW * x2d - quad->fX;
|
||||
V4f c3y = quad->fW * y2d - quad->fY;
|
||||
|
||||
// Solve for a and b
|
||||
V4f a, b, denom;
|
||||
if (aaFlags == GrQuadAAFlags::kAll) {
|
||||
// When every edge is outset/inset, each corner can use both edge vectors
|
||||
denom = c1x * c2y - c2x * c1y;
|
||||
a = (c2x * c3y - c3x * c2y) / denom;
|
||||
b = (c3x * c1y - c1x * c3y) / denom;
|
||||
} else {
|
||||
// Force a or b to be 0 if that edge cannot be used due to non-AA
|
||||
M4f aMask = M4f{(aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kLeft) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kRight) ? kTrue : kFalse};
|
||||
M4f bMask = M4f{(aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kTop) ? kTrue : kFalse,
|
||||
(aaFlags & GrQuadAAFlags::kBottom) ? kTrue : kFalse};
|
||||
|
||||
// When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case.
|
||||
// When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom
|
||||
// When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, ""
|
||||
// When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0
|
||||
M4f useC1x = abs(c1x) > abs(c1y);
|
||||
M4f useC2x = abs(c2x) > abs(c2y);
|
||||
|
||||
denom = if_then_else(aMask,
|
||||
if_then_else(bMask,
|
||||
c1x * c2y - c2x * c1y, /* A & B */
|
||||
if_then_else(useC1x, c1x, c1y)), /* A & !B */
|
||||
if_then_else(bMask,
|
||||
if_then_else(useC2x, c2x, c2y), /* !A & B */
|
||||
V4f(1.f))); /* !A & !B */
|
||||
|
||||
a = if_then_else(aMask,
|
||||
if_then_else(bMask,
|
||||
c2x * c3y - c3x * c2y, /* A & B */
|
||||
if_then_else(useC1x, -c3x, -c3y)), /* A & !B */
|
||||
V4f(0.f)) / denom; /* !A */
|
||||
b = if_then_else(bMask,
|
||||
if_then_else(aMask,
|
||||
c3x * c1y - c1x * c3y, /* A & B */
|
||||
if_then_else(useC2x, -c3x, -c3y)), /* !A & B */
|
||||
V4f(0.f)) / denom; /* !B */
|
||||
}
|
||||
|
||||
V4f newW = quad->fW + a * e1w + b * e2w;
|
||||
// If newW < 0, scale a and b such that the point reaches the infinity plane instead of crossing
|
||||
// This breaks orthogonality of inset/outsets, but GPUs don't handle negative Ws well so this
|
||||
// is far less visually disturbing (likely not noticeable since it's at extreme perspective).
|
||||
// The alternative correction (multiply xyw by -1) has the disadvantage of changing how local
|
||||
// coordinates would be interpolated.
|
||||
static const float kMinW = 1e-6f;
|
||||
if (any(newW < 0.f)) {
|
||||
V4f scale = if_then_else(newW < kMinW, (kMinW - quad->fW) / (newW - quad->fW), V4f(1.f));
|
||||
a *= scale;
|
||||
b *= scale;
|
||||
}
|
||||
|
||||
quad->fX += a * e1x + b * e2x;
|
||||
quad->fY += a * e1y + b * e2y;
|
||||
quad->fW += a * e1w + b * e2w;
|
||||
correct_bad_coords(abs(denom) < kTolerance, &quad->fX, &quad->fY, &quad->fW);
|
||||
|
||||
if (quad->fUVRCount > 0) {
|
||||
// Calculate R here so it can be corrected with U and V in case it's needed later
|
||||
V4f e1u = skvx::shuffle<2, 3, 2, 3>(quad->fU) - skvx::shuffle<0, 1, 0, 1>(quad->fU);
|
||||
V4f e1v = skvx::shuffle<2, 3, 2, 3>(quad->fV) - skvx::shuffle<0, 1, 0, 1>(quad->fV);
|
||||
V4f e1r = skvx::shuffle<2, 3, 2, 3>(quad->fR) - skvx::shuffle<0, 1, 0, 1>(quad->fR);
|
||||
correct_bad_edges(fma(e1u, e1u, e1v * e1v) < kTolerance * kTolerance, &e1u, &e1v, &e1r);
|
||||
|
||||
V4f e2u = skvx::shuffle<1, 1, 3, 3>(quad->fU) - skvx::shuffle<0, 0, 2, 2>(quad->fU);
|
||||
V4f e2v = skvx::shuffle<1, 1, 3, 3>(quad->fV) - skvx::shuffle<0, 0, 2, 2>(quad->fV);
|
||||
V4f e2r = skvx::shuffle<1, 1, 3, 3>(quad->fR) - skvx::shuffle<0, 0, 2, 2>(quad->fR);
|
||||
correct_bad_edges(fma(e2u, e2u, e2v * e2v) < kTolerance * kTolerance, &e2u, &e2v, &e2r);
|
||||
|
||||
quad->fU += a * e1u + b * e2u;
|
||||
quad->fV += a * e1v + b * e2v;
|
||||
if (quad->fUVRCount == 3) {
|
||||
quad->fR += a * e1r + b * e2r;
|
||||
correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, &quad->fR);
|
||||
} else {
|
||||
correct_bad_coords(abs(denom) < kTolerance, &quad->fU, &quad->fV, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static V4f degenerate_coverage(const V4f& px, const V4f& py, const Edges& edges) {
|
||||
// Calculate distance of the 4 inset points (px, py) to the 4 edges
|
||||
V4f d0 = fma(edges.fA[0], px, fma(edges.fB[0], py, edges.fC[0]));
|
||||
V4f d1 = fma(edges.fA[1], px, fma(edges.fB[1], py, edges.fC[1]));
|
||||
V4f d2 = fma(edges.fA[2], px, fma(edges.fB[2], py, edges.fC[2]));
|
||||
V4f d3 = fma(edges.fA[3], px, fma(edges.fB[3], py, edges.fC[3]));
|
||||
|
||||
// For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal
|
||||
// axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis
|
||||
// so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage
|
||||
// at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an
|
||||
// accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not
|
||||
// mathematically accurate but qualitatively provides a stable value proportional to the size of
|
||||
// the shape.
|
||||
V4f w = max(0.f, min(1.f, d0 + d3));
|
||||
V4f h = max(0.f, min(1.f, d1 + d2));
|
||||
return w * h;
|
||||
}
|
||||
|
||||
// Outsets or insets xs/ys in place. To be used when the interior is very small, edges are near
|
||||
// parallel, or edges are very short/zero-length. Returns coverage for each vertex.
|
||||
// Requires (dx, dy) to already be fixed for empty edges.
|
||||
static V4f compute_degenerate_quad(GrQuadAAFlags aaFlags, const V4f& mask, const Edges& edges,
|
||||
bool outset, Vertices* quad) {
|
||||
// Move the edge 1/2 pixel in or out depending on 'outset'.
|
||||
V4f oc = edges.fC + mask * (outset ? 0.5f : -0.5f);
|
||||
|
||||
// There are 6 points that we care about to determine the final shape of the polygon, which
|
||||
// are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the
|
||||
// 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges).
|
||||
V4f denom = edges.fA * nextCW(edges.fB) - edges.fB * nextCW(edges.fA);
|
||||
V4f px = (edges.fB * nextCW(oc) - oc * nextCW(edges.fB)) / denom;
|
||||
V4f py = (oc * nextCW(edges.fA) - edges.fA * nextCW(oc)) / denom;
|
||||
correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr);
|
||||
|
||||
// Calculate the signed distances from these 4 corners to the other two edges that did not
|
||||
// define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and
|
||||
// p(3) to e0,e2
|
||||
V4f dists1 = px * skvx::shuffle<3, 3, 0, 0>(edges.fA) +
|
||||
py * skvx::shuffle<3, 3, 0, 0>(edges.fB) +
|
||||
skvx::shuffle<3, 3, 0, 0>(oc);
|
||||
V4f dists2 = px * skvx::shuffle<1, 2, 1, 2>(edges.fA) +
|
||||
py * skvx::shuffle<1, 2, 1, 2>(edges.fB) +
|
||||
skvx::shuffle<1, 2, 1, 2>(oc);
|
||||
|
||||
// If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as
|
||||
// the 4 points. If any point is on the wrong side of both edges, the interior has collapsed
|
||||
// and we need to use a central point to represent it. If all four points are only on the
|
||||
// wrong side of 1 edge, one edge has crossed over another and we use a line to represent it.
|
||||
// Otherwise, use a triangle that replaces the bad points with the intersections of
|
||||
// (e1, e2) or (e0, e3) as needed.
|
||||
M4f d1v0 = dists1 < kTolerance;
|
||||
M4f d2v0 = dists2 < kTolerance;
|
||||
M4f d1And2 = d1v0 & d2v0;
|
||||
M4f d1Or2 = d1v0 | d2v0;
|
||||
|
||||
V4f coverage;
|
||||
if (!any(d1Or2)) {
|
||||
// Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is
|
||||
// and use full coverage
|
||||
coverage = 1.f;
|
||||
} else if (any(d1And2)) {
|
||||
// A point failed against two edges, so reduce the shape to a single point, which we take as
|
||||
// the center of the original quad to ensure it is contained in the intended geometry. Since
|
||||
// it has collapsed, we know the shape cannot cover a pixel so update the coverage.
|
||||
SkPoint center = {0.25f * (quad->fX[0] + quad->fX[1] + quad->fX[2] + quad->fX[3]),
|
||||
0.25f * (quad->fY[0] + quad->fY[1] + quad->fY[2] + quad->fY[3])};
|
||||
px = center.fX;
|
||||
py = center.fY;
|
||||
coverage = degenerate_coverage(px, py, edges);
|
||||
} else if (all(d1Or2)) {
|
||||
// Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
|
||||
// that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed.
|
||||
if (dists1[2] < kTolerance && dists1[3] < kTolerance) {
|
||||
// Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
|
||||
px = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
|
||||
py = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
|
||||
} else {
|
||||
// Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
|
||||
px = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
|
||||
py = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
|
||||
}
|
||||
coverage = degenerate_coverage(px, py, edges);
|
||||
} else {
|
||||
// This turns into a triangle. Replace corners as needed with the intersections between
|
||||
// (e0,e3) and (e1,e2), which must now be calculated
|
||||
using V2f = skvx::Vec<2, float>;
|
||||
V2f eDenom = skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(edges.fB) -
|
||||
skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(edges.fA);
|
||||
V2f ex = (skvx::shuffle<0, 1>(edges.fB) * skvx::shuffle<3, 2>(oc) -
|
||||
skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fB)) / eDenom;
|
||||
V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(edges.fA) -
|
||||
skvx::shuffle<0, 1>(edges.fA) * skvx::shuffle<3, 2>(oc)) / eDenom;
|
||||
|
||||
if (SkScalarAbs(eDenom[0]) > kTolerance) {
|
||||
px = if_then_else(d1v0, V4f(ex[0]), px);
|
||||
py = if_then_else(d1v0, V4f(ey[0]), py);
|
||||
}
|
||||
if (SkScalarAbs(eDenom[1]) > kTolerance) {
|
||||
px = if_then_else(d2v0, V4f(ex[1]), px);
|
||||
py = if_then_else(d2v0, V4f(ey[1]), py);
|
||||
}
|
||||
|
||||
coverage = 1.f;
|
||||
}
|
||||
|
||||
outset_projected_vertices(px, py, aaFlags, quad);
|
||||
return coverage;
|
||||
}
|
||||
|
||||
// Computes the vertices for the two nested quads used to create AA edges. The original single quad
|
||||
// should be duplicated as input in 'inner' and 'outer', and the resulting quad frame will be
|
||||
// stored in-place on return. Returns per-vertex coverage for the inner vertices.
|
||||
static V4f compute_nested_quad_vertices(GrQuadAAFlags aaFlags, bool rectilinear,
|
||||
Vertices* inner, Vertices* outer, SkRect* domain) {
|
||||
SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
|
||||
SkASSERT(outer->fUVRCount == inner->fUVRCount);
|
||||
|
||||
QuadMetadata metadata = get_metadata(*inner, aaFlags);
|
||||
|
||||
// Calculate domain first before updating vertices. It's only used when not rectilinear.
|
||||
if (!rectilinear) {
|
||||
SkASSERT(domain);
|
||||
// The domain is the bounding box of the quad, outset by 0.5. Don't worry about edge masks
|
||||
// since the FP only applies the domain on the exterior triangles, which are degenerate for
|
||||
// non-AA edges.
|
||||
domain->fLeft = min(outer->fX) - 0.5f;
|
||||
domain->fRight = max(outer->fX) + 0.5f;
|
||||
domain->fTop = min(outer->fY) - 0.5f;
|
||||
domain->fBottom = max(outer->fY) + 0.5f;
|
||||
}
|
||||
|
||||
// When outsetting, we want the new edge to be .5px away from the old line, which means the
|
||||
// corners may need to be adjusted by more than .5px if the matrix had sheer. This adjustment
|
||||
// is only computed if there are no empty edges, and it may signal going through the slow path.
|
||||
V4f outset = 0.5f;
|
||||
if (get_optimized_outset(metadata, rectilinear, &outset)) {
|
||||
// Since it's not subpixel, outsetting and insetting are trivial vector additions.
|
||||
outset_vertices(outset, metadata, outer);
|
||||
outset_vertices(-outset, metadata, inner);
|
||||
return 1.f;
|
||||
}
|
||||
|
||||
// Only compute edge equations once since they are the same for inner and outer quads
|
||||
Edges edges = get_edge_equations(metadata, *inner);
|
||||
|
||||
// Calculate both outset and inset, returning the coverage reported for the inset, since the
|
||||
// outset will always have 0.0f.
|
||||
compute_degenerate_quad(aaFlags, metadata.fMask, edges, true, outer);
|
||||
return compute_degenerate_quad(aaFlags, metadata.fMask, edges, false, inner);
|
||||
}
|
||||
|
||||
// Generalizes compute_nested_quad_vertices to extrapolate local coords such that after perspective
|
||||
// division of the device coordinates, the original local coordinate value is at the original
|
||||
// un-outset device position.
|
||||
static V4f compute_nested_persp_quad_vertices(const GrQuadAAFlags aaFlags, Vertices* inner,
|
||||
Vertices* outer, SkRect* domain) {
|
||||
SkASSERT(inner->fUVRCount == 0 || inner->fUVRCount == 2 || inner->fUVRCount == 3);
|
||||
SkASSERT(outer->fUVRCount == inner->fUVRCount);
|
||||
|
||||
// Calculate the projected 2D quad and use it to form projeccted inner/outer quads
|
||||
V4f iw = 1.0f / inner->fW;
|
||||
V4f x2d = inner->fX * iw;
|
||||
V4f y2d = inner->fY * iw;
|
||||
|
||||
Vertices inner2D = { x2d, y2d, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 }; // No uvr outsetting in 2D
|
||||
Vertices outer2D = inner2D;
|
||||
|
||||
V4f coverage = compute_nested_quad_vertices(
|
||||
aaFlags, /* rect */ false, &inner2D, &outer2D, domain);
|
||||
|
||||
// Now map from the 2D inset/outset back to 3D and update the local coordinates as well
|
||||
outset_projected_vertices(inner2D.fX, inner2D.fY, aaFlags, inner);
|
||||
outset_projected_vertices(outer2D.fX, outer2D.fY, aaFlags, outer);
|
||||
|
||||
return coverage;
|
||||
}
|
||||
|
||||
// Writes four vertices in triangle strip order, including the additional data for local
|
||||
// coordinates, geometry + texture domains, color, and coverage as needed to satisfy the vertex spec
|
||||
static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
|
||||
GrQuadPerEdgeAA::CoverageMode mode, const V4f& coverage, SkPMColor4f color4f,
|
||||
const SkRect& geomDomain, const SkRect& texDomain, const Vertices& quad) {
|
||||
GrQuadPerEdgeAA::CoverageMode mode, const skvx::Vec<4, float>& coverage,
|
||||
SkPMColor4f color4f, const SkRect& geomDomain, const SkRect& texDomain,
|
||||
const GrQuad& deviceQuad, const GrQuad& localQuad) {
|
||||
static constexpr auto If = GrVertexWriter::If<float>;
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
// save position, this is a float2 or float3 or float4 depending on the combination of
|
||||
// perspective and coverage mode.
|
||||
vb->write(quad.fX[i], quad.fY[i],
|
||||
If(spec.deviceQuadType() == GrQuad::Type::kPerspective, quad.fW[i]),
|
||||
vb->write(deviceQuad.x(i), deviceQuad.y(i),
|
||||
If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad.w(i)),
|
||||
If(mode == GrQuadPerEdgeAA::CoverageMode::kWithPosition, coverage[i]));
|
||||
|
||||
// save color
|
||||
@ -501,8 +46,8 @@ static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& sp
|
||||
|
||||
// save local position
|
||||
if (spec.hasLocalCoords()) {
|
||||
vb->write(quad.fU[i], quad.fV[i],
|
||||
If(spec.localQuadType() == GrQuad::Type::kPerspective, quad.fR[i]));
|
||||
vb->write(localQuad.x(i), localQuad.y(i),
|
||||
If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad.w(i)));
|
||||
}
|
||||
|
||||
// save the geometry domain
|
||||
@ -551,58 +96,36 @@ void* Tessellate(void* vertices, const VertexSpec& spec, const GrQuad& deviceQua
|
||||
|
||||
GrQuadPerEdgeAA::CoverageMode mode = spec.coverageMode();
|
||||
|
||||
// Load position data into V4fs (always x, y, and load w to avoid branching down the road)
|
||||
Vertices outer;
|
||||
outer.fX = deviceQuad.x4f();
|
||||
outer.fY = deviceQuad.y4f();
|
||||
outer.fW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective
|
||||
|
||||
// Load local position data into V4fs (either none, just u,v or all three)
|
||||
outer.fUVRCount = spec.localDimensionality();
|
||||
if (spec.hasLocalCoords()) {
|
||||
outer.fU = localQuad.x4f();
|
||||
outer.fV = localQuad.y4f();
|
||||
outer.fR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective
|
||||
}
|
||||
|
||||
GrVertexWriter vb{vertices};
|
||||
if (spec.usesCoverageAA()) {
|
||||
SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor);
|
||||
// Must calculate two new quads, an outset and inset by .5 in projected device space, so
|
||||
// duplicate the original quad for the inner space
|
||||
Vertices inner = outer;
|
||||
|
||||
// Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
|
||||
// a geometry domain
|
||||
SkRect geomDomain;
|
||||
V4f maxCoverage = 1.f;
|
||||
if (spec.deviceQuadType() == GrQuad::Type::kPerspective) {
|
||||
// For perspective, send quads with all edges non-AA through the tessellation to ensure
|
||||
// their corners are processed the same as adjacent quads. This approach relies on
|
||||
// solving edge equations to reconstruct corners, which can create seams if an inner
|
||||
// fully non-AA quad is not similarly processed.
|
||||
maxCoverage = compute_nested_persp_quad_vertices(aaFlags, &inner, &outer, &geomDomain);
|
||||
} else if (aaFlags != GrQuadAAFlags::kNone) {
|
||||
// In 2D, the simpler corner math does not cause issues with seaming against non-AA
|
||||
// inner quads.
|
||||
maxCoverage = compute_nested_quad_vertices(
|
||||
aaFlags, spec.deviceQuadType() <= GrQuad::Type::kRectilinear, &inner, &outer,
|
||||
&geomDomain);
|
||||
} else if (spec.requiresGeometryDomain()) {
|
||||
// The quad itself wouldn't need a geometric domain, but the batch does, so set the
|
||||
// domain to the bounds of the X/Y coords. Since it's non-AA, this won't actually be
|
||||
// evaluated by the shader, but make sure not to upload uninitialized data.
|
||||
geomDomain.fLeft = min(outer.fX);
|
||||
geomDomain.fRight = max(outer.fX);
|
||||
geomDomain.fTop = min(outer.fY);
|
||||
geomDomain.fBottom = max(outer.fY);
|
||||
if (spec.requiresGeometryDomain()) {
|
||||
geomDomain = deviceQuad.bounds();
|
||||
geomDomain.outset(0.5f, 0.5f); // account for AA expansion
|
||||
}
|
||||
|
||||
// Write two quads for inner and outer, inner will use the
|
||||
write_quad(&vb, spec, mode, maxCoverage, color4f, geomDomain, domain, inner);
|
||||
write_quad(&vb, spec, mode, 0.f, color4f, geomDomain, domain, outer);
|
||||
// TODO(michaelludwig) - Update TessellateHelper to select processing functions based on the
|
||||
// vertexspec once per op, and then burn through all quads with the selected function ptr.
|
||||
GrQuadUtils::TessellationHelper helper(deviceQuad,
|
||||
spec.hasLocalCoords() ? &localQuad : nullptr);
|
||||
|
||||
// Write inner vertices first
|
||||
GrQuad aaDeviceQuad, aaLocalQuad;
|
||||
helper.inset(aaFlags, &aaDeviceQuad, &aaLocalQuad);
|
||||
write_quad(&vb, spec, mode, helper.pixelCoverage(), color4f, geomDomain, domain,
|
||||
aaDeviceQuad, aaLocalQuad);
|
||||
|
||||
// Then outer vertices, which use 0.f for their coverage
|
||||
helper.outset(aaFlags, &aaDeviceQuad, &aaLocalQuad);
|
||||
write_quad(&vb, spec, mode, 0.f, color4f, geomDomain, domain, aaDeviceQuad, aaLocalQuad);
|
||||
} else {
|
||||
// No outsetting needed, just write a single quad with full coverage
|
||||
SkASSERT(mode == CoverageMode::kNone && !spec.requiresGeometryDomain());
|
||||
write_quad(&vb, spec, mode, 1.f, color4f, SkRect::MakeEmpty(), domain, outer);
|
||||
write_quad(&vb, spec, mode, 1.f, color4f, SkRect::MakeEmpty(), domain,
|
||||
deviceQuad, localQuad);
|
||||
}
|
||||
|
||||
return vb.fPtr;
|
||||
|
Loading…
Reference in New Issue
Block a user